The first thing I ever wrote on Veilguard
I'm a huge nerd and before I ever knew to make a Tumblr account or make fanart or find my people, I stayed up really late on my phone one night after finishing Veilguard and wrote this.
I wrote it for people who hadn't played the game, or didn't know it, so it's not pitched at Tumblr exactly. And other people have made some of these points better, or differently, and I just hadn't read them yet. But I still kinda look at this first impression and... like it. <3
A bit of old art added just because.
If you go online and look at Steam or Reddit reviews for âDragon Age: The Veilguard,â youâll see a collection of angry red thumbs and arrows pointing downward. Critiques range from âbad writingâ to âflat voice actingâ to various complaints about combat mechanics and narrative pacing. This is all despite the fact that the game has received quite a lot of critical acclaim; the game is beautiful, fully finished, and visually polished. Complaints instead tend to center around the idea that Veilguard is a âFrankensteinâ game, a sad cobbled-together shadow of what might have been, and a disappointing end to 15 years of fandom (the first game in the series was released in 2009).
But I suspect DAtV also disappointed these fans for another reason. The game is a coherent, sustained critique of the âlone wolfâ hero, a stubborn (often cis, white, male) character determined to save the world at any cost. Your character Rook begins as a sort of bit player in a team, helping Varric (a much-loved companion from DA2 and DA: Inquisition) to try to knock some sense into the tormented elven god Solas. Also known as FenâHarel, the Dread Wolf, Solas is another returning figure who holds himself responsible for the fall of the elvhen people. To fix his mistakes, heâs concluded that he has to end the world â even if it means stabbing his friends in the back (or chest), which he immediately does when Rook, Varric, and their team finally reach him.
Without giving away too much of the story that follows, Veilguard lets you know from the beginning â as your anxious Rook attempts to shoulder Varricâs responsibilities while he recovers from his wounds â that no one can save the world alone. Youâre just not that special. Instead, Rook must gather a team of companions, each affiliated with a larger group or faction, and together prepare those factions to fight for Thedas. The companion quests for DAtV are longer and more complex than in previous games, and each person has an internal struggle that can be resolved in several different ways. Yet unlike previous games, these companion quests link into the larger fates of the factions theyâre affiliated with, and are more closely tied to the final outcome of the game.
Take the noir detective Neve Gallus, for example. Neve loves the Tevinter city of Minrathous â and demands that we see what she sees, even though previous games, set in Southern Thedas, have mainly depicted Tevinter as a world of toxic blood magic and poisoned politics. A society founded on slave labor and oligarchy is a world with an underbelly â and this is Neveâs home, in Dock Town, where she attempts to advocate for the people who canât fight for themselves. Neve is a cynic with a soft heart, gentle to the weak and scathingly sarcastic to everyone else. Her character struggles with the problem of proof: when people can disappear in the night, or politicians can pay to erase an embarrassment, how do you know what really happened? How can you believe in, or build, a future that is so easily swept away? She canât give up, but she canât win either.
Neve will have to choose between fighting dirty or stepping out of the shadows, and Rook can help her make that choice. But other companions face other hard questions: do we honor the traditions of our forebears, even when they stifle our freedom, as the Qunari Taash (a nonbinary child of immigrants) must decide? Or, as the necromancer Emmrich Volkarin wonders, should we prevent our own death at the cost of building a legacy we trust will live beyond us? Some companions are written more surprisingly than others, and there are plenty of classic high fantasy RPG tropes for those who love that vibe: dungeons and dragons, literally and abundantly. But ultimately these companion storylines are central to the main storyline because Veilguard asks you to love the world you are saving: to explore its gorgeous nooks and crannies, the intricacies of Antivan alleyways and the high crumbling arches of Arlathan.
DAtV also insists that you recognize your priorities arenât everyoneâs priorities. The world of the Veilguard is complex and diverse, and even players who create a human, white, straight, cisgender Rook will be forced to encounter (and be relatively polite to) people of different cultures, races, classes, and genders. As a queer woman, Iâll admit I love this. But to those who found it uncomfortable, Iâll say: your discomfort is essential to the point being made. To get on with the business of fighting bad guys, Rook must first consider the needs of other people, who may or may not have the same values.
Now, whether Rook meets those needs or not is an open question. It is completely possible to get to the end of the game without resolving a single companionâs problems, strengthening a single faction, or understanding anything about the Dread Wolfâs history. But Solas is at the heart of the story, and Rook is his foil at every turn. Solas uses people as tools for his own ends, certain he knows how the story should play out. Rook can use people, or support them; learn their stories, or ignore them completely. Solas has been a hero, but the root of his current villainy comes from the belief that only he can save the world. And Rook is faced with the same question: does victory mean sacrificing everything, and everyone (âwhatever it takesâ is a recurring phrase)? Or can we win by supporting and building each other up?
Veilguardâs third act is a fast-paced, sometimes painful revelation of how these choices play out. You canât get through the story without some loss, and not everyone will be saved, no matter what the player decides. But version of the story where everything is lost is the version in which Rook makes the same choices Solas did: to ignore the voices of friends, to skip the difficult work of rebuilding communities, and to believe that they alone can save the world. Thereâs plenty of darkness here, which is part of what I find perplexing about the critique that âVeilguard forgot the DA franchise is dark fantasy.â Is forcing the last of a nearly-extinct species to fight for the masters who nearly destroyed them not dark? Is watching your last living companion shatter into shards of blighted stone as the direct result of your choices not dark?
And yet: maybe darkness isnât the problem.
In Veilguard, the world isnât shaped by every choice you made in every past game. NPCs arenât there to praise the âHero of Ferelden,â or make the player feel proud of their god-like history of shaping Thedas (again, another nod to Solas). In a very real way, the people of northern Thedas donât care what you or any other player has done in the past 15 years. Helping them requires listening to them talk about themselves: what theyâre scared of, what theyâve seen, what might be coming. Theyâre people, not fans or easter eggs. To really win, Rook needs a lot of other people.
I think this is the disappointment the angry red thumbs of Steam and Reddit canât quite articulate. Veilguard wonât let you pretend youâre the only person with a story. To come out the other side with friends who love you and a world that can rebuild, you must spend time getting to know those people, those places, and those struggles. You canât âgo it aloneâ without going the same way as Solas: dismissing the people you never really saw, telling yourself their sacrifices were the only way the story could have played out. Thereâs no way to get the cheering crowds and the tender, loyal romance â the positive regard of your community â without first investing in their dreams, their struggles, and (yes) their petty side-quests.
You can save the world with or without the people in it. But without them, thereâs not much left to save.