Solas/Elvhen murals š„°š„°š„°
Subjecting you all to my weird fanart
i just fucking love dragon age
the way they just uhh
age all those dragons
Veilguard spoilers.
I've just noticed that the Fen'Harel statues of the place where you meet Mythal's fragment, are beheaded. I wonder if it was Mythal herself who did it, mad at Solas.
Lavellanās bff Dorian still thinks sheās too good for Solas.
I don't care if you're neuron divergent and also 3 days old I need you to go to fucking War
Evanuris' theater masks
UHM EXCUSE ME but did any of you know that the elven woman from that Gaatlok barrel scene in Trespasser who turns out to be one of Solasā agents is present in that very last cutscene at the Winter Palace when the Inquisitor declares the future of the Inquisition, standing all by herself behind a pillar in the back corner of the room eavesdropping without anyone noticingā¦.. or was I supposed to discover this with the flycam just now???
So, full disclosure, I haven't been a Solas fan before.
I am now.
And that's because of Veilguard and the many, many ways in which I felt let down by this game.
The aspect that bothers me most is the reduction of nuance and complexity.
Rook's hero's cakewalk (because ājourneyā really isn't the right word) is a ready-made path that offers no deviation at all and never challenges the player in any meaningful way.
Sure, you can spend some time pondering the pros and cons of saving Treviso or Minrathous. Ultimately, it makes no difference. Rook does their best, they just canāt be in two places at once.
Same with the companion character arcs. What does it mean if you decide to you turn Emmrich into a lich? For the most part, it's idle musing. Indulgence. Heāll be happy either way, there are no real stakes. Yeah, your actions do have consequences, just not the sort of consequences that make a substantial difference. Itās the illusion of choice ā reduced to cosmetics.
The problems with decisions that cost nothing is that they donāt feel like an accomplishment. They also donāt allow for character growth. Rook doesnāt change, they remain static. Even the section in the Fade where Rooks faces their regrets is easy and comparatively lightweight. Varric was killed by Solas, Harding resp. Davrin died in combat and either Bellara or Neve was abducted by Elgarānan. Itās not like Rookās decisions actually caused these events, itās not like Rook actually failed through a choice they had to make that turned out to be the wrong one. Everyone was there willingly and volunteered to fight the good fight. Rookās regrets are not about real guilt, they are about feeling sad and guilty. And that ā it needs to be said ā is not the same thing. At all.
At the same time, the story carefully avoids any kind of true ethical dilemma.
It's not even about the lack of mean or edgy dialogue options; thatās just a symptom. The cause is the writersā unwillingness to let realism intrude in Rookās fairytale ā the lack of anything that would require Rook to compromise on morals, or fight temptation. Rook is never faced with any sort of moral conundrum, or allowed to act out any kind of vice that realistic characters have. In its straight-path simplicity, Rook's story is apparently written for children and people who remain child-like in their yearning for simple, uncontested truths.
Of all the sorts of conflicts that a story can offer, Veilguard carefully avoids the most realistic and (in my opinion) interesting ones: Character vs. self and character vs. society, aka, politics. The game firmly refuses to go there. To the point where it creates a completely unrealistic consensus on all sides that eliminates yet another sort of conflict: character vs. character.
If Rook and their companions would talk politics, theyād all be on the exact same side. In a two party state, theyād all cast the same vote.
I am sure that there are many players who feel comforted and reassured by that fact, who sincerely believe that this is how stories should be written. That stories should reflect the world not as it is but as they think it should be. But for everyone who likes their stories a little more realistic, that lack of meaningful interpersonal conflict, that lack of real diversity which comes not from appearance but from different cultures and opposing viewpoints amounts to a frankly cringe-worthy, artificial and juvenile surface-level interaction between characters. Or, to phrase it differently: the diversity remains skin-deep and doesnāt extend to the philosophical, and even in the few instances where it does, it shies away from the political.
Which means that the only conflicts that remain are the most boring and stereotypical ones: character vs. monsters resp. the supernatural, where all foes are evil in the blandest way (Supremacist Venatori! Fascist renegade qunari! Power-hungry necromancers!). These conflicts are resolved through exploring maps and endless, repetitive combat.
The only thing that brings a bit of nuance to the game is Solasās story. And there is an element of character vs. character in Rookās and Solasās relationship, but the sad truth is that what could have been a fascinating mirrored character journey falls flat for all the reasons already explained ā because where Solas is a character as layered and controversial as it gets, Rook is anything but.
Solasās story shows how even people with the best intentions and the greatest integrity are ultimately broken by what life throws at them, both by the decisions that are forced upon them and the choices they make on their own. It shows how a prolonged war is always a sunk cost fallacy: Iāve gone this far, if I stop now, it was all for nothing.
Rookās victories, on the other hand, come without a cost ā both in terms of moral corruption and in accountability. The guilt Solas bears is real. The fight against the titans, followed by his war against the Evanuris, requires compromising his own morals, one day at a time, one century after another, heās trying to save the world yet doomed to fail. Sacrificing the spirits to win a battle after the war has gone this far? Every single war leader around the globe would make the same decision. In fact, all of them do: They do sacrifice the lives of others if it will help them win, they do send soldies into the trenches to die, whether these soldiers want to or not, and they are rarely, if ever, truthful about the reasons why.
In a certain way, the story of the spirit of wisdom turned flesh is reminiscent of the biblical Fall of Man: the original sin. Solas has fallen, and heās broken. In trying to heal the world, heās trying to heal himself. The burden is too heavy, the responsibility to great, the knowledge that he is responsible for all of it too devastating. Solasās greatest conflict is character vs. self. It has the potential to be great. In a way, it is. Itās the single redeeming quality that, depending on your interpretation of what went on behind the scenes, the writers managed to salvage from the original concept of Dreadwolf or the lone pillar that withstood all their attempts to bring it down.
Only sadly, infuriatingly, in the end, that fallen heroās ending is put into the hands of a protagonist who judges him from the perspective of someone who has never even stumbled ā not because they are wiser, braver, or kinder. No, just because the writers were gracious ā or cowardly? ā enough to never let them fail.
The game gives Rook a moral high ground which isnāt earned in the slightest because Rook never had to walk even a quarter of a mile in Solasās shoes. They donāt know what they would have done in his stead, they have no idea what it actually means to see the sorry shape the world is in and know that it was your hands that shaped it. And even where Rook might actually be culpable ā the interruption of Solasās ritual that freed the remaining Evanuris ā anyone is quick to assure Rook that it wasnāt their fault.
Whatever regrets Rook carries, theyāre born from self-doubt and trauma response. Survivorās guilt, mostly. When compared to Solasās immense guilt, Rookās regrets are, for lack of a better term, insignificant. That Rook manages to face them doesnāt mean that they are more truthful or emotionally mature, it just means that Rookās story is a tale for children and Solasās is not.
Itās not that Iām necessarily opposed to the idea that the player decides Solasās fate through their actions. Itās the injustice of it all that bothers me: The player is led through a game that provides a safe space for their character, one that is devoid of any interpersonal conflict and any ethical quandary. Rooks succeeds through kindness and heroism and taking their companions on team bonding exercises.
As if Solas could have won the war against the Evanuris if heād taken the time to take his companions on coffee dates.
The juxtaposition ā Rook vs. Solas ā fails, simply because of this deep divide. Rookās story is detached from reality and yet Rook gets to be Solasās judge, jury, and executioner. On what grounds?
As I said, right in the beginning, I havenāt been a Solas fan before. But by the end of Veilguard, I was firmly, irrevocably, Team Solas, just because I was so annoyed that the narrative put Rook in a position of moral superiority. I detested my own character. Jesus, what a goody two-shoes! I was rooting for Solas simply because his story was so much more: a genuine tragedy, a study in complexity. Rook, on the other hand, remains bland, snotty, unchanged. Untried.
The thing is, I donāt believe that my reaction was one the writers had intended. I strongly feel that they didnāt mean for me to pick up on their double standard, that they expected me to walk away fully satisfied, convinced that Rook and The Team were the Good Guys because they went on picnics and petted the griffon, their final victory well-earned and just. If only Solas had had a Team and taken care of their emotional needs ā he could have taken down the Evanuris with nary a scratch!
Itās all so very disingenuous.
Rook and, by extension, the player exist in a bubble of sanitized content. That is clearly deliberate. The player is meant to like it there. (In that sense, itās only logical that they changed the title from Dreadwolf to Veilguard.) And clearly, it does resonate with a certain kind of their player base: mostly with people, I think, who would like their real life to be a bubble too and whose only experience with moral corruption is when they find it in others.
Sorry, but I just donāt buy the whole āactually Mythal decided after centuries of wandering Thedas as Flemeth that modern people deserve a chanceā thing. Because the fragment of Mythal weāre talking about is the jaded old swamp witch who
-Inhabited the body of a woman betrayed by her lover(s) because they found common ground in their suffering and the injustices done to them. (āOnce I was but a woman, crying out in the lonely darkness for justice.ā - DAI)
-Resents that betrayal to the point she views men as disposable playthings that she can lure back to her hut, have her way with, and then⦠murder? I think? (Based on Morriganās own account in DAO)
-Abused her daughter under the guise of tough love in an attempt to prepare her for a cruel uncaring world. (Again, Morriganās account, DAO)
-Says during her appearance in Inquisition that she will have her reckoning.
-Spent centuries consolidating her power as well as cycling through different human womenās bodies via questionable means for the sake of bringing about said reckoning. (āI have carried Mythal through the ages ever since, seeking the justice denied to her.ā and about the Inquisitor: āA Herald indeed. Shouting to the heavens, harbinger of a new age.ā - DAI)
-During her scene with Solas at the end of Inquisition does NOT say ANYTHING about disagreeing with Solasās plans, just that she considers him and old friend and is sorry things are going the way they are. (Seriously, is the dialogue in that regret scene in Veilguard supposed to be from a mental connection they had? Because that dialogue just isnāt in the Inquisition scene.)
And Iām supposed to believe that in her last moments, Flemythal backed off and went āactually I think we need to maintain the status quoā????
None of this paints a picture of someone who has gone soft over time. At least not to the degree that is presented in that regret scene in Veilguard. Sure Flemeth wasnāt all bad, she had some tenderness to her. She shows some genuine care for Morrigan and Kieran (if present) and seems hurt when Morrigan implies she was trying not to be the kind of mother Flemeth was to her.
At the end of Inquisition, we canāt tell for certain to what degree she approves of Solasās methods. But it seems like a step in said methods was to absorb her power and doom her, an embodiment of Justice, to take a passive role once more. And we know what happens when a spirit is denied its purpose. Justice denied its purpose could turn to Vengeance. Which, to me, feels like it would better echo the themes of Solasās pride/wisdom duality, inquisitionās themes around what it means to become a god-like force of nature, DA2ās question of whether violence is necessary for revolution (which literally has the Justice/Vengeance duality in it with Anders), and DAOās theme of sacrifice for the greater good.
doodlin the lad while Not at ECCC table L-23 ššš
can't wait to set up tomorrow during the middle of the con!!!! (despair)