{Put This One on Your TBR List}
Videogame Review: Dragon Age: The Veilguard
by Karen S. Wiesner
Warning Spoilers!
Dragon Age: The Veilguard videogame was released at long last on October 31, 2024 and is the fourth major game in the franchise, a direct sequel to 2014's Inquisition, set ten years after those events. All new locations in the fictional world of Thedas are revealed, including Tevinter Imperium, which fans like me have been champing at the bit to explore since it was first mentioned in the previous games and books. You can find my review of the wide world of Dragon Age here: https://aliendjinnromances.blogspot.com/2022/11/karen-wiesner-fiction-series-so-big.html.
At the end of Inquisition, Thedas was saved yet again, but Solas, the elven mage on the Inquisitor's main team, inexplicably went missing following the final battle. Readers then watched a very strange, final scene in which Solas secretly meets with Mythal--the elven protector, all-mother, and goddess of love that we've known throughout the series as Flemeth, Witch of the Wilds, and who's come in many forms, including as a High Dragon in DA II and Inquisition. The consequences of that meeting between Solas and Mythal proved shocking to the extreme!
The very last chapter of Inquisition you could play was the DLC Trespasser, set two years after the Inquisitor's victory against the villain Corypheous. The Inquisition goes to the Winter Palace in Halamshiral for diplomatic talks concerning the future of their organization. A secret qunari invasion is uncovered as the Inquisitor's inner circle utilizes the Eluvian network, which is a series of elven-made, enchanted mirrors that connect and allow for fast transportation and communication. All of this is interwoven with their pursuit of former comrade Solas and finding out what he's up to. At the end of Trespasser (if all the clues were found during the game), Solas reveals that he's in fact Fen-Harel, an elven god of old that many called the Dread Wolf. He created the Veil--the metaphysical boundary between the physical world and the Fade (a dimension of dreams and magic where a lot of demons and trapped spirits hang out). He did it to imprison two other ancient, evil elven gods. Solas's intention is to collapse the Veil and restore the world of the ancient elves, something that will almost certainly destroy the rest of the world.
The Veilguard's protagonist "Rook" (the player gets to choose a first name) is recruited by Varric Tethras, who's been in the series from the beginning. Varric is intent on finding Solas to stop him from destroying the Veil. When Rook disrupts Solas's ritual, two ancient evil gods are released while Solas becomes imprisoned in the Fade and bound to Rook through blood. Gods' of old siblings Elgar'nan and Ghilan'nain plan to harness the blight--darkspawn corruption--in order to rule the world.
Because of their
connection, Rook ends up at the Lighthouse, Solas's "home" in the
Fade. This becomes the main hub and base of operations for Rook and companions
between quests. Rook recruits a team that needs to be strengthened through
faction cooperation and personal loyalty in order to defeat the villains. The
following are recruited early in the game:
· Harding of the Inquisition, who
was the lead scout for all locations in the previous game, though not a member
of that inner circle, as she is here. (The Inquisitor does actually play a role
in Veilguard.)
· Neve, representing the Shadow Dragons, a Tevinter resistance group that opposes corruption and slavery--and Venatori, a supremist cult of mainly mages who worship the ancient elven pantheon of gods, the Evanuris. First, the Venatori supported Corypheus in Inquisition and in Veilguard they're now backing Elgar'nan and Ghilan'nain. (Note that Dorian from Inquisition is associated with the Shadow Dragons.)
· Lucanis, an Antivan Crow, an
organization of elite thieves, spies, and assassins that have been part of the
world since the beginning.
· Bellara, a Veil Jumper, the group
uncovering the secrets of Arlathan forest's ancient elven empire, once their
capital. (Note that Morrigan, who's been a feature in DA since Origins, makes a comeback in this game,
first appearing alongside the Veil Jumpers.)
· Davrin, a Grey Warden, an age-old
order committed to fighting darkspawn and the Blight, along with Assan, an
adorable griffon. Up until this point in the series, it's been believed
griffons were extinct. What a thrill to have my longing for them to be brought
back fulfilled!
· Emmrich of the Mourn Watch,
guardians of Nevarra's Grand Necropolis.
· Taash of the Lords of Fortune, a
guild of Rivaini treasure hunters. (Isabela, the pirate, from DA Origins and II is associated with this faction and plays a role in this game.)
Even if the Veilguard--with the backing of hopefully all the factions--manages to stop Elgar-nan and Ghilan'nain, they still have to convince Solas not to collapse the Veil and destroy the world as they know it.
I preordered the deluxe edition for both PS5 and Xbox 10 and uploaded it just as soon as I could get the wrapping off the games. I began playing and invested 125 hours in it over the next little-more-than-a-week, achieving 100% of the accomplishments. Stylistically gorgeous and immersive, I was drawn in immediately. I absolutely loved the character creation. As usual, you can "design" your Rook from top to bottom, choosing to be male, female, or even non-binary. You can be a human, a dwarf, an elf, or a qunari. You decide whether to play as a rogue, a mage, or a warrior and choose a specialization in each class. Additionally, you have to select a faction to be affiliated with (Shadow Dragon, Antivan Crow, Veil Jumper, Grey Warden, Mourn Watch, or Lords of Fortune). You even get to design the previous Inquisitor from Inquisition, as that character gets an important role in Veilguard as well, considering their background with Solas. Because there are so many choices to make, you could replay this game dozens of times and never have the same experience.
Two new things you can choose from in the settings are: 1) whether to have your Rook full-on naked or wearing "smallclothes" when undressed, and 2) whether Rook can die in the many, many battles. I found both to be major improvements. However, I didn't care for the sparse-enough-to-be-useless, in-game maps. There were beacons in each of the locations that provided location markers and fast travel options. However, none were named so I could never remember which ones were near merchant locations or other important areas, etc. Some of the treasure was marked on the maps, but not all of it, and not all locations were open through various points in the game, so I always had to go back later and find more since I wanted the 100% achievement. There was also only one option for setting markers on the map to follow--via the visible treasure chests. Since each location had multiple floors, it quickly became a nightmare. Puzzles were a huge part of this game, which I mainly loved, though some were hard enough to make me want to cry. I wasted countless hours being lost and frustrated by finding and completing these--the things I spent the majority of my time on in this game were locating everything and solving all the puzzles in every location. At least those were mainly enjoyable.
The first several "chapters" of the game were more like a movie the developers wanted players to watch rather than actively participate in. All the dialogue, combat, and treasure-finding struck me as distractions while the theme was being established. Then Rook made it to the Lighthouse, and suddenly the entire world opened up. I knew that this game was going to be much more linear than previous ones, which are open-world and can be explored without any need to hurry or follow a set list of quests. I'm not a huge fan of linear games, preferring to set my own pace and decide what to do in the order I choose. That said, I found I didn't mind the linear construction as much as I initially feared I would because there was a lot of freedom despite it.
This is one of the few games I've played where everything felt so real, I could have actually been there alongside the characters, living every moment of it. Even when I left to, you know, actually live my own life, I felt that a huge part of me was still there. All the mystery, suspense, thrills, horror, sadness, devastation, laughter and relief--it's built in and abundant in The Veilguard. The character relationships were incredible. Few games are so attentive to constant interactions between all the characters. If I left the Lighthouse for a mere two seconds, there was always new dialogue with all the team members when I returned. Also, in previous games, team members engaged in dialogue that was lost whenever a situation started or we left an area. Here, the characters kept returning to that same dialogue until it was completed, so I didn't miss anything.
Additionally, romance options were made "pansexual" with all the companions as options. I admit that in my first playthrough, I wasn't absolutely thrilled with the romance my Grey Warden human rogue Rook had with Davrin because it was so slow-moving as to be virtually nonexistent. There was a single quest near the end of his companion missions that solidified the romance, and there was some mild kissing in that. Even there, dialogue wasn't sexy or particularly romantic, nor did it continue when they returned to the Lighthouse. Then, when all hell broke loose and the world was shattering beyond recognition, there was a very weird scene in which Davrin says he'll meet Rook in her room at the Lighthouse. What took place there was so painfully inappropriate, I could barely stand it--mainly because of the timing. The very last thing I would have felt like doing at that juncture was getting it on with someone I'd exchanged only mostly friendship banter with up to that point. The relationship should have had many more romantic interactions and then taken that intimate turn much sooner, so it would have felt more natural and not so "What the heck? It's the end of the world and you wanna do what?" It was excruciating. I was glad it wasn't graphic and that the consummation was over quickly. Hopefully romances with other characters in subsequent playthroughs will be more realistic, better developed, and fit the events around them in a much more organic way.
The locations were diverse and some of the best I've ever encountered in a game. I enjoyed getting to know each of them and learning so much more about the world and lore of Dragon Age.
The end-of-game sequence was epic, so life-like, I alternated between tears, terror, and complete exhaustion. Inquisition was a bust when it came to the final battle. It wasn't difficult, and, after 130 hours of game play, felt like it was over in the blink of an eye. Not so in The Veilguard! My team was in jeopardy often--in part because of the (fortunately, good and wise) choices I made throughout the game--during escalating tiers of events all leading toward the final showdown. In this game, there's an ideal ending, a good ending, and a bad ending. I got the ideal my first time through, mainly because my priority never wavered from building my team's loyalty and the helping the factions in whatever way I could.
I worried because I bought and started playing the game immediately after it came out (not something I ever do) that it'd have a lot of glitches and I'd miss something through the first playthrough that would adversely affect me until I could rectify the situation with a second playing. When a game is first released, gamers can no longer buy the huge, deluxe printed walkthrough books that Prima used to offer in advance, for those who like to know what they're going into prior to playing the game. Now we rely on other online gamers if we get to the point where we're stuck while playing for the first time. There's not a lot of material available when a game is initially released, so I spent an inordinate amount of time figuring things out on my own without help. When I'm playing a game, I want the experience of the story, not necessarily any of the frustration. So my endeavor wasn't as rewarding as you might assume.
In the end, I did get everything that mattered. Incidentally, one of the achievements--the 52nd out of a total of 53--was basically something like "falling at the Lighthouse". I couldn't figure out what that meant and tried different things in the course of gameplay without success, so Achievement 52 and the one for getting all other achievements went unfinished when I completed the game. At that time, I decided to go back in and try something else. I had a save I'd called "PointofNoReturn" and retained which allowed me to attempt one last thing to get those final two achievements. This time what I did worked, and I got a hundred percent of the achievements. Lucky I had that save! While I'm not sure which Dragon Age game installment is my favorite (2 and 3 are definitely contenders), The Veilguard is now firmly near the top as well.
For those interested, I've uploaded a comprehensive quest list (that includes major spoilers) for The Veilguard on my website. You can find it here: https://karenwiesner.weebly.com/uploads/2/3/5/5/23554234/dragonagetheveilguardchecklist.pdf.
Next week, I'll review the corresponding collection of short stories, Tevinter Nights, that came out in advance of DA: The Veilguard.
Karen Wiesner is an award-winning,
multi-genre author of over 150 titles and 16 series.
Visit her website here: https://karenwiesner.weebly.com/
and https://karenwiesner.weebly.com/karens-quill-blog
Find out more about her books and see her art here: http://www.facebook.com/KarenWiesnerAuthor
Visit her publisher here: https://www.writers-exchange.com/Karen-Wiesner/
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