Little Mr. Adventurer
"I'm Dorothy Gale from Kansas"
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we're not kids anymore.
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if i look back, i am lost
PUT YOUR BEARD IN MY MOUTH

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One Nice Bug Per Day
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@biowaresbutt
Little Mr. Adventurer
Day 7 of #Veiltober - Davrin Griffon Daddy.
Emmrich and Davrin *arguing over who is better, Manfred or Assan*
Meanwhile Manfred and Assan:
My Dragon Age Inquisition character card embroideries all together! Each is 11.5x19.5 cm. Dorian took 73 hours, Cassandra took 89 hours, and Sera took 75 hours.
I wonder which character I'll do next...
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[Image descriptions: Embroidered versions of the Dorian, Cassandra and Sera character selection card from Dragon Age Inquisition.
Dorian holds a book under his left arm while casting magic with his right. There are white glyphs in the air and a white snake running under his cloak and under his arm.
Cassandra sits atop a war horse with Inquisition soldiers behind her. She wears black armour with a gold-trimmed cloak, and the Seeker flag and he cloak stream behind her.
Sera stands atop a slanted tree trunk with her bow held suggestively between her legs, looking at the Skyhold tower in the distance, where the tiny figure of the inquisitor is present in the window. Mountains and turrets make up the background behind her.]
EuroGamer: 'BioWare knew the deepest secrets of Dragon Age lore 20 years ago, and locked it away in an uber-plot doc'
Original creator David Gaider on how "some of the big mysteries are being solved".
Rest of post under a cut due to length and possible spoilers.
The collection is complete!!! This series of portraits took so long đ but I am happy with how they turned out đ„Čđ
These will all be available as prints when my shop launches on Friday! And, if youâre interested in a giveaway for the whole set, check out my instagram (same username!) where weâre celebrating 15k đ„°
using my powers for good
DAVRIN Dragon Age: The Veilguard October 31, 2024
I can be trusted with photo mode
This is just davrin's phone gallery
10999% Davrins phone gallery....and he shares them with the group chat!
Emmrich and him have daily uploads of Assan and Manfred being little cutie patooties!
You heard awwwwww all around the lighthouse.
The Voiceover Cast for Dragon Age: The Veilguard has been revealed!!! [blogpost link]
[source]
Is this a lil' halla pin in her hair because it's cute and I want it
tiny davrin with even tinier assan
Cliff notes on the new info on Dragon Age: The Veilguard from the print issue of Game Informer (DA:TV spoiler warning for link) that came out the other day (magazine hub link) that contained story spoilers - spoiler free version. This post is a version of this post (DA:TV spoiler warning for link), only with story-related information of note removed.
In CC you can customize things like shoulder width, chest size, glute size, hip width, how bloodshot your eyes are, nose crookedness, and more
There are hundreds of sliders for body proportions
CC detail: âFeatures like skin hue, tone, melaninâ
There is nudity in DA:TV, âwhich I learned firsthand while customizing my Rookâ in CC
Rookâs backstory also affects âreputation standingâ, along with the other previously-known things like in-game dialogue etc
Lords of Fortune are pirate-themed, âpiraticâ
Rook ascends because of competency, not because of a magical McGuffin, contrasting with the âdestiny-has-chosen youâ angle DA:I has for the Inquisitor
Rook is here because they chose to be, âand that speaks to the kind of character that weâve built. Someone needs to stop this, and Rook says, âI guess thatâs me'â
The 4 voices we can choose for Rook each have a pitch shifter in CC
The game starts inside the bar (as previously detailed in other coverage)
In some dialogue wheels there is a âromantically inclined âemotionalâ responseâ option. These are the replies that will build relationships with characters, romantic and platonic alike, but you can ignore them if you want to. Giving a companion the cold shoulder might nudge them into another companionâs embrace however
Bellaraâs surname is Lutara
In the streets of Minrathous (in the opening segment of the game), there is a wide, winding pathway with a pub which has a dozen NPCs in it (is this The Swan tavern?)
The devs used the DA:TV CC to make each in-world NPC, except for specific characters like companions
There is smart use of verticality, scaling and wayfinding in the gameplay
If you play as e.g. a qunari Rook, the camera adjusts to ensure larger characters like them loom over those below. The camera also adjusts appropriately for dwarves to demonstrate their smaller stature
Neve Gallus is described as being capable
Demons are fully redesigned in this game, on their original premise as creatures of feeling that live and die off the emotions around them. âAs such, they are just a floating nervous system, pushed into this world from the Fade, rapidly assembled into bodies out of whatever scraps they findâ
Our base in this game is the place where the team bonds, grows, and prepares for its adventures
Clock symbols over dialogue icons signal optional dialogue options
If you are playing, e.g., a qunari, and you encounter elfy stuff, you might be missing unique dialogue options and an elf Rook would have more to say at that point
âThereâs a heavy emphasis on storytelling and dialogue, and it feels deep and meaty, like a good fantasy novel. BioWare doesnât shy away from minutes-long cutscenesâ
For Rook, this story is about what does it mean to be a leader? We define their leadership style with our choices. âFrom the sound of it, my team will react to my chosen leadership style in how my relationships play out.â This is demonstrated within the gameâs dialogue and a special relationship meter on each characterâs companion screen
In gameplay/combat, players complete every swing in real time. Special care was taken in development for animation swing-through and cancelling. We can dash, parry, charge moves, and a completely revamped healing system that allows us to use potions at our discretion by hitting right on the d-pad. You can combo attacks and even âbookmarkâ combos with a quick dash, which means that you can pause a comboâs status with a dash to safety and continue the rest of the combo afterward
Abilities can be used to customize your kit. They can be used on the fly as long as you account for cooldowns
When you pause and pull up the ability Wheel, it highlights you and your companionsâ skills. There you can choose abilities, queue them, target specific enemies, and strategize with synergies and combos
Each character plays the same in that you execute light and heavy attacks with the same buttons, use abilities with the same buttons, and interact with the combo wheel in the same way, regardless of which class you select
Sword and shield warriors can hip-fire or aim their shield and throw it like Captain America
Warriors can parry incoming attacks which can stagger enemies. Rogues have a larger parry window. The mage the writer played couldnât parry at all. Instead they throw up a shield that blocks incoming attacks automatically, so long as you have the mana to maintain it
On the start/pause screen: it has the map, journal, character sheets, skill tree, and a library for lore information. You can use it to cross-compare equipment and equip new gear for Rook and their companions, build weapon loadouts for quick change-ups mid-combat, and customize you and your partyâs abilities and builds via an easy-to-understand skill tree. There arenât in-depth minutiae, just "real numbersâ. For example, an unlocked trait might increase damage by 25 percent against armor, but thatâs as in-depth as the numbers get. Passive abilities unlock jump attacks and guarantee critical hit opportunities, while abilities add moves like a Wall of Fire to your arsenal if youâre a mage. As you spec out this skill tree, which is 100 percent bespoke to each class, youâll work closer to unlocking a spec, complete with a unique ultimate ability
Combat is flashy and quick, with different types of health bars. Greenish-blue represents a barrier, which is taken down most effectively with ranged attacks
The game is gorgeous, with sprinkles, droplets, and splashes of magic in each attack a mage unleashes
The game looks amazing on consoles both in fidelity and performance modes
Bellara is bubbly, witty, and charming. She is spunky and effervescent, a sweetheart and a nerd for ancient elven artifacts, which is why sheâs dressed more like an academic than a combatant
While Neve uses ice magic and can slow time with a special ability, Bellara specializes in electricity, and she can also use magic to heal you. electricity magic is effective against a certain mob type. âHowever, without Bellara, we could also equip a rune that converts my ice magic, for a brief duration, into electricity to counter the [enemies]â
If you donât direct your companions in combat, they are fully independent and will attack on their own
The style of the game is more high fantasy than anything in the series thus far and almost reminiscent of the whimsy of Fable. Matt Rhodes says that this is the result of the gameâs newfound dose of magic: âThe use of magic has been an evolution as the series has gone on. In the past, you could hint at cooler magical things in the corner because you couldnât actually go there, but now we actually can, and itâs fun to showcase that.â however, areas of whimsy will starkly contrast to the gameâs other areas. The devs promise some grim locations and even grimmer story moments because, without that contrast, everything falls flat. Corinne says itâs like a âthread of optimismâ pulled through otherworldly chaos ravaging Thedas.
We can advance our bonds with our companions on their own personal quests and by including them in our party on main quests. Every Relationship Level you rank up, shown on their character sheet, nets you a skill point to spend on them. âThe choices you make, what you say to companions, how you help them, and more all matter to their development as characters and party membersâ. Each companion has access to 5 abilities.
Each companion has issues, problems, and personal quests to complete.
You can create Arcane Bombs on enemies. It does high damage after being hit by a heavy attack
It sounds like mage characters can charge heavy attacks on their magical staffs. âthen switch to magical daggers in a second loadout accessed with a quick tap of down on the d-pad to unleash some quick attacksâ
Some enemies are âFrenziedâ, meaning that they hit harder, move faster, and have more health
re: an arena-like boss fight "[it] attacks, hitting hard with unblockable, red-coded attacks and a massive shield that you need to take down first. It is weak to fire"
The design of the game is not open world. The devs describe it as a âhub-and-spokeâ design where the needs of the story are served by the level design. it is not a connected open world. locations include Minrathous, tropical beaches, Arlathan Forest, âto grim and gothic areas and elsewhereâ. Some of these areas are large and full of secrets and treasures. Others are smaller and more focused on linear storytelling.
Each location has a minimap, though linear levels wonât have the 'fog of warâ that disappears as you explore like in some of the gameâs bigger locations
The game has the largest number of diverse biomes in DA history
The Thedas of DA:TV âlives in the uncertaintyâ. âthe mystery of its narrativeâ, âthe implications of its loreâ
The writer is surprised by BioWareâs command over the notoriously difficult Frostbite engine, and by how much narrative thought the dev team poured into these characters, even for BioWare.
â
[source: the Game Informer pages from Issue 367 - the cover story from June 18th (link), two] <- DA:TV spoiler warning for links
Bit late to the party, unfashionably so
Here's the piece I was working on for N7 Day that I couldn't finish on time so bone apple titty! âđ»
Apparently Cards Against Humanity had a Mass Effect themed set come out in 2017 and this was their official fucking art for it
Dragon Age: The Veilguard info compilation Post 4
[Part 1] [Part 2] [Part 3] [another post]
Post is under a cut due to length.