The long-awaited fourth installment of the Dragon Age series from Bioware—does it match up to the legacy?
You gotta have dragons, right? It's there, in the title. |
What makes a Dragon Age game a Dragon Age game? Is it the mechanics? The plot? The worldbuilding? The characters? Something else entirely?
For me, it's the characters and their relationships, as well as the joy that comes from the branching web of plot decisions and ramifications, that show you a world in which your choices have meaningful consequences for the world, the people around you, and your relationships with those who inhabit it. It's what draws me in, makes me love all three (and a half?) previous iterations of the franchise, and had me so frothingly excited about this one I booked annual leave for launch day and the start of the week after so I could play more hours per day than is healthy for a person (it was great). It's what drives me to have logged around a thousand hours of play time across the series to date, and with no expectation that this number won't grow in the future.
Which isn't to say there aren't issues with each of the previous games, of course. And one of the interesting things about Veilguard is how evidently Bioware has put in the effort to resolve them this time. So I'll start my review there.
Charitably, I might describe the mechanics of Dragon Age: Origins as… clunky. Underdeveloped. More honestly—janky af. It's imperfectly attempting to recreate some of the D&D experience in a video game, and at a time when the tech was not exactly making the job an easy one. We—or at least I—forgive it because it makes up for it with excellent characters, some banger bits of dialogue, an introduction to an enjoyable fantasy world, plenty of lore to dig into, and some very interesting plot moments where the player has the opportunity to impact the direction the world and plot takes… if they do things right. But good lord is the actual gameplay a mess. Do not get me started on the inventory system.
Dragon Age 2 attempted so simplify and pare down a lot of that clunk (to reasonable success) and developed its skill trees into something actually functional. It was not exactly focussed on getting the player that involved in the nitty gritty of fighting, but it had some really cool, stylistic animations of your various characters giving the baddies what for, with occasional big dramatic moments that made your Hawke feel like a badass.
Dragon Age: Inquisition made the big jump into having you actually… doing the combat, rather than clicking to select the enemy and the skill you wanted to use on them. I actually had to get close enough and wave my sword right to hit the guy? Madness! Another marked improvement on the previous games, and with yet again a more developed, more interesting skill tree alongside it, where the choices you make in building what your companions can do feel like they actually have an impact on gameplay.
All the info you need is right at your fingertips on the tab screen in combat; it's easy to be fully involved in what's going on. |
Veilguard then feels like the natural development of this thread—moving away from point-and-click D&D simulation into a fully bedded-in action game. I am choosing, moment by moment, what my character is doing and to whom and how. I block, I duck and roll, I parry, I shield. My involvement in the combat is down to me and my timing, my choices, and so feels… well, like I'm actually involved. And when you add in combos with your teammates—also very easy to achieve and clearly signalled in the combat screen—it just gets even better. There's a bit of a learning curve at the start as you get used to it, especially the timings for blocking, ducking and shielding, but the game does tutorial you in pretty well, and it is absolutely delightful the first time you manage to employ the perfect timing with a shield-block and are rewarded by absolutely twatting the opponent in the face. I am utterly, completely convinced that as a pure gameplay experience, Veilguard is hands down the best game in the series and just genuinely, actually fun to simply… play.
It also does a great job in differentiating the character classes by feel. My initial run was as a warrior, which felt suitably tanky, while still being able to dish out damage. Returning as a rogue, whose special attacks rely on the building of momentum (which is lost if you allow yourself to get hit) rather than a warrior's rage, changes how you react to combat. Suddenly, the dodge button is my best friend, rather than the parry. Then again into mage, where I can throw up a barrier and then go long range with staff attacks that really knock the enemy's socks off, but I'm constrained by my mana pool and refill rate. What we don't see is the full differentiation within the subclasses—Inquisition had you choose if you would be sword and shield vs two-hander warrior, for instance. What we get instead is the ability to switch between the two subclasses at any point, even in combat. For warriors, that's hitting X to pull out your two-hander. For mages, dotting between the two-handed staff and the ability to barrier, vs. orb and dagger which allows close combat, stabbing and parrying, at the cost of no shield. For rogues, there's no explicit switch-between at all—at any point, you can right-click and start shooting with your bow, while your default dual-wielding weapons remain in play for close combat. You can optimise your build for the subclass you find yourself most wanting to play, but the flexibility remains at the touch of a button. There's a learning curve to each class that comes with how truly distinct they feel, but once you get into the groove, each one does feel genuinely worthwhile—and enormously fun—to play.
However. As I said above, this is not why I play Dragon Age games. It's great, don't get me wrong, and I hope future installments keep and develop this, because it is extremely well done and satisfying. Moment by moment, there was none of the frustration because I just didn't have the control to win a fight I was involved in, or that combat was just feeling repetitive and dull. I applaud it. But… it's nothing more than a nice bonus to me. The meat of my interest was always going to be elsewhere, in the plot and the characters. Which is where I found things getting a little unstuck.
Which is weird, because a lot of the promo going into Veilguard talked about how they knew fans wanted character focus, so that was going to be where they put their efforts, and they visibly have done that. It just hasn't quite achieved what I, at least, want out of it. To boil it down to fundamentals, Veilguard just feels safe in a way that none of the others have. While the setting and story may be extremely dark, the characters and their interactions, both with each other and with Rook, the protagonist, just lack bite. I don't necessarily even mean conflict, though that could work too. There's just quite a sameness and a safeness to how they all interact, that ignores the vast range of positions and opinions on the core topics of the game that we've seen throughout the previous iterations.
Which also manages to deny the difficulty inherent in some of the factions at play within the story. One of the companions you recruit is a member of the Antivan Crows. This was, I know, something a lot of fans were hoping for, and harks back to Zevran in Origins. But the thing is, Zevran's story is one full of conflict—his position within the Crows is a fraught one, and one that has left lasting and unpleasant marks on him that he details in conversations with the Warden. The Crows are absolutely not an uncontroversial good, in that story, or his story. Which… of course they're not! They're a band of assassins for hire. They literally kill people for a job. Of course they're going to be morally complex at best.
So why then, in Veilguard, are they uncontroversial good guy patriots protecting Treviso, and we're just… not going to examine anything else about them, or about Lucanis (the companion from that faction)'s position within them?
Just some good ol' fashioned patriots, no murders here no sir. |
What's extra strange is that we do get this introspection a little bit, but directed only at the Grey Wardens, who took a big hit on the "doing dark shenanigans" front in Inquisition, so that doesn't feel like treading new ground. But it means they were thinking about it, at least to an extent; they just never felt the need to turn that lens onto the Crows. Huh.
And it's that kind of lack of thoughtfulness that makes the game really suffer. Everyone gets along, more or less (I'm not saying there's zero conflict, because that patently isn't true, but it never rises to the levels we've seen in any of the previous games), and no one really critiques the position other people come from, or their background, or engages with any of the longstanding, baked-in societal difficulties that we've seen portrayed in the world so far. For a game that very much centres the elves, their stories and their histories, Veilguard is very light on talking about the impacts the events of the game will have on elves throughout Thedas. There are a couple of specific bits of dialogue (one of which you only get in the literal final mission) that touch on it, but it's not core to the story, when it really really should be to give us that feeling of a real, complex world that has been a key part of the series up to now. This is not a game that could encompass, for instance, a Vivienne or a Sera, two characters whose positions within their factions and peoples in Inquistion are fonts of discussion, argument and interest. There's no Merrill, with a complex view of blood magic that runs contrary to the dominant game view. There's no Alistair or Cullen to give us an insight into a Templar viewpoint. There's barely any Templar involvement at all. Without characters occupying fraught or complex positions, or a voice speaking from the other side of the divide, we end up with fairly unknown and unconsidered bad guys (why are the Venatori up to what they're up to? We never really get to know), and a coherence of vibe from the companions that feels a bit weird at times. Yes, we're all saving the world, but so were we in Origins, and that never stopped Morrigan from bullying Alistair, did it?
To add to this, on the one hand, we get way more party banter than in previous games, and they've added a device where, in the central home hub, you sometimes go into rooms and just find two companions chatting, which is great. And yet… for how long of a game this is, it feels like you don't get proportionally as much romance content as the previous games have given, which is one of the core USPs that Bioware have always had. We jest that it's a dating sim with a fantasy RPG in the background, but… well. Personally, I have always enjoyed the romance content because it adds yet another layer to those deep characterisations. It's part of making these people seem whole and real. And when that gets skimped on? It adds to the same feeling that their lack of bite feeds into.
In other gripes, the early game dialogue is rough, as frankly is the early game plot. You can see the shape of a slightly different game, one with some sort of prologue that has been skipped over now, and so they have to funnel new players quickly into the fun, main bit with enough info to get them invested, while also keeping hold of old players who know all the lore. They have not managed it well. But that evens out once you get into the main substance of things.
There are also times when the whole thing feels a little too linear, a bit too trammelled into the singular shape of the story they want to tell, without the semblance of broad-reaching options that the other games have managed to convey.
But… for all that… there are some moments, some choices, that really do hit and hit good. One of them came out of absolutely nowhere for me and left me fully shooketh, and remains one of the emotional highpoints of my playing experience. The game tells you early that the choices you will make matter, and on the whole, when those choices come up, they very much do. I would, of course, always love more of them, but I'm aware this is a sticking point for many games just in terms of hours of time and dollars of money that go into every branch they make. Where Veilguard does it, I think they do it right.
They also give us some really solid lore drops that are of a great deal of interest to anyone who's played the previous games and is into that sort of thing, things that make you go "OOHHHHHHH" about things previously hinted, or overturn things you thought you knew, sometimes in really fun ways. Unfortunately, there are issues with it as well, generally, more about what's missing than what we see. This is a story that really does centre a bunch of elven stuff, and I would have liked to see more of… well, literally anything else in the world. The chantry and chantry opinion and politics barely figure, even though we touch on a number of really quite important religious issues. For the die-hard elf fans, there is bounty. For the rest of us… a bit of famine. It also, in this elven-centricity, stumbles a little bit into… and here it is hard to critique without treading too close to spoilers… I suppose into the issue of wanting to make things too simple. Too many questions boil down to the same answer, where a multiplicity was one of the things that has long made this a world worth playing in.
Also, for all the people with deeply held opinions about the character creator, long hair and clipping? They got you covered. Like, so much. Also body sliders, which I am quite pleased to see.
I do also have to come back to the point that… it's just gorgeous. They've gone back to DA2-style "strong, coherent visual design" and it works, but expanded out further and with better graphics and more time spent on the game to back it up. I mean, look at this shot from Arlathan and tell me it's not pretty:
Or not enjoy how atmospheric and utterly committed to the bit the Necropolis is:
Or appreciate the atmosphere of a blighted wasteland, full of relics of the past:
So all in all… it's rather a mixed bag.
On the whole, I enjoyed playing it. I had a great time, moment to moment, dedicated some days to an intense amount of gaming, gasped, laughed and felt sad at various appropriate moments, and just generally got into the spirit of things. But there was, when I looked back across it all, and especially when I compared it with the games that had come before, some little spark missing that made it truly magical. What I keep coming back to, more than anything, is that there is no single moment in Veilguard that comes even mildly close to doing what In Your Heart Shall Burn did in Inquisition—i.e. permanently rewrite my brain chemistry and steamroller me on an emotional level. I will never recover from that quest, and I thank Bioware for it. Veilguard… just could never. For all the fixes, for all the improvements, for all the better mechanics, better systems, better graphics, better character creator, they have failed to fully preserve the spirit of the previous games, the thing that made me love them beyond sense and measure. And it's hard not to be sad about that, even when what I've got is still, objectively, a good game.
Nonetheless… I am currently working on both my second and third playthroughs, which is not nothing.
If you're a die-hard Dragon Age fan or a complete newbie, I still think Veilguard is a game worth playing, for all the things it has done well. I hope it succeeds, and I hope the studio can continue to make games set in Thedas, taking on all the improvements they've made here, but one day maybe recapturing that little special something that just hasn't quite made it through here.
The Math
Highlights: absolutely gorgeous graphics, genuinely enjoyable mechanics, lore drops that really dig into some of the background questions fans have been pondering for years.
Nerd Coefficient: 7/10.
POSTED BY: Roseanna Pendlebury, the humble servant of a very loud cat. @chloroformtea.bsky.social