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laggyteabag

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So, for my last 80 hours, I have been playing Dragon Age: The Veilguard, and I have since completed a 100% playthrough, and earned all the achievements. And I feel compelled to talk about this game.

For some backstory on my relationship with Dragon Age: I’ve played every single Dragon Age game multiple times. I think Origins is great. I really love 2, despite its obvious flaws. And I think that Inquisition has good moments but is really held back by its sheer bloat.

Going into The Veilguard, I tried hard to not go in with any preconceptions of what a Dragon Age game should be, because realistically, this franchise has always been unsure of itself. As Dragon Age games have been released, each one has progressively moved the dial more and more towards being more action-oriented, and being lighter in tone from the dark fantasy established in Origins. Going into a Dragon Age games with expectations for what it should look and play like is, in my opinion, a recipe for disaster. So, in terms of gameplay and tone, I let Dragon Age: The Veilguard speak for itself, and I judged it on its own merits.

And overall, I had a fine time with the game. There is some stuff that I enjoyed quite a bit, and other stuff that I didn’t enjoy much at all.

The biggest win in my eyes for this game is the combat. I played as a mage on the highest difficulty, and I thought that there was a lot of fun to be had here. I was initially quite concerned about the lack of mappable abilities. Going from Dragon Age: Origins where you could map as many abilities as you had access to, to The Veilguard’s three(?!) plus an ultimate ability, seemed like a blasphemous simplification, but as it turns out there is a lot more to do than just your activatable abilities. Dragon Age: The Veilguard allows you to activate your companion’s abilities on the fly, much like you can in the Mass Effect games, which instantly brings your list of activatable abilities to nine (plus your ultimate), which all apply different effects like taunts, heals, knock-downs, damage over time, and the ability to combine two abilities to cause a detonation, which is a huge AOE splash. Additionally, you can now perform light and heavy attacks, a ranged attack, and dodges, blocks, and parries, which allow you to unlock and perform a variety of God of War (2018)-style button combos like jump attacks, sprint attacks to increase your damage, and the skill ceiling. Combined with each class having two distinct weapon types, I found that there was quite a lot to do in combat, which is a far-cry from the previous game’s simple auto attacks. Admittedly it isn’t quite as crunchy as God of War – though me playing as a mage does make this quite an apples/oranges comparison – but I do genuinely feel like this is the best combat in the series.

The build craft is quite a lot of fun too. There are three classes, and each has an expansive skill tree of dozens of nodes of minor and major abilities to unlock, and three specialisations that you can choose to spec into, with each unlocking a new ultimate ability, and leaning into one particular playstyle. Between all of your abilities, all of the different gear and their stat bonuses and passives, it really does feel like there are loads of build possibilities to explore for each class, and there are three classes to choose from. There is a lot of replayability to be found here.

One consequence of this new combat, however, is that you no longer can take direct control of your companions, like you could in the previous game. Though honestly, didn’t care about this this being gone as much as I thought I would have. Whilst it was great that you could assume direct control of one of your companions in a fight in the previous game, If I’m being honest, I never really used this feature all that often, other than to just move a companion out of a hazard. In the previous games, all I ever did was amend their Tactics so that they would use their abilities when I wanted them to, and then let their AI do the rest. I really don’t think this was as big of a blow as I initially thought it would be. The benefits of this change allow your companions to be more distinct and unique in combat, where previously they had access to the exact same list of abilities as you. For example, Davrin’s unique abilities include his griffon in combat, Bellara is a mage who can uniquely use a bow, and Taash dual-wields axes. Additionally, they are also now invincible, and are a lot more responsive with their ability activations, as they just teleport to where they need to be to use that ability – and this never actually bothered me, or looked distracting.

But whilst I have gushed about the combat, that is sadly really the most positive thing that I have to say about Dragon Age: The Veilguard.

This is an RPG, and the real meat of this genre is the story, and this is where the game kind of falters for me.

The tone of this game is honestly quite bizarre. I knew going into this game that this would have a lighter tone, though again, Dragon Age has been slowly pushing in this direction for years, so this wasn’t much of a surprise to me. What kind of shocked me though, was that this was pushing even further into the territory of Young Adult fantasy, or something that wouldn’t be too out of place in a Disney movie. The world is ending, and yet everybody is just so pleasant and happy to be here. The rough edges of the world have been sanded back or pushed out of sight. Its quite a stark contrast to the Dragon Age of the past. But honestly, I don’t think it would be quite so bothersome, if it wasn’t constantly contradicting itself. You are summoned to have a meaningless conversation with some of your companions about how many books they should or shouldn’t bring on a lovely camping trip that they are about to have (that you never see), or you frolic through the woods looking for truffles to feed to your pet griffon, and then the next minute you’re on a quest where a blood mage is controlling hostages through their blood, which visually looks like a puppet’s marionette strings, or you’ll shock someone to death in combat and they will literally explode in a shower of blood. The main theme doesn’t even sound like it was made for this game, and was intended for something much darker, with its sinister strings and loud horns.

Talking about the music for a second, it is in a word: weird. Synths are an odd choice for a fantasy game, but it does admittedly occasionally work, and there are a few decent tracks to be found. But overall, I feel as though the music is quite a big step back from Inquisition, which is pretty evident by that often when I was thinking to myself "wow, the music is really good in this scene", it ended up being a song from Inquisition. But alas, Trevor Morris was not brought back, and was instead replaced by Hanz Zimmer(?!) and Lorne Balfe for their 10 billionth project.

As for the story and the companions, it’s a bit rough. The game is structured basically exactly like Mass Effect 2, which is likely great news for most people, but it is a game that I have soured on somewhat over the years. This is to say that the game has the occasional and impactful story mission, but the majority of the game is running around recruiting companions, or progressing their companion quest. But unlike Mass Effect 2, these quests are a lot longer and a lot more involved than just a few chats on the Normandy, and then a singular loyalty mission. Unfortunately, just like Mass Effect 2, these quests are often only tangentially related to the main story, so the main plot often takes a back seat, as you go for another round of the previously mentioned truffle hunting in the woods.

Unlike Mass Effect 2, though, the companions themselves are not the highlight of the game, and are honestly a career-low for BioWare (at least of the games that I have played). Not a single one of them left much of an impression of me, and I was never excited about bringing any of them out with me – unlike Dragon Age 2 where three slots was agonisingly small! I just didn’t really care about any of these people, which made me not care about their personal quests, which made a majority of the game quite a bit of a slog. Most bizarrely, often these characters indicated no real preference for how their personal quests would end either, with them often deferring major decisions about their lives to you for some reason. I get that RPGs are all about choice, but too much choice in what should be very personal decisions for these characters just makes them feel very unconvincing. I think one of reasons why I never quite gelled with these companions, is that (with one exception) each one is tied to one of the 6 major factions in the game, so aside from one or two extraneous "personality" traits (Lucianis loves coffee, and wont shut up about the city he comes from) they mostly just act as ambassadors for the faction that they come from rather than actual people.

As an aside, your character seems like the least special person of the bunch; you aren't the chosen one, there is nothing special about you. You might hail from the same background as one of your companions, but they are inherently more special than you - you might be a Grey Warden, but Davrin is a Grey Warden with a Griffon. You might be an Antivan Crow, but Lucianis is a Crow possessed by a demon. Your character's backstory is always one-upped by someone standing next to you.

I think my biggest surprise for The Veilguard is how few of your choices from the previous games are imported. There are a grand total of four(?!) decisions that can be imported, and these are: your Inquisitor’s race and appearance (which you do get to customise), who they romanced, whether or not you pledged to stop Solas by any means necessary, and whether or not the Inquisition was disbanded. And as far as I could tell, the latter two choices barely made any impact at all. Its quite shocking to me that this was cut down in such a way. BioWare game’s special sauce in my view has always been that your previous choices would impact future games. Importing your decisions from one game into the next is and always will be cool as shit, and it is a crying shame that this was mostly removed here. I'm not expecting a meaningful payoff from the outcome of sidequest number 47 of Dragon Age 2 here, but even bigger picture stuff like “Is the Hero of Ferelden still alive?” or “Is Hawke still alive?” are nowhere to be seen, and their absence is really felt. You can’t even pick your Inquisitor’s class, so they just run around in their pyjamas for the whole game.

As for the plot itself, I didn’t think that it was anything exceptional. Solas, who was built up to be the next big-bad by the end of Inquisition, is immediately sidelined in favour of two mustache-twirling villains. Solas’ occasional appearances are a highlight, but they only ever make me yearn for what could have been. But sadly, just like in Mass Effect 2, the whole plot is unfortunately sidelined so that you can deal with your companion’s personal drama, instead of saving the world. So maybe that name change from Dragon Age: Dreadwolf to Dragon Age: The Veilguard, was more fitting than I had originally expected.

Overall, I think it is a decent game. A solid 6/10. I have no idea what the reviewers were injecting into their veins when they were scoring this game a 9’s and 10’s, but similarly, calling this game Dragon Age: Failguard is being a bit overdramatic. This certainly wasn’t what BioWare needed to stage their big comeback.
 
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Well no shit flOw is a short game. I already "beat" it since my last post 90 minutes ago.

It's part screensaver, part art piece, part tech demo for the Sixaxis. You tilt the controller in the direction you want to guide a spermatozoon as it floats on a 2D nether. Eat red pellets to move deeper into the nether, get bullied by bigger spermatozoon and you go back up a 2D plane. Do not pass go, do not collect $200.

Get to the final pellet and you win the campaign. Win the six campaigns with the six different shapes of spermatozoon and you win the game. And that's it.

So this is basically where the GAMES ARE ART indie battlecry began, right? Before Fez, before Braid, before Limbo, before Journey.
Nah that was waaay back when Ebert wrote a piece regarding the argument for it, mentioned being shown SotC as a front runner example and ended with, “Ok kids, you can play on my lawn.”
 
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Ezekiel

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Yeah, dead, and that was three years ago, when not as dead. My topic got twice the responses.

Why I don't copy my last movies watched here anymore, despite lazily copying so many of my other posts.
 
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Johnny Novgorod

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Now I'm playing Flower, Thatgamecompany's followup to flOw and immediately the more entertaining of the two.

We're still in Sixaxis tech demo territory. You tilt the controller to steer wind through flower meadows, blooming them on touch and Okami'ing the lifeless environment into that one Windows XP desktop wallpaper. Controlling the wind and combing fields of grass and flowers to some tasteful piano, petals swirling around and giving heft and color to your 'character', is a spectacular upgrade over flOw's petri dish bonanza.

I think both games, art pieces, whatever you want to fall them, are fine by the way. flOw is about microorganisms enduring a pointless dog-eat-dog existence, Flower is essentially about the grace and harmony of nature when left the fuck alone. One of these is easier to vibe to.

Flower is also a bit more 'gamey' in that levels are somewhat gated and structured around completing certain tasks, rather than merely getting to the end. And there're a few collectibles to boot.
 

laggyteabag

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I've also been simmering on this one spoiler thing about The Veilguard that I want to bring up.

So at the beginning of the game, Varric - a returning companion from Dragon Age 2 and Inquisition, and your character's recruiter and mentor - gets into a scuffle with Solas. During the fight, Solas stabs Varric, critically injuring him. Varric then spends the rest of the game in the infirmary, too injured to go out into the field, but you can still go and visit him, where he will comment on what is going on, and offer his advice.

However, towards the end of the game, it is revealed that Varric has actually been dead the whole time. Solas killed him at the beginning of the game. However, Solas - wanting to try to keep you on his side - has been using magic to manipulate your mind into thinking that Varric was still alive. Cute trick; makes sense why he would do this. However, it is also mentioned that only you have been manipulated, and everyone else is very well aware that Varric was killed.

But here is the elephant in the room: there is and was nothing stopping anyone else from mentioning or telling you that Varric was dead, they just didn't, because "they thought you knew". Everybody seemingly just wordlessly agreed to never bring up Varric's death for the whole game.

Harding - who was with the Inquisition alongside Varric, and was with him when he died - doesn't bring it up.

Neve - who seemingly had a history with Varric, and who was also with him when he died - doesn't bring it up.

The Inquisitor - your character from the previous game, who adventured with Varric all through that game's events - doesn't bring it up.

Dorian - a returning companion from Dragon Age Inquisition, who adventured with Varric all through that game's events - doesn't bring it up.

Isabella - a returning companion from Dragon Age 2, who adventured with Varric all through that game's events - doesn't bring it up.

And you never hear from Hawke, or any of the other characters or companions from 2 or Inquisition.

Not only is this just a massive, colossal contrivance in service of the plot, but it also robs these characters of their moment of mourning. As far as this game shows, Varric dies, and nobody cares enough to even mention it. Its a massive shame, and a disappointing send off to one of Dragon Age's best characters.
 
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Now I'm playing Flower, Thatgamecompany's followup to flOw and immediately the more entertaining of the two.

We're still in Sixaxis tech demo territory. You tilt the controller to steer wind through flower meadows, blooming them on touch and Okami'ing the lifeless environment into that one Windows XP desktop wallpaper. Controlling the wind and combing fields of grass and flowers to some tasteful piano, petals swirling around and giving heft and color to your 'character', is a spectacular upgrade over flOw's petri dish bonanza.

I think both games, art pieces, whatever you want to fall them, are fine by the way. flOw is about microorganisms enduring a pointless dog-eat-dog existence, Flower is essentially about the grace and harmony of nature when left the fuck alone. One of these is easier to vibe to.

Flower is also a bit more 'gamey' in that levels are somewhat gated and structured around completing certain tasks, rather than merely getting to the end. And there're a few collectibles to boot.
It’s also a rare case where the product wound up being a step beyond what even this hype commercial had in mind -

 

XsjadoBlayde

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Test Drive Unlimited: Solarpunk Crown
Was bought with the researched understanding it was already shit. Or more generously, released too early in unfinished state? It's also always online and I hate those fucking things so wtf am I even doing? Don't answer, don't validate that neurotic bullshit with a second's thought. The game must undergo preliminary vibe check!

Unsure whether or not to start on snarky joke about the title being test drive alongisde the game being beta test drive or has the time already been wasted pondering the matter? Can't dither, let's move on. Solar is the word of the day, month and generational displaced indigenous trauma it seems on this free roma island. Money? Solar bucks! Points? Solar points! Friends? Solar friends! Loo-roll? Solar poops! I had to double check where the game said it was placed cause every character so far were extremely sci-fi wealthy Americans "Hong Kong island"? Hmm. Probably best not ask where last population at then.

Game works though! Looks... unimpressive. But not offensively so. Apart from the glistening porcelain dolls it insists are human characters, animated at times hilariously - or specifically the one time the sci-fi wealthy woman walked towards her private sci-fi chopper with a strut am struggling to find words to describe. Ketamine Ace Ventura?

Controls...ok! A cute lil radial wheel to toggle your vehicle extremities is nice, if pointless.

Connection? Cant say for sure. Power cuts been happening a lot round here lately so everything's been inconsistent. It hasn't disconnected on its own so far at least.

Frame rate? Uh, it's ,uh, you know, it's trying its best.

Helps forget The Crew Motorsport is clearly the superior product and should be played instead, right now, what the hell are you doing not playing that instead right now? No, sadly not quite. Apart from the new island to explore, it ain't bad, has potential not outside the realm of a few smart patches.
 
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Bedinsis

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Finished The Room.

This is in essence a series of virtual puzzle boxes. Gorgeous puzzle boxes, with intricate design elements. The actual puzzles are mostly of the nature of "I have a series of elements that I need to figure out how they stick together in order for the game to continue", like an Escape Room. It was so-so. The puzzles of figuring out the next thing to do was the thing I mostly got stuck on; once the ingredients was in place it was rather banal. There were a few instances where I got that "aha!" feeling where I figured out how to proceed and felt clever, but on the whole it was so-so.
 

Drathnoxis

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Well no shit flOw is a short game. I already "beat" it since my last post 90 minutes ago.

It's part screensaver, part art piece, part tech demo for the Sixaxis. You tilt the controller in the direction you want to guide a spermatozoon as it floats on a 2D nether. Eat red pellets to move deeper into the nether, get bullied by bigger spermatozoon and you go back up a 2D plane. Do not pass go, do not collect $200.

Get to the final pellet and you win the campaign. Win the six campaigns with the six different shapes of spermatozoon and you win the game. And that's it.

So this is basically where the GAMES ARE ART indie battlecry began, right? Before Fez, before Braid, before Limbo, before Journey.
I played flOw but I didn't beat it. I never realized it was that short. Maybe I'll go back just to cross it off the list of ThatGameCompany games I haven't played.
 

BrawlMan

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I tried the demo for Antonblast. Pretty good game, but I think I am going wait on this one. I like the fast paced platforming, but the slow precision based segments are not needed and Anton or his partner are too slippery in these segments, when their looseness is matched better with speedy platforming.
 

Johnny Novgorod

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I played flOw but I didn't beat it. I never realized it was that short. Maybe I'll go back just to cross it off the list of ThatGameCompany games I haven't played.
It's even shorter than that, but the game can be a bit foggy when distinguishing between the 'hub' and the 'levels' so I unwittingly looped the first two levels twice, thinking the repetition was part of the progress. If you have the game I recommend you go finish it, it's well worth the running time.
 
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Drathnoxis

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I've also been simmering on this one spoiler thing about The Veilguard that I want to bring up.

So at the beginning of the game, Varric - a returning companion from Dragon Age 2 and Inquisition, and your character's recruiter and mentor - gets into a scuffle with Solas. During the fight, Solas stabs Varric, critically injuring him. Varric then spends the rest of the game in the infirmary, too injured to go out into the field, but you can still go and visit him, where he will comment on what is going on, and offer his advice.

However, towards the end of the game, it is revealed that Varric has actually been dead the whole time. Solas killed him at the beginning of the game. However, Solas - wanting to try to keep you on his side - has been using magic to manipulate your mind into thinking that Varric was still alive. Cute trick; makes sense why he would do this. However, it is also mentioned that only you have been manipulated, and everyone else is very well aware that Varric was killed.

But here is the elephant in the room: there is and was nothing stopping anyone else from mentioning or telling you that Varric was dead, they just didn't, because "they thought you knew". Everybody seemingly just wordlessly agreed to never bring up Varric's death for the whole game.

Harding - who was with the Inquisition alongside Varric, and was with him when he died - doesn't bring it up.

Neve - who seemingly had a history with Varric, and who was also with him when he died - doesn't bring it up.

The Inquisitor - your character from the previous game, who adventured with Varric all through that game's events - doesn't bring it up.

Dorian - a returning companion from Dragon Age Inquisition, who adventured with Varric all through that game's events - doesn't bring it up.

Isabella - a returning companion from Dragon Age 2, who adventured with Varric all through that game's events - doesn't bring it up.

And you never hear from Hawke, or any of the other characters or companions from 2 or Inquisition.

Not only is this just a massive, colossal contrivance in service of the plot, but it also robs these characters of their moment of mourning. As far as this game shows, Varric dies, and nobody cares enough to even mention it. Its a massive shame, and a disappointing send off to one of Dragon Age's best characters.
Funny how quiet characters become about obvious talking points when plot twist critical information becomes involved. Still, that's not even close to the most egregious example I've seen. *cough* Zero Time Dilemma *cough*
 

XsjadoBlayde

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Ghostbusters echo, echto, echidna, echopraxia style edition?
Is ok neat little asymmetric multiplayer, pleasant audio/visual synergy

Dying Light 2
Is tough cookie. Respect it but it don't respect me. Battle must continue despite needing to re-read whole damn move list after every period of absence cos they all like "double tap this button while holding that trigger" or some shit. Lots of tweaks been made, options menu has expanded into infinity it seems, and the dropkick feels way heftier than before as if there's a mighty dumpster truck swinging around below the waist instead of the wobbly flesh legs on the screen.

Marvel rivals
May be the first time overwatch felt legit fun to play.

Baletro
Can't get into this for some reason. Ain't my thing, cards. Congrats to the solo dev for their success nonetheless, seems a well-intentioned and talented individual deserving of it so far.

Entropy Survivors
You know the drill when you see that word. It's a bullet heaven. More focus on "whacky" and even more tickling of reward pathways if you can believe it, with everything having it's own upgrades and synergies. 3D art style ain't bad. In desperate need of lore notes however. Perhaps lore written by a Stephanie Sterling like they done for Vampire survivors? Connecting all the dots? It literally has nothing there at moment, can vertically integrate whatever bullshit you want, it's a waiting canvas.

Stick Fight
Does this just...? Keep? Going? Somewhat amusing crack binge you gotta shut the power off to stop playing cos it aint interested in slowing down for your responsibility-shackled ass.
 
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Ezekiel

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Beat Everything or Nothing again last night, first time since I was a kid. Highest difficulty, of course. Back then I had platinum medals in all levels. It's okay. 3/5. Normally would shit on auto-aim, but, with the hand-to-hand fighting added, manual aim probably would have been too much. Last level was pretty twitchy. Didn't remember the layout at all, so had to look out for bulletproof vests.
 
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