Oct 25, 2017
14,818
Still gives me FF7R vibes. Not a 1:1 of course but it's also just a trailer and some screenshots and people are already acting like they've played the game. I think it's just smart to keep an open mind about stuff like this. If you've already decided you hate it, you'll probably hate it.
 

TheElderKing

Member
Jul 31, 2020
1,809
Still gives me FF7R vibes. Not a 1:1 of course but it's also just a trailer and some screenshots and people are already acting like they've played the game. I think it's just smart to keep an open mind about stuff like this. If you've already decided you hate it, you'll probably hate it.

I do agree on being open minded, although I also think that if you don't want or like an action-based combat system to begin with, it's normal you won't like Veilguard's no matter how deep or good it'll end up being. And that's fair.

In regards of the FF7R vibes, a big difference with Veilguard is the full control of our companions by switching. I'd say the amount of criticism for the combat would be significantly lower if that option was present.
 
Oct 25, 2017
14,818
I do agree on being open minded, although I also think that if you don't want or like an action-based combat system to begin with, it's normal you won't like Veilguard's no matter how deep or good it'll end up being. And that's fair.

In regards of the FF7R vibes, a big difference with Veilguard is the full control of our companions by switching. I'd say the amount of criticism for the combat would be significantly lower if that option was present.

I didn't like FF13+15 but I love FF7R, even more than traditional turn based FF games. If I just dismissed it because it was an ARPG I would've kinda screwed myself out of what I consider one of the best games of all time.

I don't even think the lack of party swap is a deal breaker for me here, but I absolutely do wish they had it.
 

asd202

Enlightened
Member
Oct 27, 2017
10,470
Not feeling this, combat does not really seem interesting. The art style makes me think of those old Fable games than Dragon Age, but it could be my mind playing tricks on me as I have not played Inquisition for 10 years.

In regards of the FF7R vibes, a big difference with Veilguard is the full control of our companions by switching. I'd say the amount of criticism for the combat would be significantly lower if that option was present.

Wait you cannot switch character in combat and you play only one character?
 

JetEagle

Member
Dec 21, 2020
490
Australia
Well, after having it sit with me for a bit, I think that this was just a bad trailer and showcase for the game.

it's demonstraction of the combat was lacklustre. The writing was boring, and the set pieces were uninspired. Not to mention it managed to highlight the lack of dialogue options and their effects On outcomes. And personally, not a fan on the new Pride demon design.

However, I am willing to say that this was just a bad showing of the game. So much of what has come out post trailer, from interviews and reactions it at least seems like a much stronger offering. Why didn't any of the skill tree or companion abilities get shown?

So I guess in the end I remain hopeful. Heck, I even enjoyed DA2 back in the day.
 

Enduin

You look 40
Member
Oct 25, 2017
12,719
New York
I do agree on being open minded, although I also think that if you don't want or like an action-based combat system to begin with, it's normal you won't like Veilguard's no matter how deep or good it'll end up being. And that's fair.

In regards of the FF7R vibes, a big difference with Veilguard is the full control of our companions by switching. I'd say the amount of criticism for the combat would be significantly lower if that option was present.
I think a potential factor in them not having character switching is how the companions all have actual unique classes. While their skill trees are not as robust from what we've heard they still are unique classes specific to them by all accounts. And given how much depth and variety there is to Rook's combat there's kind of a conflict there that you would either have to fully flesh out these unique companion classes to include the nuance and level of upgrade options that Rook has which would be a ton of work, or you would need to get rid of the unique classes and just have the companions fall within the framework of the classes Rook can have, same as DAI did, which would still be a decent amount of work to build out those mechanic and infrastructure to allow for character switching still.

My guess is they thought it was more important that each companion had a unique class to help further flesh them out and improve their character development, and that time and effort it would take to build them out to be fully playable was better spent on some other area of the game. It certainly would be really cool to play as Davrin or Emmrich and have a baby Griffin or the little skeleton boy Manfred as a controllable sidekick working in tandem.
 

tjlee2

Member
Oct 27, 2017
5,223
The only Dragon Age that I played (quite a few times at that) was origin. I wasn't interested in 2 after the demo and didn't follow inquisition at all. I'm a bit curious this time though. There are several things that look like they have potential, but it's hard to say since it feels like very little was shown. I look forward to more information in the future.
 

TheElderKing

Member
Jul 31, 2020
1,809
I think a potential factor in them not having character switching is how the companions all have actual unique classes. While their skill trees are not as robust from what we've heard they still are unique classes specific to them by all accounts. And given how much depth and variety there is to Rook's combat there's kind of a conflict there that you would either have to fully flesh out these unique companion classes to include the nuance and level of upgrade options that Rook has which would be a ton of work, or you would need to get rid of the unique classes and just have the companions fall within the framework of the classes Rook can have, same as DAI did, which would still be a decent amount of work to build out those mechanic and infrastructure to allow for character switching still.

My guess is they thought it was more important that each companion had a unique class to help further flesh them out and improve their character development, and that time and effort it would take to build them out to be fully playable was better spent on some other area of the game. It certainly would be really cool to play as Davrin or Emmrich and have a baby Griffin or the little skeleton boy Manfred as a controllable sidekick working in tandem.
That is an interesting point. There's also Bellara that is a bow-wielding mage, Taash that is a dual wielding warrior (with different skillsets and animations from a dual wielding rogue), and Harding that will have some magic abilities infused in her set. Based on this, the fact that Lucanis appeared to have wings during the reveal trailer's party fight is likely an indication on his own uniqueness.

I do have fears in regards of the amount of damage companions seem to do during the opening, but they didn't have access to their own abilities, so things could overall be different after that part. We did get confirmation that their health bar/system will be properly displayed, so that's one less fear in that direction.
 

OneTrueJack

Member
Aug 30, 2020
5,289
Ohhh nice, I was thinking that would be a cost cutting measure potentially.
So fun fact - Ghil Dhirthalen (Dragon Age youtuber) was a part of the fan council they used and was talking about it on their podcast. Apparently they only had two voice options when the game was first shown to them and adding more was high up on the group's suggestion list.

She doesn't know if they were added just because of the feedback, but yeah.
 

deimosmasque

Ugly, Queer, Gender-Fluid, Drive-In Mutant, yes?
Moderator
Apr 22, 2018
15,392
Tampa, Fl
Every game changed designs of the Darkspawn, like Ogres, but none of them changed in terms of the thematic visual style

Origins:

1.jpg


Dragon Age 2:

image.png


Inquisition:

latest


Veilguard:

image.png


They all look different in design. But the first 3 are visually the the aligned in the same thematic style. Veilguard's designs (not just the Ogres) looks like a toy or something

Are Darkspawn now also elementals or what?

Any series visual style is important, diverging from it is a fair criticism imo. Just like how Diablo 3 sucked when they shifted the visual style.

Like I said in my other post I think the game overall seems pretty OK except for the visual style, doesn't really seem like DA in that regard to me.
The only difference I see is that the Orges in the new game have glowing eyes.

And since the Dark spawn are tied to demons, the fade, and old gods. That's not necessary something that couldn't happen.

The veil has been sundered even harder that DAI, so the darkspawn looking different doesn't bother much.
 
OP
OP
Phellps

Phellps

Member
Oct 25, 2017
12,699
In addition to having four voice options I really hope they allow us to adjust the voice we chose as well. That would be cool.
 

Enduin

You look 40
Member
Oct 25, 2017
12,719
New York
In addition to having four voice options I really hope they allow us to adjust the voice we chose as well. That would be cool.
I was actually just thinking that too but at the same time has it ever been done well? DD2 does it and the pitch options are just the worst you go over like one or two above/below the original and it just sounds completely off and terrible.
 

BossAttack

Banned
Oct 27, 2017
44,944
I need to see more enemy designs, but at a glance I do not like. And you can see exactly the effect of the departure of the previous art director for the series.
 

Brodo Baggins

Member
Oct 27, 2017
4,794
It looks decent, but I'm not sure if it is what I wanted out of modern day Dragon Age. I loved Origins on release, finished 2 liked it but didn't love it, and dropped Inquisition about 5 hours in.

While this doesn't look like Dragon Age in my mind it does give me some FFVII Remake vibes, which is one of my favorite games in a long time.

Will definitely wait for reviews and most likely wait for it to come to EA Play on Game Pass if I don't splash for a month of EA Play Pro on PC on launch.
 

Yabberwocky

Member
Oct 27, 2017
3,662
Even though I didn't like the reveal trailer tonally, I've had a bizarre reverse psychological reaction to it where I still can't stop watching it, and the cover of Heroes is perpetually stuck in my head. What the hell.

I'm curious who worked on the trailer*, I presume in-house at EA? The cover + custom music reminds me a bit of TOTEM's cover and trailer work (Stranger Things' 'Running Up That Hill', Black Panther: Wakanda Forever, The Matrix Revolutions, Amazon's Fallout, etc) but I don't think they do games -- all film and television that I know of. Anyway, it's an earworm, kudos to however did it.

*Probably better not to know, as they'd just get harassed. Blargh.

Matt Rhodes (art director on this) was actually associate art director on DA2 and DAI lol...

Also ME2/3.

That's fantastic news, I wasn't sure in what capacity Rhodes was working with DAV -- whether they'd just used his concept art work, and someone else was art director. I absolutely adore his art. My dream art direction for DA would a more cell shaded approach closer to his concept art, but that would probably be headache to implement, and probably more niche with the general audience than the current approach to DAV!
 

Plywood

Does not approve of this tag
Member
Oct 25, 2017
6,449
Finally got to seeing this and it looks worse than I imagined. Focusing solely on the gameplay animations. The lousy jogging, the exaggerated flashiness and overall lack of weight of the attack animations. The uninspired set pieces and largely stationary enemies. The environment and the character models looking like they belong in two different games. It just looks really, really rough.