Forum Discussion

akuheikomatsu's avatar
akuheikomatsu
Seasoned Newcomer
6 months ago

Feedback: Heartbroken as a Long Time Fan of Series

Dear Developers,

I want to start by saying that I intend to give this feedback as respectfully as possible. I mean no offense to the developers who worked hard on this title, but I want to give my honest feedback as a longtime fan of the series.

It breaks my heart to say I am putting down Dragon Age: The Veilguard. I tried to make myself enjoy this game for 32 hours, but I just couldn't. If I could demand a refund, I would. I purchased what I thought was a Dragon Age game. Veilguard is not the same Dragon Age that made me love the series. Perhaps I am no longer the target demographic for the game, but as someone who's played Dragon Age since 2009, Veilguard makes me feel alienated as a fan.

Writing, storytelling, and dialogue are the most important factors that determine whether I'll reach the end of a game. I can look past boring gameplay and outdated graphics. Even game-breaking bugs failed to destroy my love of games like Fallout New Vegas and Skyrim. But mediocre writing kills my enthusiasm for a game, no matter how good everything else is.

I came into Veilguard after just finishing Baldur's Gate 3. One of the things that always excited me about the Dragon Age series was immersing myself in the universe by role-playing the MC. I still cherish my first Warden after 15 years-- she was a human noble warrior who chose to live as a man to join her father and brother in fighting the Darkspawn. I role-played the entire game through this lens and ended the game with her

Spoiler
Spoiler

sacrificing herself to end the Blight.

I had already had an idea of who I wanted Rook to be. I chose the Antivan Crow background, intending for them to be a surly, reluctant antihero. This made sense to me, given the Crows are infamous as the most deadly assassins in Thedas. I also assumed this would be possible in Veilguard, as there were several ways to role-play the Inquisitor in Veilguard's immediate predecessor. Having options to play a new MC every playthrough is one reason why I've replayed both Origins and Inquisition multiple times.

But I was shocked that Rook appears to have a predetermined backstory and personality. No matter what dialogue options I chose, they always fit the archetype of the "rogue with a heart of gold" and feel like they belong in a Disney movie rather than in a Dragon Age game. For example, when I picked a justifiably angry dialogue option directed at one of the game's antagonists, he said, "Please don't do this," with a pleading inflection.

This bridges into the overall tone of the game. I am concerned that this game fits the definition of toxic positivity. I expected the tone of Veilguard to be bleak given the game's circumstances:

Spoiler

Solas' interrupted ritual allowed two ancient blight gods to escape. These gods intend to destroy Thedas as we know it, destroying entire cities and leaving a massacre in their wake.

But the game injects a pathological amount of happiness and optimism into moments that should be anything but.

I felt extremely uncomfortable during the quest On Blighted Wings / On Deadly Wings.

Spoiler
Spoiler

I chose to go to Treviso as my Rook is a Crow. When I arrived, the atmosphere was abnormally calm considering a dragon was destroying the city. There's no emotion portrayed in the voiced dialogue from either Rook or the NPCs to convince me that anyone was in danger. And after they fended off the dragon? "Good job! Way to go team!" Aren't we going to acknowledge that a bunch of people just died? Shouldn't the tone be more grim? The destruction of Haven was a masterful example of characters acting appropriately in response to a tragedy (and now I have "The Dawn Will Come" stuck in my head). 

Afterward, Rook arrives in Minrathous to find it consumed by the Blight. Neve begins reprimanding Rook for abandoning the Shadow Dragons. While the decision text states, "Neve is devastated by the impending chaos in Minrathous," her admonishment of Rook sounds like she's scolding a puppy for going potty in the house. Equally awkward is the fact that Tarquin is chilling next to a mortally wounded Viper and he doesn't sound upset at all. When the blight-stricken Viper responds torso), Tarquin responds with the "frustrated groan" of a teenage boy who's been told his Xbox is being taken away.

 

Veilguard made me miss the companions of the previous games, especially characters like Sera, whom I hated at first playing as a Dalish elf.  She's childish, bigoted, shortsighted, and vulgar. But I eventually came to love Sera because a well-written character provokes strong emotional responses.  Plus, most of her dialogue is comedy gold, such as when she tells Blackwall she saw the Empress's bottom, only to immediately follow up with: "Well, I didn't. I drew it and someone said it was a good likeness. That's a story about trust."

On the other hand, Veilguard's companions are yes-folks who constantly sing your praises and never have any meaningful conflict with one another. I grew irritated during combat that whenever I defeated a standard enemy, it was "Nice one, Rook!" or "That one goes to Rook!" Or that Rook was complimented for solving a simple puzzle after the game tells you exactly how to solve it. Imagine a scrub tech repeatedly interrupting a surgeon while performing an emergency life-saving surgery to give platitudes like, "Great job getting that bleeder, doctor! You're doing great!" Talk about one of the fastest ways to get thrown out of an operating room.

The never-ending barrage of praise led me to perceive that the developers of Veilguard believe that constant validation, no matter how menial the accomplishment is, makes an effective team. However, the team that truly deserves praise is the team of wildly opposing personalities putting aside their personal vendettas to accomplish a goal greater than themselves and still manage to succeed. 

I cannot say that any of the Veilguard companions elicit the strong emotional response I had to characters like Sera. I have always loved the romance in the Dragon Age series, especially Alistair and Fenris. While I originally went for Cullen during my first Inquisition play-through, Solas' romance caught me by surprise, taking my breath away with his pensive disposition, unique speech pattern, and vague melancholy surrounding his interactions. I looked forward to discovering how Veilguard would conclude his relationship with a romanced Lavellan (only to be disappointed not by the final outcome but rather by how the scene played out). No adult scene was ever needed for this couple, as their cutscenes together in Inquisition painted the most beautiful picture of their tragic love and left the question of their intimacy up to interpretation. 

Showing, not telling. 

But I found no such connection with any of the companions in Veilguard. The personalities all feel the same--like I'm choosing between Cheerios, Rice Chex, or Bran Flakes when I really want Fruity Pebbles.  I chose a "flirty" dialogue option for Harding early on, and I did a double take as Rook says she looks "adorable" when she's focused in a very patronizing manner. If this is how adults flirt, my partner and I have been doing it wrong for the last decade. In fact, most of the flirtatious dialogue sounds like something you would say platonically to a friend. I left those conversations feeling like Rook had no intimate connection with that character.

Veilguard makes a few interesting choices when it comes to dialogue. The use of modern words breaks the immersion within the well-established universe. One positive thing I have to say about Veilguard is that it does an outstanding job with diversity and inclusion. Nonbinary folks have long existed throughout history, and they deserve media representation. But what hasn't existed for as long is the actual word nonbinary. Given that Dragon Age takes place in a medieval fantasy setting, I would have loved to see the writing team create their own word that blends into the Dragon Age universe. There was an opportunity for "The Scene" to be a powerful and inspiring lesson on gender identity and pronoun usage, but the downright negligent execution of the scene's writing and acting draws a direct comparison to Solas giving Corypheus his orb; the weapon served to the trolls on silver platter hurt those whom this scene tries to defend. What did Josephine say about the Game? Never show your cards to the enemy.

This game is rated M/17+, but the language used makes it feel like the primary audience is 10-12-year-olds. I believe the phrase "doing it" was used at least three times in one cutscene describing Solas' relationship with Mythal. Even if we consider that Taash is supposed to be young and immature, aren't they and Sera close in age? Sera's language is colorful at best and downright vulgar at worst. I'm not saying that swearing necessarily makes dialogue inherently better, but the only situation in which I've ever heard "doing it" used is parents talking around their very young children. Even kids don't talk like that. So tell me, which character better portrays the edgy behavior of youth?

There are many instances where the text shown on the dialogue wheel does not match the character's spoken words. When speaking with the First Warden, the text of the dialogue selection I made was, "You're an idiot." But what Rook actually said was, "You need to listen to me!" Those are two completely different sentences. And once again, with Rook's tone, no wonder the First Warden doesn't take them seriously.

Finally, I'd like to touch base again on Veilguard's fatal flaw-- the dialogue relies way too heavily on telling rather than showing. Regrets of the Wolf is possibly one of the biggest let downs in the game next to the ending. I spent countless hours devouring fan theories on the Evanuris, the Titans, the Blight, Andraste, and the Old Gods. Dragon Age has always drip-fed us morsels of lore, enough to sway but not seduce. At this point, I had already stopped playing the game, so I watched the quest on YouTube. After every memory, the Scooby-Doo gang gathers around a table and straight up tells players the answers to the questions we've waited 10 years for. As an Orlesian noble would say: where's the subtlety? Where's the intrigue? And worst of all, the characters tell us how we're supposed to feel about the revelation. This is the most fundamental plot history that the entire series is founded upon, with a conclusion so anticlimactic that it hurts.

If you read this far, thank you for your patience. While I will not be finishing Veilguard, I will be replaying the first three games and their DLC. After this experience, I think I am unlikely to pick up another Dragon Age title in the future, but I hope this feedback can help improve the next game.

14 Replies

  • “The Veilguard” - A good RPG, but not a new Dragon Age
    As a die-hard fan of the Dragon Age series, with deep knowledge of the games, novels and comics, it's hard to look at The Veilguard purely objectively. The game undoubtedly has its strengths and is a solid RPG experience - but it falls short of what a longtime fan would expect from a new Dragon Age experience.
    The positive aspects
    The first playthrough was fun. The world is beautifully designed, with stunning landscapes and attention to detail. The battles are tactical and fun, especially the interaction with companions, which is well thought out and effective in terms of damage.
    The story offers some exciting moments, surprising twists and satisfying answers to long-standing lore questions. The ending also leaves plenty of room for speculation and future adventures in Thedas, leaving you wanting more.
    The problem with the companions
    What is missing, however, is what once characterized the Dragon Age series: the deep, emotional connection to the companions. The interactions feel distant. While previous games such as Inquisition or Origins masterfully understood how to make the companions alive and tangible, The Veilguard feels too reduced in this respect.
    Personal moments, such as disappearing into the tent or sharing special moments on the ramparts, are completely absent. The companions talk to each other or to the player, but real conversations are rare. This is very reminiscent of the limited system from Dragon Age 2 and makes interaction seem stepmotherly.
    Gameplay and scope
    The game is more linear and compact than its predecessor Inquisition, which on the one hand makes for a pleasant flow of gameplay, but on the other hand limits the feeling of size and freedom. The smaller map is not a problem per se - many players remember the sometimes tedious Hinterlands all too well - but it lacks the magic that once characterized Dragon Age.
    Conclusion
    The Veilguard is a good game. It offers beautiful landscapes, a solid story and tactical fun. Still, it will be hard for fans of the series to ignore the lack of emotional depth and typical companion interactions. It may have the potential to be a game of the year, but fans will be left with a bitter aftertaste because: It's not Dragon Age anymore.
    For RPG lovers who are prepared to make sacrifices in terms of interpersonal depth, it is still a clear recommendation - perhaps not immediately, but definitely at some point. And who knows? Maybe a fifth installment will put the focus back on the heart of the series: the Companions and their connections to the player. Until then, The Veilguard remains a good game - but no Dragon Age

  • For those who experienced the Dragon Age universe deeply, from Origins to the novels that expand its narrative, it’s impossible to approach The Veilguard without a profound sense of disappointment. It’s not just a game; it’s a world that taught us to feel the weight of choices, the pain of sacrifices, and the complexity of moral dilemmas. The novels, such as The Stolen ThroneThe CallingAsunder, and The Masked Empire, presented us with gripping stories filled with depth. The relationship between Maric and Loghain in The Stolen Throne showed us loyalty and betrayal in visceral ways. The Calling delved into the despair of the Grey Wardens, confronting us with sacrifice as an inevitable aspect of heroism. Asunder brought moral dilemmas, emotional fragility, and the tense coexistence of mages and templars. The Masked Empire explored power, love, and betrayal with a complexity that left a mark on readers.
    These stories are more than entertainment: they are the soul of Dragon Age. They showed us that choices matter, that every action has weight, and that the world is anything but simple. The Veilguard, however, disregards all of this.

    Negative Aspects: Not an RPG, Nor a Dragon Age Game
    If it were an independent game, The Veilguard could be considered a mediocre adventure title. However, by carrying the Dragon Age name, it automatically bears a legacy and responsibility it cannot uphold.

    Item Acquisition Mechanics: Tedious and Frustrating
    Acquiring items in The Veilguard is a tiresome experience that shatters any immersion. The game relies on outdated and frustrating mechanics, such as breaking barrels, vases, and scenery elements. This isn’t just repetitive. It completely contradicts the idea of a heroic protagonist or a group of noble figures who should be solving problems and saving the world, not looting like uncontrolled vandals.
    In previous games, item collection was an organic extension of the world, enhancing the sense of exploration and discovery. In The Veilguard, it boils down to mechanical and purposeless labor, reminiscent of mobile games or destruction simulators.

    Graphics: Beautiful but Out of Place
    It’s undeniable that The Veilguard features detailed and beautiful landscapes. The issue, however, isn’t the technical quality of the graphics. It’s their disconnect from the game’s tone. The artistic direction is too vibrant and “cute” for a universe that has always stood out for its dark, mature aesthetic.
    In Dragon Age, the setting always reflected the emotional and narrative content. It was dark, cruel, and laden with tension, even in its moments of beauty. Here, the visuals feel out of place, as if trying to appeal to an audience too young to grasp the dilemmas that should be at the core of the experience. The vibrant palette and almost cartoonish style create a barrier between the player and the gravity of the themes.

    Narrative and Dialogues: Lacking Depth
    The dialogues in The Veilguard are weak, generic, and lack impact. Where we once had choices that shaped the fate of kingdoms and friendships, we now face diluted, predictable options that avoid any form of conflict or emotional depth.
    Even choices that promise a more authoritarian or bold stance result in polished, inoffensive responses. This safe approach not only eliminates any sense of agency. It also underestimates the player’s intelligence, who expects a universe as complex as the one experienced in Origins and Inquisition.

    A Progression System with No Real Impact
    At the core of a good RPG lies the sense of evolution and impact. This is something The Veilguard fails to deliver. Leveling up or upgrading equipment feels lifeless. The interactions with companions—meant to be the heart of the game—are shallow and devoid of meaningful emotional development.

    Puzzles: Insultingly Simple
    The puzzles in The Veilguard represent a low point. Imagine a puzzle whose solution is drawn directly above it. There’s no challenge, no creativity. It’s just banal tasks that seem to insult the player at every turn.These moments offer no intellectual engagement. They only reinforce the idea that the game avoids any form of mental effort. This approach starkly contrasts with the challenging and satisfying moments of previous games.

    What The Veilguard Represents
    The biggest issue with The Veilguard isn’t just its individual flaws. It’s what it represents for the franchise. It’s a game that trades depth for simplicity, mature storytelling for infantilized aesthetics, and meaningful choices for convenience.Fans waited ten years to learn how Solas’ arc would conclude. Instead, we received a game that seems afraid to take risks, to challenge, or to commit to the complexity that defined Dragon Age.
    If The Veilguard represents the future of the franchise, then we’re witnessing a painful departure from everything that made Dragon Age iconic. This isn’t because fans resist change, but because the changes presented betray the essence of what made the series beloved.

    Conclusion: The Legacy Deserves Better
    Dragon Age has always been more than battles or beautiful graphics. It was an experience that challenged players to make difficult choices, face sacrifices, and immerse themselves in a complex world. The Veilguard not only fails to capture this. It seems to misunderstand what makes Dragon Age special.

    For those who have lived this universe intensely, The Veilguard is a painful reminder that carrying the weight of an iconic name demands much more than beautiful graphics and functional combat. It demands respect for a legacy that transformed the RPG genre and defined a generation of players. And respect is precisely what this game failed to deliver.

  • I heard someone say that the roots of this game were a multiplayer game, which is true, and that legacy still exists in almost all aspects of the game, and that is why it is so shallow.   If you go look at Anthem, you will see a similar shallowness of companions, and how everyone there talks TOO your character now WITH your character.  Maps, fighting, loot, loot collection all seem to harken back to that multiplayer root.......I have tried to enjoy this game, and so far have only manged to put in 10 hours or so.....just don't really seem to connect with anything in the game, and really wish Solas was the main enemy and not some random "Elven Gods"....

  • I agree with what people are saying. While I do have nice things to say about the game (the game is beautiful, the graphics are outstanding, combat was fun, and I truly think the character creation is the best I’ve ever seen. I’ve been so excited by the options there, the ability to be a non-binary character, and how that was done so it didn’t get reduced down to simply body parts etc.) it was a rough time.

     I'm horribly disappointed in how far the game departed from what had always felt like it’s core strength, that your choices in the game mattered, the easy to dismiss little actions and people mattered, and they impacted the world beyond what you could even consider. I’ve played the game through both the “blank” state and with a built in Lavellan, as well as partial playthroughs to test other options etc, and was horrified by not only the extent of which nothing seems to matter but worse, especially for a game that has always felt so empowering, the way Lavellan truly felt reduced down from a character forced to make hard choices and sacrifices, to whether she loved the would-be-redeemed pseudo-villain, Solas. This is felt through the entirety of the game, feeling out of character as none of her other relationships mean anything and in the end she’s willing to leave the world she gave everything for a mess for a contrived ending to join him in his fade prison to “fix him” (a really gross feeling choice that feels toxic and against all the politics, empowerment etc. that it had felt like the series had previously affirmed). Regardless of the import, it was disheartening to see your Rook’s choices even have little to no impact, title cards at the end didn’t even give the main character mention, and the only real choices were you pushing the companion characters in a direction, which also made them feel less fully fleshed and less like autonomous characters, than previous games. 

    Additionally, the story itself felt rushed, the ending forced and contrived no matter what path you took, and the side stories felt disconnected and relied heavily on having engaged with outside-the-game media in order to make sense of it or give it weight. The romances were forced to the point of multiples having the potential to be hard ended without actually fully happening or getting the romance scene simply tacked on at the end like an afterthought, engagement felt minimal, and in the end you didn’t even really feel like you got to know the characters. Even the pre-existing relationship that ostensibly drives the game (Lavellan/Solas) feels hollow, with the focus so much being on Solas/Mythal that in the end I question if he even really likes Lavellan or if she really is just a “regret cherished more than [his] victories” like what appears to be one of the only, if not the only thing he’ll say about her.

    This game felt rushed and slapdash in a similar way to DA2, but at least the story of DA2 felt compelling while the graphics etc were rushed, it’s harder to commiserate with the opposite, especially when it took 10yrs sitting on a cliff hanger to get what ends up feeling hollow and unfinished. I was happy to wait for the game we deserved for as long as it took and cheer on its creators, but in the end I was left feeling betrayed and (with the next game looking like a retcon from the post-scene) like I likely won’t get the next game, a heartbreaking thought given the way I have let the series consume me for decades. 

About Dragon Age The Veilguard General Discussion

Enter the world of Thedas, and join us in the community forums to talk about your experiences in Dragon Age: The Veilguard421 PostsLatest Activity: 7 hours ago