As a child, I never had the privilege of belonging to a close-knit “buddy group.” Of course, I had acquaintances, but they were dispersed across various aspects of my youth. There wasn’t any grandiose call to action; it was a low-key affair.
BioWare’s video games have always somewhat delivered on that fantasy, though. Be it classics like Dragon Age or large standbys like Mass Effect, BioWare’s hallmark expertise lies in crafting “my snarky, death-filled street odyssey with my group of uniquely flawed and catastrophe-prone bisexuals.” While exceptions exist, generally, BioWare titles boast an unshakeable “get in the car, loser, we’re off to Mordor” momentum.
BioWare’s latest installment in its iconic “Dragon Age” series marks a welcome return to the beloved “buddy group” formula.
Evaluations typically scrutinize aspects like plot, fight mechanics, and graphics. It’s essential to clarify upfront that this game focuses on Rook, the protagonist of their travelling Deep Roadshow featuring a motley crew of trauma-drenched misfits – each with their own unique brand of weirdness. That’s BioWare at its best, and while the game initially takes some time to gain momentum, once it does, it truly gets under your skin.
Picture: BioWare/Digital Arts
Rook bursts into a bar, ejecting someone in his wake before demanding to know the status of Neve Gallus, a name familiar to astute readers as one of the newest and most celebrated additions to the sports world’s ranks. Suddenly, you’re faced with a daunting decision: extract the information from the enigmatic bartender without raising suspicion, or take down the sinister bodyguards with brutal efficiency?
As a devoted veteran and fan of the inimitable Sarcastic Hawke, I decided to take matters into my own hands, dispatching opponents with reckless abandon while later sharing war stories with Varric, the seasoned chronicler, who materialized mid-combat. I don’t know if this selection set Rook’s portrayal on a particular path, like early dialogue selections do; however, I do know that for the rest of the sport, my Rook was successfully channeling The Boss in Far Cry 5: a well-meaning, if not entirely bright, individual who would recklessly charge into danger and only consider the consequences later. The sport provided a helpful “Varric notes you want to resolve issues head-on” pop-up, encouraging me to confront challenges directly, which likely had some formative impact.
As the Inquisitor’s opening hours grapple with the tutorial mission to thwart Solas’ apocalyptic ritual, a former Companions member turned heel in the sport’s closing DLC, Trespasser – the narrative unfolds with catastrophic consequences when the ritual is halted, sending everything into chaos as Varric would so aptly put it. As the specter of Solas’ defeat fades, a new threat emerges in the form of two affronted elven deities, potentially more malevolent than their predecessor, and actively plotting to claim dominion over the earth. Will the unlikely alliance of heroes, including Rook, succeed in thwarting the nefarious plans of the evil deities, regardless of their individual crews’ efforts?
In line with previous Dragon Age games, Rook’s dialogue options are accompanied by a prominent icon within the BioWare “choice wheel” that indicates their tone: a thumbs up symbolizing pleasant or useful remarks, a comedic mask denoting humorous or sarcastic comments, a clenched fist signifying offended or violent undertones, and so on. Initially, I was hesitant to applaud the comedic potential of this mask’s humor, as I yearned for Rook to unleash a barrage of witty one-liners reminiscent of those that made me adore Hawke and their dryly humorous Inquisitor counterpart. The results were typically far from what I had envisioned. I transformed into a goofy rook, which wasn’t exactly the same thing.
Picture: BioWare/Digital Arts
Picture: BioWare/Digital Arts
Picture: BioWare/Digital Arts
Picture: BioWare/Digital Arts
On the same timeline, I had the privilege of traveling with a diverse group of individuals who would become instrumental in shaping my destiny: Harding, a former background character elevated to co-lead; Neve, the suave city mage detective with an air of sophistication; Bellara, the whimsical elven artificer whose creative genius knew no bounds; and the enigmatic Spanish The animosity between Antivan and Lucanis was palpable, their mutual disdain simmering just below the surface. In previous installments, the focus had largely fallen upon companions whose personalities clashed at some point or another: the tumultuous relationship between Alistair and Morrigan, the contentious bond between Aveline and Isabela, and the perpetual friction between Solas and virtually anyone else.
While Rook’s crew initially exudes warmth and camaraderie during the early stages of their sporting endeavors, my personal sentiment is decidedly negative towards this phenomenon. While inter-party conflicts in various video games might not appeal to everyone, they do provide a unique opportunity to inject passion into character development and foster meaningful connections among party members. Within the context of the narrative, a judicious amount of tension would have been beneficial, as the initial plot development does not provide much of it initially. As the specter of omnipotent forces hovered just beyond the edge of perception, driving home the existential stakes, I found myself craving meaningful pursuits that would stoke my passions and sustain my sense of purpose.
By the time the sport presents its first major event set-piece, the Rook party is in full swing as the writing team finally finds its rhythm. The three members of your closing celebration – pragmatist Grey Warden Davrin, Qunari refugee and dragon hunter Taash, and erudite professor of necromancy Emmrich – are introduced organically as a result of a series of narrative events that significantly escalate the stakes of the plot.
As the collective group forms, subtle tensions arise from the need to establish connections and find common ground among its members. As the festivities unfold, personal struggles within the celebration’s ranks start to surface, throwing everything off kilter. I’m hesitant to share specific plot details because I believe that the conflicts themselves serve as character development tools, allowing viewers to empathize with their struggles and root for their triumphs. While Taash and Harding held a special place in my affections, I imagine each contestant has the potential to forge a connection with viewers through their compelling narratives, ultimately allowing audiences to find the one that resonates most with them.
Picture: BioWare/Digital Arts
While a fuller celebration can provide an additional boost, the real winner is often the playful and witty conversation that ensues: celebration banter. While it initially lacks the typical spark, the narrative meanders at first without the emotional depth or tension. However, as characters emerge and more pressing concerns arise in the world, the story gradually takes off, becoming increasingly engaging and captivating.
As the game reached its 30% milestone, Rook’s humorous and sarcastic dialogue choices truly started to flourish, with my perception of him as a modern-day Boss from the Castlevania series becoming increasingly vivid and well-defined. As I paused my game to chuckle at the comically exasperated remark, “You possibly can’t caffeine your way out of this!” screamed by her at a fellow player, the humor was simply too infectious to ignore.
Beneath the surface of the Codex lies a treasure trove of witty and insightful writing, in danger of being overlooked due to its understated nature. You learn about an e-book club membership in The Codex, finding it amusing, yet during my exploration of the player’s base at the Lighthouse, I failed to discover anything similar or akin. I was once enthusiastic about a book club that had a unique opportunity to join. Wouldn’t it be fascinating if the “discussions” between characters, quantified to liner notes, had a greater impact if participants like Rook genuinely saw or heard things differently? Despite initial skepticism, stick to the Codex’s guidance for consistency and accuracy in your research. There exist a few overlooked treasures that one might easily overlook in most instances.
As I delve deeper into the narrative, I find myself drawn to the intricate dynamics between characters, which for me, serve as the heart of the tale, overshadowing even the fantastical backdrop of malevolent deities and impending apocalyptic threats. The fate of a BioWare role-playing game often hangs precariously in the balance of its companions; the more vividly, richly, and emotionally their stories unfold, the more they linger in our minds as enduring companions. As they finally start to move, the companions reveal themselves to be eccentric and unconventional in the most surprising ways. As I developed a deep emotional investment in the characters’ stories, I yearned to witness the places where their legacies unfolded, only to grapple with the fear of potentially disappointing them – a sentiment familiar from earlier BioWare classics, both within and beyond the series.
Picture: BioWare/Digital Arts
Picture: BioWare/Digital Arts
Picture: BioWare/Digital Arts
Picture: BioWare/Digital Arts
The remaining sporting components operate effectively, by various standards of “operational.” The game’s visual appeal is stunning, and I believe the decision to prioritize a more stylized aesthetic over photorealism was a shrewd choice. Occasionally, the game’s contrast or lighting proved challenging, forcing me to boost the brightness to 100% to navigate an underground area; otherwise, the visuals appear well-balanced. There’s unexpectedly scarce music, but the few tunes that come to mind harmonize perfectly with the sport’s idealized heroic spirit. The score seamlessly integrated into each scene, never feeling out of place or awkwardly timed.
In a departure from typical BioWare gameplay, I enjoyed unprecedented control over my Rook’s appearance, including the ability to adjust not only their facial features but also their body type using a “scrawny/average/chunky” slider, a feature gaining popularity in modern RPGs. I was once able to create my typical, voluptuous, and fiery-haired female characters in a way that earlier video games often didn’t allow for. No character creation choices are strictly tied to gender, allowing players to independently select their Rook’s pronouns and gender identity from its physical appearance – a thoughtful departure from the usual practice of presenting gender solely through physique. For those curious, non-binary Roeks can engage in conversations that refer to their gender identity without feeling taken aback by the subject. The degree to which narrative focus is dedicated to your character is entirely a matter of personal choice.
While the core mechanics of the sport revolve around exploration and combat, these elements function adequately. While many areas, including Minrathous and Arlathan Forest, exhibit considerable size, none replicate the overwhelming expansiveness found elsewhere; similarly, the side quests encountered within these regions sidestep the open-world issues experienced by other games. As I ventured into the digital realm, I found myself tasked with making minimal trips to Wal-Mart for rural dwellers; however, come closing hours, my priorities shifted dramatically as I frantically scoured the mini-map for obscure interactive items hidden within glowing orbs. Companions offer optional questlines that enrich their individual narratives, while each region features interconnected story arcs that unfold in tandem with the primary narrative, fostering a sense of depth and immersion within the world.
Puzzles within explorable zones exhibit a limited range of types, yet none prove overly taxing or annoying. As the primary facilitator of inter-elf energy transference, Rook is frequently entrusted with relocating power cells from one ancient artifact to another, thereby resolving traversal points and overcoming mystical limitations by carefully detonating a sequence of magical crystals. Meanwhile, they leverage their fellow celebrants’ diverse exploration-related abilities to uncover novel locations – and, on occasion, hidden treasures – that had previously been inaccessible. With one notable usability enhancement, members of a celebration can now access their celebration skills immediately after joining, even when not within the active celebration circle; this flexibility becomes particularly valuable with a party size of two companions and Rook, as adjustments to your party composition are only possible at designated fast-travel points, potentially at some distance from puzzle piece locations.
Picture: BioWare/Digital Arts
The art of fighting, when to strike, when to hold back. With its emphasis on combos, dodges, parries, and blocks, the sport boasts a distinctly 3D brawler style that diverges significantly from its predecessors’ gameplay. You can still construct a capability wheel that utilises your party members’ abilities or directs their firepower, allowing for combinations reminiscent of those found in games like Overwatch or Warframe, albeit with a less sophisticated combo system; each type of detonator appeared identical. While Rook’s potions ensure therapeutic capabilities are at his disposal, rest assured that the well-being of your party is not a concern: as far as I’m aware, unlike Rook, party members cannot perish or suffer injury.
Despite their enmity, foes engage Rook with ruthless accuracy, momentarily diverted by the tantalizing skills of Davrin or Taash. As the battles unfolded, the sheer volume of foes surging forward became overwhelming, with multiple adversaries simultaneously targeting Rook’s jaw with sword swings, while mages and archers peppered them with projectile barrages, swiftly escalating into chaos. While I appreciated the flashy visuals and intense action sequences of the game, I found the default difficulty level’s encounter design to be somewhat unpleasing. The difficulty in navigating these additional quests lies in their propensity to abruptly thrust players into battles they’re ill-prepared for, leaving them without an obvious way to avoid the confrontation.
On the midway point of the game, I adjusted the difficulty setting to a more manageable level, reducing the challenge. With the sport providing granular control over combat dynamics, users can opt for preconfigured settings or craft their own tailored configurations. In my case, I created a custom setup by significantly reducing enemy vitality and damage while granting myself more lenient parrying timing. While I’ve participated in this sport previously, it’s not my go-to discipline; in fact, I often simplify the process by referring to setting “fight mode” to a more basic level – effectively turning it off altogether, with no reservations whatsoever. The true substance of this narrative isn’t rooted in intense combat; rather, it’s a means to bridge story beats and foster camaraderie between companions through engaging interactions.
Folks have likely already formed opinions about how to achieve this. While I understand concerns from sequence followers, I’m confident that participating in this sport will have a positive impact on their lives. While correcting numerous flaws that marred an otherwise pleasant experience, it retained the essence of the original sequence that made it so captivating in the first place? Starting this late in the sequence poses significant challenges for new arrivals. Located in a distant region of the sports world, unlike its predecessors, this installment boasts a rich tapestry of lore and supplementary materials that deepen the narrative. The show’s ability to deliver pleasure is undeniable, as it can be enjoyed without prior knowledge of its complex narrative. However, a deeper understanding of the universe does enhance the emotional resonance of key plot twists, making them more impactful for viewers who have invested in the story. Don’t let the gradual beginning fool you. The quirky world of sports provides exactly what you’re craving.
Dragon Age: The Veilguard