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Dragon Age: Veilguard Review: A Surprisingly Fun Ride with a Few Bumps in the Road!
Let's be honest: I'm not a huge Dragon Age fan. I bounced off the first game, have hazy memories of the second, and bailed on Inquisition after fifteen hours in the Hinterlands. So, am I the worst person to review Dragon Age: Veilguard? Maybe! But I also genuinely liked Veilguard. And as someone who hasn't loved the series in the past, my perspective might surprise you. That ten-year wait for a new game created plenty of hype! And you also have to consider the production turmoil after Andromeda and Anthem. So what really transpired?
This isn’t merely going to review what's good or bad—because it wasn’t merely one or the other. This really explores why Veilguard was successful: a focus on its companions— its core aspect and those uniquely compelling characters. It's ultimately what BioWare does best, even after other failings. That initial experience might be uneven– you have to remember, this is set ten years after the last entry. The beginning isn’t going to totally excite some people!
Veilguard starts immediately in medias res; throwing you directly into the heart of this plotline, showing our character Rook (working with Varric from prior games) kicking some troublemakers and searching for one of the game’s upcoming companions: Neve Gallus. Those early dialogue options already give an immediate indication and hints toward character development: violence or peaceful negotiations– both are fine!
The initial narrative introduces the central plotline that follows the earlier game’s developments and lore around Solas (that treacherous elf god), highlighting just why the stakes really raise: We successfully thwart Solas’s ritual to destroy the Veil; the result of that success? Two even worse elf gods break free! The team that includes our protagonist Rook is forced to step up and must stop these extremely powerful creatures in their evil campaign.
The initial hours feature some issues in writing quality which could greatly impact how players receive the earlier portion of the game, although many feel these could have been improved significantly and were an unnecessary oversight from the creators: The team initially displays far too little tension, a striking contrast compared to other Dragon Age games where party members clash and form really powerful emotional ties; sometimes these create some deeply problematic interpersonal conflicts. You're forced to really find reasons to remain interested in this initial storyline which may prove extremely disappointing, especially for veterans used to how these conflicts fuel various aspects including development in character relationships and intrigue surrounding this story's ongoing mysteries. You might start to recognize some early game pacing issues and plot developments which many might find disappointing in this new Dragon Age game; despite having potential, they weren't used to full capacity.
However, once your team develops around 30 hours in, you will notice this very game's most powerful feature start to emerge and greatly improve, because things shift. You have a whole new and very different dynamic: tensions, rivalries, emerging bonds – all that adds another intense, emotional layer. These characters get better as we move forward; and their relationships—and even those humorous observations––actually feel earned.
The gameplay also needs to get used to: The combat feels arcade-y, more flashy combo-based compared to earlier Dragon Age games! There’s a new system; creating these combo sequences: You control Rook directly but you also send out orders for companions. It’s a new, surprisingly fresh approach. It gets repetitive at times in its later parts. And enemy diversity lacks throughout many key encounters. Yet I enjoyed those flash elements; though there was plenty of need to adjust the difficulty to avoid constant grinding, as it could’ve turned this into more of an unnecessary chore; luckily, you can completely modify the experience to avoid this, with no serious downsides.
Exploration features those large areas. The exploration's far more manageable. It has a good sense of variety to maintain exploration despite the fact it’s not open world! These larger spaces are really beautiful visually. Some environmental puzzles remain somewhat repetitive, often solving those simple issues like repositioning power cells, destroying crystals or using companion abilities.
Veilguard has a slow start– those first ten hours will either capture your attention, or not. This has to do with preferences; a lot of these factors completely impact gameplay decisions made by individuals involved, especially when concerning preferences surrounding various narrative themes like party interactions and combat approaches; creating differences between viewers and what these gamers really enjoyed. Some may get disappointed easily; particularly from repetitive combat, uneven writing at points during the earlier storyline which could hurt early enjoyment; however the sheer power displayed in some specific characters, story beats, and the core concept behind these plot elements ultimately makes this enjoyable even with the minor setbacks present. You’re completely warned now – and if these minor complaints might push you off entirely, do some careful consideration before starting.
However, the improved narrative focusing on compelling party dynamics (those characters!) actually improves the core enjoyment despite its few flaws in overall mechanics. The graphics are excellent (despite some lighting glitches) and its new gameplay offers fun action. Is it the game some hardcore Dragon Age fans awaited? That depends. Yet I, the anti-Dragon Age person found myself unable to stop. Go play Veilguard. Your mileage may vary based upon what kind of player you really are. And what these kinds of players may find more, or less engaging.