A lot of different metrics can define a successful RPG. These could be the fluidity of the combat, the depth of the systems, or the sheer likability of the characters you meet on your adventure.
These are undoubtedly all important, but for anyone who respects the D20 and the true origins of the RPG genre, the biggest factor that will define an RPG experience is your decisions and how they impact your experience.
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Larian Studios may have muscled in to now rightfully serve as the kings of ‘your choices matter’ gameplay. But before the lofty highs of Baldur’s Gate 3, Bioware was the champion of that realm.
It’s been a while, but after a tumultuous few years, they seem ready to dust themselves off and potentially snatch that crown back, and their vehicle is the well-respected RPG stalwart Dragon Age.
Dragon Age is a series that has had its ups and downs, and it’s truly unrecognizable from its initial outing, Dragon Age: Origins.
But in our review of Dragon Age: The Veilguard, we found that Bioware’s approach, which embraces new RPG-lite ideals while sure to alienate die-hard fans, could be a good move for the series.
Lifting The Veil
For some, the clarity that comes with finally getting their hands on this DA iteration will likely be as much a relief as it is exciting. As the series has endured many changes of direction over the years, some for the better, some for the worse.
However, the constant throughout this time was expert world-building, deep character relationships, competent writing, and imaginative fantasy settings. Something which Veilguard continues to great effect.
The core storyline of Veilguard places you in the shoes of Rook, an understudy to fan-favorite Varrick, who, after a rather cataclysmic opening trying to take down the Dread Wolf Solas, hands you the reigns and asks you to save the world in his stead.
So, the pressure is immediately on, and it doesn’t get any easier, as corrupted gods, the blight, and a bunch of dragons serve as obstacles to overcome. But hey, it wouldn’t be an RPG without a ludicrous level of strife.
To help you bear the weight of the world, you gather a ragtag bunch of misfits, each with their distinct personality, combat quirks, and backgrounds, all of which you will need to become familiar with not only to prevail in battle but to win favor with them and lead them effectively.
Because, as this is a Bioware game, your dialogue choices can and will come back to bite you on the ass if you aren’t careful.
The decisions that matter, if I’m being slightly critical, do feel a little sparse, especially in the first half of the game, but even despite this, it’s enough to set the precedent that every choice could matter. Plus, when they do, the consequences tend to be pretty game-changing.
This decision system is subtly baked into the experience naturally, and this feels natural due to the strong writing and the likable cast of characters.
Unlike many RPGs, Veilguard doesn’t feel like it has simply cast a series of shallow archetypes in flashy armor. Each character feels unique and showcases enough emotional depth for the player to latch onto.
You might gravitate toward Harding, the Inquisition warrior who can handle herself in battle but also seems like a fiery Sookie St. James type who could bake you the softest, melt-in-the-mouth cookies you’ve ever tasted.
Or perhaps you’ll fall head over heels for the upbeat necromancer and his comically cute undead assistant, Manfred. The point being, there is someone here you’ll take to, and you’ll immediately form bonds within your group of heroes.
However, this ability to provide such rich characters is also in part due to the work that has gone into creating regions with rich lore, backgrounds, traditions, and characters that represent these ideals well.
Whether that be the steely, no-nonsense attitude of the Grey Wardens, or the juxtaposition of the light-hearted and pleasant nature of the necromancy-obsessed Mourn Watchers, it’s a wonderful world to get lost in, and world-building isn’t the only reason. It also looks stunning too.
Each region, and every interior or vista you drink in as you go feels lovingly crafted. To the point that it feels so satisfying just to walk around and check out each region’s unique quirks and oddities.
I always say that a game that includes a photo mode is one that is proud of the graphical showcase they have to offer fans, and in the case of Veilguard, they have a right to be proud.
Each location is eye-catching in its own way, whether it be a sun-kissed coast, a bustling city, or a dark and decrepit underworld. Each place has its unique charm, and looks the part. However, despite the game looking amazing, there are some minor details that do pull you out of the experience from time to time.
It’s the lack of attention to minor details like low-quality lip-syncing, audio-mixing issues outside cut-scenes, character models that feel a generation behind compared to the environments they inhabit, and an overuse of lighting effects to the point of being obnoxious.
All of this comes together to serve as a slight blemish on what would have otherwise been a stellar presentational masterclass overall.
Pandering To The Lowest Common Denominator
The RPG landscape has changed drastically in the last year, with Square Enix making the latest Final Fantasy a completely hack-and-slash affair being a shining example.
This change has largely been a move to make what was once a genre with incredibly dense and complex systems much more accessible and player-friendly. A move that I, admittedly rather cynically accredit to the commercial success of Hogwarts Legacy.
It’s understandable that companies have seen this success, seen the polished, clean-cut approach and decided, we want a piece of that pie.
Well, to take a ribbon and tie this tangent together with the topic at hand, Dragon Age: The Veilguard is a prime example of the great ‘Hogwarts Legafication’ of the RPG scene, and as much as I want to be cynical, I have to say, I didn’t hate this choice.
It would be very easy to classify this RPG as AAA fodder, as the game leans on a lot of systems and mechanics we have seen within the industry ad-nauseum.
However, Veilguard, from a gameplay perspective, does enough to sidestep this potential ‘paint by numbers’ label by adding depth where needed while keeping it simple enough to appeal to the casual RPG audience.
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The depth comes from the combat system, which manages to cultivate a dynamic feel akin to that of God of War or Horizon Zero Dawn, but also provides an RTS feel with a menu that allows you to take pause in the heat of battle, plan your next attacks, and then execute with ease.
Dragon Age: The Veilguard is a prime example of the great ‘Hogwarts Legafication’ of the RPG scene, and as much as I want to be cynical, I have to say, I didn’t hate this choice.
Everything feels fluid and fast-paced, with enough scope to build into different playstyles that most players will have an emergent experience. But equally, if you just like the melee or archery and want to make that your whole thing, you can do that.
Not to mention, thanks to the decision not to make this game an open-world chock-full of meaningless map markers, and instead, a world with distinct regions, and a central plotline serving as the driving force of the game and the spine that holds everything else up, there’s rarely a moment that this experience feels shallow or by the numbers.
It’s thanks to these core pillars of strong storytelling, decision-making, combat and world-building that the game escapes becoming ‘AAA fodder’. However, that doesn’t mean it doesn’t have some similar symptoms.
Sometimes Less Is More
With games that come from large corporate entities, it’s almost inevitable that some boardroom oversight will manifest itself as a half-baked mechanic.
Which seems to be the story of Dragon Age: The Veilguard. Despite having a solid spine, it’s all the additional, complimentary content that either flatters to deceive or just downright disappoints.
On the less egregious side of the coin, you have the abundance of side quests, puzzles, and upgrade systems, which, at their best, feel like busy work. But, at their worst, they feel patronizing as all hell.
Some puzzles feel thrown together with little need to use any brainpower at all as you breeze through on autopilot. Some quests are effectively lazy fetch quests or labored means of pushing a minor plot point, and the abundance of items hidden haphazardly behind some barrels feels like phoning it in every time.
Basically, every tired modern action RPG trope you’re picturing, you will find in some shape or form here. Heck, the game even drops in the most threadbare room decor mechanic when visiting your room in The Lighthouse hub, undoubtedly to emulate the Room of Requirement in Hogwarts Legacy. Which is a classic case of ‘can we do this’ rather than ‘should we do this’.
However, this criticism can’t be leveled at the main story content and the companion quests, as they feel tailor-made and thoughtfully designed. But everything else feels like an extension of TV shows designed to accommodate low-attention-span viewers who will inevitably also be on their phones.
However, I don’t know about you, but I don’t see the RPG genre as something where you can detach and disengage from the content, as immersion is everything. So, this attempt to make the game a ‘second screen’ game didn’t always sit well with me.
In the end, it all comes back to the clear decision to make this game serve as a fresh start, and a way to get new blood in the door regarding new players to the series. It’s clear that Veilguard isn’t trying to appeal to the RPG veterans who adored the series when it first burst onto the scene anymore.
There are still remnants of what they loved to be found here, but this new iteration is a very different beast entirely.
It’s a game that is comfortable taking clear inspiration from games that flirt with RPG mechanics rather than leaning into them wholeheartedly.
It’s a game that clearly has had a bit of the Sweet Baby Inc. treatment in spots when it comes to its character backgrounds and storytelling, and it’s a game that is willing to offer fan service by giving old characters little cameo appearances but unwilling to truly cater to the wants and needs of long-serving Dragon Age fans.
Yet despite all this, I still find myself weirdly enamored with this title because it’s a very polished, satisfying, and enjoyable version of what it’s trying to be.
That may alienate the Die-hard fans out there, but it seems that this is a new age for Dragon Age, and while it has its flaws, it’s one that has started with a bang.
Closing Comments:
Dragon Age: The Veilguard is a compelling new entry in the series, taking the franchise in a new direction with more RPG-lite ideals. This decision will alienate Die Hard fans but will undoubtedly win favor with new fans willing to embrace the series. Veilguard has a fantastic tale to tell, a stunning fantasy setting to explore, a lovable cast of characters, and a dynamic three-prong combat system that offers smooth Archery, melee, and RTS mechanics. The side content and some visual details leave much to be desired, but overall, this big swing by Bioware might just usher in a fruitful new age for Dragon Age.
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