NOSSAS REDES

ACRE

Dragon Age: The Veilguard Review

PUBLICADO

em

As I excitedly slashed, blasted, wooed, looted, and delved my way through the stunning and enthralling world of Dragon Age: The Veilguard, I kept having one thought: “Wait, BioWare made this? 2024 BioWare?” With this game coming in the wake of the debacle that was Anthem, itself preceded by Dragon Age: Inquisition and Mass Effect: Andromeda, which were both merely alright in hindsight, I wasn’t sure these former masters of the roleplaying game craft could make a game like this anymore. But putting together my team of interesting and endearing companions to save the world felt like getting the old band back together, in more ways than one.

The scope of this adventure is the whole North of Thedas, sending you from the coasts of Rivain to the blighted wilds of the Anderfels as you attempt to prevent the rise of an ancient and menacing evil. It was thrilling as a long-time fan of the series to finally see so many of the places I’d only read about in a journal entry way back in 2009. And the way BioWare has us go about that exploration is very focused and deliberate.

How Do You Rank Dragon Age’s Companion Characters?

How Do You Rank Dragon Age’s Companion Characters?

Veilguard’s level design was one of the first things that jumped out at me, reminding me of the original Star Wars: Knights of the Old Republic more than anything. The slick, looping corridors with just enough little nooks to discover are cleverly interconnected in a way that proves how a BioWare-style RPG gains a lot and loses almost nothing by ditching the idea of a fully open world. (The exceptions to that are a couple of the more vertical sections of the city of Minrathous, which can be a pain in the ass to navigate.) Across the board, the environment art is really jaw-dropping, from the desolate peaks of Kal-Sharok to the surreal, floating elven ruins in Arlathan Forest.

I was very pleased with the character designs, too. The armor and outfits are fabulous. I spent more than an hour in the character creator, like I usually do, and came out with a version of our protagonist, Rook, who delighted me every time she was in frame. This might be some of the best-looking hair I’ve ever seen in a video game.

Veilguard’s combat is a refinement of what we saw in Dragon Age 2 and Inquisition.

Even with all of that visual splendor I was able to get a stable 60 fps at 4k on my RTX 4070 Super with DLSS set to maximum performance, which usually didn’t affect the visual quality in very noticeable ways. The one exception to this was in the late game, when there could be so many spell effects going off at once that I’d not only lose frames, it’s also difficult to even see what’s actually going on.

Through the crackle and sparks, though, Veilguard’s combat is definitely a refinement of what we saw in Dragon Age 2 and Inquisition. I’ve always preferred the more tactical style of Dragon Age: Origins or Baldur’s Gate 3, but that ship sailed so long ago for this studio, not even the Evanuris remember what it looked like. And so, judging this very action-focused combat system for what it is, it’s pretty good! BioWare has committed fully to the fast-paced style and refined it to a point that I enjoy it quite a bit. And the ability to pause to issue party members orders, just like in Mass Effect, still gives some opportunity for more tactical players like myself to look around the battlefield and consider our next move. It definitely feels better on a controller than mouse and keyboard, though.

When I’d finally slain my first dragon in Dragon Age: Inquisition, I felt a little sad at the thought that I was probably beginning to exhaust its seemingly endless stream of content. But then I saw the quest ticker: “Dragons Slayed – 1 out of 10.” In all my hours, I had only ever seen three. It’s a surprisingly huge, dense world, and I soon realized there were still entire sandboxes I hadn’t even set foot in. Even in my hundredth hour, I’m still discovering. Despite its less than compelling plot, I still want to go back to explore and fight through every nook and cranny of Dragon Age: Inquisition, until every dragon’s skull is mounted on my wall. – November 11, 2021

Score: 8.8

Read the full Dragon Age: Inquisition review

I was somewhat disappointed that party members are more like extensions of your own character in combat at this point rather than their own entities. They don’t even have health bars, for instance. They can’t be knocked out in combat, whereas you instantly lose an encounter if Rook goes down. They do have equipment slots and skill trees, though less than what Rook gets. But overall, the amount of customization available for the whole squad through piles and piles of interesting, upgradeable loot was more than enough to satisfy my RPG appetites, if not fulfill my wildest fantasies of intricate battle management.

In my 100-hour near-100 percent, almost obsessively completionist playthrough, I styled Rook as a Spellblade – a mid-ranged melee hybrid mage – and really enjoyed the play style once I’d unlocked all of my core tools. Dancing with a dagger through a lightning storm I summoned, darting out of danger and then back in for a lethal blow, is just a really good time that rewards precise timing and wise target prioritization. This isn’t the tactical Dragon Age of my youth, but it is a Dragon Age I can vibe with.

And the highlights of combat are definitely the boss fights, which offer a really satisfying challenge even on the default difficulty. While standard mob fights with Darkspawn or Venatori cultists eventually got a little repetitive after 90-plus hours, going up against a High Dragon never failed to get my blood pumping as I had to carefully study attack patterns and think on my feet.

Your whole squad is made up of complex, memorable, and likable companions.

In the sense that a BioWare RPG is really about your companions, also known as the friends we made along the way, this might be the most BioWare game of all time. Not only is the whole squad made up of complex, memorable, likable, distinct personalities from across Thedas, but they’re all treated as the stars of their own story. Veilguard is light on that classic kind of side quest that’s like, “Help Bingo Bongo find some nug grease,” and I don’t miss those much because they’ve been replaced by full-length heroic arcs for each companion, with twists, turns, a personal nemesis, major character developments, and a moment of triumph fit for a protagonist rather than a sidekick. It’s like the writers took the loyalty missions from Mass Effect 2 and blew them up into seven miniature games of their own. Almost every side mission ties into one of these, which obliterates the sense that you’re doing busywork.

Picking a favorite of the seven Veilguard members to talk about genuinely feels like an impossible task. I really want to say all of them are my favorite. But I had a rewarding romance with the stoic Grey Warden, Davrin, and became the mother to his fledgeling griffon pal, Assan, so he’s got to be my pick for this playthrough. Seriously, if anything ever happens to that little guy, I will wash Thedas away in a tide of fire. The Vincent Price-inspired gentleman necromancer Emmerich is also a delightful twist on the usual edgy goth death mage tropes.

And while we’ve been asked by the devs not to spoil specifically who I’m talking about here, as a non-binary person myself, Veilguard includes some of the most authentic representation of coming to terms with gender stuff – and having to navigate your family’s reaction to it – I’ve seen yet in a game. It doesn’t feel like an after school special or like I’m being pandered to. It’s quite well-handled, and finding out that the writer for this character is non-binary themselves did not surprise me at all.

The larger plot that’s threatening the world in the background as we’re doing all of these more personal quests is nothing particularly outstanding in its overall structure. We need to unite some factions to fight some evil gods who are trying to do bad things with tentacles. The major wrinkle that makes that interesting, however, is Solas – also known as the Dread Wolf, elven god of lies and rebellion – waiting in the wings, keeping me guessing about whether he was a friend or foe.

This story feels like both a send-off and a soft reboot, in a way.

As a continuation of the Dragon Age series, Veilguard does feel a little disconnected from where we left off a decade ago. If you were expecting decisions from previous games in the series to carry over, I’m sorry to say they’ve never mattered less. You only get to import three choices, one of which only comes up in the context of a single letter you may or may not find and read. You do get to recreate your Inquisitor from Dragon Age: Inquisition, the same way Inquisition let you recreate your Hawke if you played Dragon Age 2. And the Inquisitor ends up being a fairly important character, which was cool.

But things like who you chose to make head of the Chantry at the end of Inquisition never come up. There’s no sign of the Warden from Origins, even though you visit the stronghold of their order. Hawke gets only a passing mention. There are some other cameos from both Origins and Dragon Age 2, but those characters conspicuously don’t reference any important choices you may have made in their presence. This story feels like both a send-off and a soft reboot, in a way, which was paradoxically a bit refreshing and disappointing at the same time.

The pacing early on is kind of weird, too, and I felt like I could practically smell the rewrites. For example, it’s hilarious that no one ever says the word “Veilguard” out loud across the 100 hours I played of this dialogue-packed campaign, exposing a last-minute marketing pivot for what it was. But it doesn’t take too long for things to get on a good track, story-wise, and when they do, they stay on it.

The sacrifices I had to make in the closing hours hurt. The wise decisions I made paid off.

Aside from one huge choice you’ll make early on, the most interesting bits of narrative design don’t come until the very end of Veilguard’s story. And again, it’s hard to dig into this too much without spoiling something, but the finale is also very much in the spirit of Mass Effect 2, which has an ending that, up until now, may have been the best series of complex consequential choices ever featured in an RPG. The sacrifices I had to make in the closing hours hurt. The wise decisions I made paid off. And I even got the chance to dramatically flick an ace out of my sleeve at the last moment, specifically because I took a very thorough and careful approach to everything leading up to it. That felt like the ultimate reward.

Throughout all of that, the cinematic flair is off the charts, proving that BioWare is unmatched in the RPG world in that discipline. So much of the best stuff I can’t even tell you about, but parts of it felt like watching a big-budget fantasy movie in the best ways. A triumphant and effective – if not quite iconic – score elevates these moments further.

Leia Mais

Advertisement
Comentários

Warning: Undefined variable $user_ID in /home/u824415267/domains/acre.com.br/public_html/wp-content/themes/zox-news/comments.php on line 48

You must be logged in to post a comment Login

Comente aqui

ACRE

Herbário do PZ recebe acervo de algas da Dr.ª Rosélia Marques Lopes — Universidade Federal do Acre

PUBLICADO

em

Herbário do PZ recebe acervo de algas da Dr.ª Rosélia Marques Lopes — Universidade Federal do Acre

O Herbário do Parque Zoobotânico (PZ) da Ufac realizou cerimônia para formalizar o recebimento da coleção ficológica da Dr.ª Rosélia Marques Lopes, que consiste em 701 lotes de amostras de algas preservadas em meio líquido. O acervo é fruto de um trabalho de coleta iniciado em 1981, cobrindo ecossistemas de águas paradas (lênticos) e correntes (lóticos) da região. O evento ocorreu em 9 de abril, no PZ, campus-sede.

A doação da coleção, que representa um mapeamento pioneiro da flora aquática do Acre, foi um acordo entre a ex-curadora do Herbário, professora Almecina Balbino, e Rosélia, visando deixar o legado de estudos da biodiversidade em solo acreano. Os dados da coleção estão sendo informatizados e em breve estarão disponíveis para consulta na plataforma do Jardim Botânico, sistema Jabot e na Rede Nacional de Herbários.

Professora titular aposentada da Ufac, Rosélia se tornou referência no Estado em limnologia e taxonomia de fitoplâncton. Ela possui graduação pela Ufac em 1980, mestrado e doutorado pela Universidade de São Paulo.

Também estiveram presentes na solenidade a curadora do Herbário, Júlia Gomes da Silva; o diretor do PZ, Harley Araújo da Silva; o diretor do CCBN, José Ribamar Lima de Souza; e o ex-curador Evandro José Linhares Ferreira.

 



Leia Mais: UFAC

Continue lendo

ACRE

VÍDEO: Veja o que disse Ministra em julgamento do ex-governador Gladson Cameli

PUBLICADO

em

No julgamento desta quarta-feira, dia 15/04/2026, a Corte Especial do STJ, por unanimidade, determinou o imediato desentranhamento dos Relatórios de Inteligência Financeira de n°s 50157.2.8600.10853, 50285.2.8600.10853 e 50613.2.8600.10853, a fim de que fosse viabilizada a continuidade do julgamento de mérito da ação penal. A própria Ministra Relatora Nancy Andrighi foi quem suscitou referida questão de ordem, visando regularizar e atualizar o processo. 

O jornalista Luis Carlos Moreira Jorge descreveu o contexto com as seguintes palavras:

SITUAÇÃO REAL
Para situar o que está havendo no STJ: o STF não determinou nulidade, suspensão de julgamento e retirada de pauta do processo do governador Gladson. O STF apenas pediu para desentranhar provas que foram consideradas ilegais pela segunda turma da Corte maior. E que não foram usadas nem na denúncia da PGR. O Gladson não foi julgado ontem em razão da extensão da pauta do STJ. O julgamento acontecerá no dia 6 de maio na Corte Especial do STJ, onde pode ser absolvido ou condenado. Este é o quadro real.

A posição descrita acima reflete corretamente o quadro jurídico do momento.

Veja o vídeo:

Continue lendo

ACRE

Ufac participa de lançamento de projeto na Resex Cazumbá-Iracema — Universidade Federal do Acre

PUBLICADO

em

Ufac participa de lançamento de projeto na Resex Cazumbá-Iracema — Universidade Federal do Acre

A Ufac participou do lançamento do projeto Tecendo Teias na Aprendizagem, realizado na reserva extrativista (Resex) Cazumbá-Iracema, em Sena Madureira (AC). O evento ocorreu em 28 de março e reuniu representantes do poder público, comunidade acadêmica e moradores da reserva.

Com uma área de aproximadamente 750 mil hectares e cerca de 500 famílias, a Resex é território de preservação ambiental e de produção de saberes tradicionais. O projeto visa fortalecer a educação e promover a troca de conhecimentos entre universidade e comunidade.

O presidente da reserva, Nenzinho, destacou que a iniciativa contribui para valorizar a educação não apenas no ensino formal, mas também na qualidade da aprendizagem construída a partir das vivências no território. Segundo ele, a proposta reforça o papel da universidade na escuta e no reconhecimento dos saberes locais.

O coordenador do projeto, Rodrigo Perea, sintetizou a relação entre universidade e comunidade. “A floresta ensina, a comunidade ensina, os professores aprendem e a Ufac aprende junto.” 

Também estiveram presentes no lançamento os professores da Ufac, Alexsande Franco, Anderson Mesquita e Tânia Mara; o senador Sérgio Petecão (PSD-AC); o prefeito de Sena Madureira, Gerlen Diniz (PP); e o agente do ICMBio, Aécio Santos.
(Fhagner Silva, estagiário Ascom/Ufac)



Leia Mais: UFAC

Continue lendo

MAIS LIDAS