With every new report about Dragon Age: The Veilguardâs troubled development, it feels like a miracle that the game came out at all. A new story from Bloomberg outlines how the Dragon Age team was jerked around by publisher Electronic Arts and forced to make pivots with limited resources and time, making it impossible for the RPG to complete the sort of holistic retooling it would have received under more reasonable circumstances. Reading this and seeing how, after all that strife, the team was still demolished and subsequently thrown under the bus, it feels like BioWare was set up to fail, and it bore the consequences of its publisherâs poor decisions.
In January, BioWare scattered some of its most foundational veteran talent to the winds. The quickness with which EA gutted the storied RPG studio andmasked it with talk of being more âagileâ and âfocusedâ shortly after it was revealed that The Veilguard underperformed in the eyes of the powers that be makes me wonder if BioWare was also unsure it would get to return to Thedas a fifth time. Now that we know more about just how fraught Dragon Age: The Veilguardâs development was, the RPG sure reads like something made by people who saw the writing on the wall. The Veilguard ends on a small cliffhanger that could launch players into a fifth game, but Iâm skeptical that weâll ever get it.
Looking back, Iâm pretty convinced the team was working as if Rookâs adventure through the northern regions of this beloved fantasy world might be the last time anyone, BioWare or fan, stepped foot in it. But viewing it through that lens has somehow made me appreciate a game that made me a believer after a decade of disillusionment even more.

Yeah, I might be doomsaying, but there are plenty of reasons to do so right now. The loss of talented people â like lead writer Trick Weekes, who has been a staple in modern BioWare since the beginning of Mass Effect, or Mary Kirby, who wrote characters like Varric, whose story is the biggest throughline through the Dragon Age series â doesnât inspire confidence that EA understands the lifeblood of the studio it acquired in 2007. The Veilguard has been a divisive game for both entirely legitimate reasons and the most bad-faith ones you could imagine, but my hope is that history will be kinder to it as time goes on.
A Kotaku reader reached out to me after the news of BioWareâs layoffs broke to ask if they should still play The Veilguard after everything that happened. My answer was that we may now be in a better position to appreciate it for what it was: a (potentially) final word.
Given the conditions under which it was made, and how its creators themselves seemed uncertain of its future, The Veilguard is just as much a send-off for a long-running story as it is a stepping stone for what might come. Its secret ending implies a new threat is lurking somewhere off in the distance, but by and large, The Veilguard is about the end of an era. BioWare created an entire quest line that essentially writes Thedasâ history in stone, removing any ambiguity that gave life to over a decade of theory-crafting. As a long-time player, Iâm glad The Veilguard solidifies the connective tissue between what sometimes felt like a world of isolated cultures, lacking throughlines thatâd otherwise make it feel more whole. But sitting your cast of weirdos down for a series of group therapy sessions unpacking the ramifications of some of the biggest lore dumps the studio has ever put to a Blu-ray disc isnât the kind of narrative choice you make if youâre confident thereâs still a future for the franchise.

Unanswered questions are the foundation of sequels, and The Veilguard has an almost anxious need to stamp those out. Perhaps BioWare learned a hard lesson by leaving Dragon Age: Inquisition on a cliffhanger and didnât want to repeat the same restriction. But The Veilguard doesnât just wrap up its own story; it concludes several major threads dating back to Origins, which feels calculated and deliberate. If BioWareâs goal with The Veilguard was to bring almost everything to a definitive end, the thematic note on which it leaves this world acts as a closing graf concluding the seriesâ overarching thesis.
Ignoring the bigotry that has followed The Veilguard like a starving rat digging through trash, one of the most common criticisms I heard directed toward the game was that it lacked a certain thorny disposition that was prevalent in the first three games. Everyone in the titular party generally seems to like each other, there arenât real ethical and philosophical conflicts between the group, and the spats that do arise are more akin to the arguments you probably get into with your best friends. Itâs a new dynamic for the series. The Veilguard doesnât feel like coworkers as the Inquisition did, nor the disparate group who barely tolerated each other that we followed in Dragon Age II. Theyâre friends who, despite coming from different backgrounds, factions, and places, are pretty much on the same page about what the world should be. Theyâre united by a common goal, sure, but at the core of each of their lived experiences is a desire for the world to be better.

This rose-colored view of leftism doesnât work for everyone. At its worst, The Veilguard can be so saccharine itâd cause a cavity, which is far from what people have come to expect from a series in which the mage-hating elf Fenris and pro-mage radical Anders didnât care if the other lived or died. It also bleeds into a perceived softening of the universe. Factions like the Antivan Crows have essentially become the Bat Family from DC Comics, with no mention of the whole child slavery thing that was our first introduction to them back in Origins. The Lords of Fortune, a new pirate faction, go to great lengths to make sure you know that theyâre not like the other pirates who steal from other cultures, among other things. I joked to a friend once that The Veilguard is a game terrified of getting canceled, and as such, a lot of the grit and grime has been washed off for something shiny and polished.
That is the more critical lens through which to view the way The Veilguardâs sanitation of Thedas. To an extent, I agree. We learned so much about how the enigmatic country of the Tevinter Imperium was a place built upon slavery and blood sacrifice, only for us to conveniently hang out in the common poverty-stricken areas that are affected by the corrupt politics we only hear about in sidequests and codex entries. But decisions like setting The Veilguardâs Tevinter stories in the slums of Dogtown give the game and its writers a place to make a more definitive statement, rather than existing in the often frustrating centrism Dragon Age loved to tout for three games.
I have a lot of pain points I can shout out in the Dragon Age series, but I donât think anything has stuck in my craw more than the way the end of Andersâ antagonistic âRivalryâ relationship goes down in Dragon Age II if you donât support his crusade to emancipate the mages from their captivity in the Circle of Magi. This is a tortured radical mage who is willing to give his life to fight for the freedom of those who have been born into a corrupt system led by the policing Templars. And yet, if youâve followed his rivalry path, Anders will turn against the mages he, not five minutes ago, did some light terrorism trying to free. In Inquisition, this conflict of ideals and traditions comes to a head, but youâre able to essentially sweep it all under the rug as you absorb one faction or the other into your forces. So often, Dragon Age treats its conflicts and worldviews as toys for the player to slam against one another, shaping the world as they see fit, and bending even the most fiercely devoted radical to their whims. And yes, there are some notable exceptions to this rule, but when it came to world-shifting moments of change, Dragon Age always seemed scared to assert that the player might be wrong. Mages and Templars, oppressed and oppressors, were the same in the eyes of the game, each worthy of the same level of scrutiny.

Before The Veilguard, I often felt Dragon Age didnât actually believe in anything. Its characters did, but as a text, Dragon Age often felt so preoccupied with empowering the playerâs decisions that it felt like Thedas would never actually get better, no matter how much you fought for it. While it may lack the same prickly dynamics and the grey morality that became synonymous with the series, The Veilguard doesnât just believe that the world is full of greys and let you pick which shade youâre more comfortable with. Of the entire series, itâs the most whole-hearted, full-throated declaration that the world of Thedas can be better than it was before.
Essentially retconning the Antivan Crows to a family of superheroes is taking a hammer to the problem, whereas characters like Neve Gallus, a mage private eye with a duty-bound love for her city and its people, are the scalpel with which BioWare carves its vision of how the world of Thedas can change. Taash explores their identity through the lens of Dragon Ageâs longstanding Qunari culture, known for its rigidness in the face of an ever-changing world, and comes out the other end a new person, defined entirely by their own views and defying others. Harding discovers the truth behind how the dwarves were severed from magic, and still remembers that she believes in the good in people. The heroes of The Veilguard have seen the corruption win out, and yet never stop believing that something greater is possible. Itâs not even an option in The Veilguardâs eyes. The downtrodden will be protected, the oppressed will live proudly, and those who have been wronged will find new life.
That belief is what makes The Veilguard a frustrating RPG, to some. Itâs so unyielding in its belief that Thedas and everyone who inhabits it can be better that it doesnât entertain your choices complicating the narrative. Depending on how you play, Rook can come from plenty of different backgrounds, make decisions that will affect thousands of people, but they can never really be an evil bastard. If they did, it would fundamentally undermine one of the gameâs most pivotal moments. In the eleventh hour, Dragon Age mainstay Varric Tethras is revealed to have died in the opening hour, and essentially leaves all his hopes and dreams on the shoulders of Rook. After our hero is banished to the Fade and forced to confront their regrets in a mission gone south, Varricâs spirit sends Rook on their way to save the day one last time. He does so with a hearty chuckle, saying he doesnât need to wish you good luck because âyou already have everything you need.â He is, of course, referring to the friends you have calling to you from beyond the Fade.

Varric, the narrator of Dragon Age, uses his final word to declare a belief that things will be okay. This isnât because Rook is the chosen one, destined to save the world, but because they have found people who are unified by one thing: a need to fight for a better world. That declaration concluding whatâs possibly Dragon Ageâs final game is what makes it compelling. Reaching the end of a universeâs arc and being wholly uninterested in leaving it desecrated by hubris or prejudice is a bold claim on BioWareâs part. It takes some authorship away from the player, but in return, it leaves the world of Thedas in a better place than we found it.
The Veilguard is an idealistic game, but itâs one that BioWare has earned the right to make. Dragon Ageâs legacy has been one of constantly shifting identity, at least two counts of development hell, and a desire to give players a sandbox to roleplay in. Perhaps, as Dragon Age likely comes to a close, itâs better to leave the series with a game as optimistic as the people who made it. I canât think of a more appropriate finale than one that represents the world its creators hope to see, even as the world we live in now gives us every reason to fall into despair.
In my review of The Veilguard, I signed off expressing hope for BioWareâs future that feels a bit naive in retrospect. Would a divisive but undeniably polished RPG that felt true to the studioâs history be enough when, after 10 years of development, c-suite suits were probably looking for a decisive cultural moment? That optimism was just about a video game. Having lived through the past 32 years, looking back, most of the optimism Iâve ever held feels naive. I think Iâm losing hope that the world will get any better. But even if we havenât reached The Veilguardâs idealized vision, Iâll take some comfort in knowing someone previously at BioWare still believes itâs possible.
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