Dragon Age: The VeilGuard has one of the most complicated and interesting and exciting skills systems I’ve seen deploy into an action-driven RPG for years. That character’s progression offers a depth of progression with the possibility of breaking the game intended to sledge the needle better than most rivals and evoke the sense of huge options found in “CRPGs”, led by old but crisp numbers.
But then the game gets a bit tangled. It’s refreshing and casual, and I don’t feel like there’s too much incentive to be fully involved in the depth of its roleplaying, unless you do it to scratch the itch, just to do it. This feels like a problem.
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I open with this as I feel that the fourth full entry in the Dragon Age series serves as a powerful summary of what happens at once with the best and worst. This is a skilled and refined game with specific mechanics and ideas that could make you best in your class. In a way, there’s everything in this game – but it feels deep on paper that doesn’t fully combine in the way I wanted it to. It’s a difficult problem to turn your head over.
Much of the Dragon Age: The Bailguard is best expressed by outlines its structure. In short, much of the setup here is lifted from the second and third Mass Effect titles as the base, while the concept of icing is lifted from other Dragon Age entries. There are open-ended zones (which somehow feel like a small slice of the Inquisition Zone) where you can prepare for missions, hang out with party members, shop, hang out, and trigger side quests, each with a more ordered and prescribed story-driven mission. Typically, some of these missions are displayed in the journal in each chapter. This means you can choose to work on it first.
This is a considerable break from the series’ final title, Dragon Age: Inquisition. It was a completely open world event and was definitely too big. The stripped approach here may ruffle some feathers as regression, but here is it: it’s a bloody well the work. The game I refer to came out over a decade ago, but here’s the “not broken, don’t fix it” element – it’s convincing and works. Perhaps most importantly, the structure that bioware implicitly understands, as the studio essentially invented it. After the bad fires of Andromeda and Anthem, this feels like going home and has all the comforts to bequeathed.
Since its first title, Dragon Age has been experimenting with a variety of combat formats. Belgard also pulls out of the mass effect here. Single character control, slick action combat and the ability to order your ally together to use combos to use catastrophic effects. Swap ME2 & ME3 third-person shooting for Snappy melee fighting action, essentially this game. But, strangely enough, I always felt the best this game felt when I got back on my feet and stood up as injustice and used my bow. But most of the time, it was still satisfying.
This cadence and the practical strength of the setup creates a great many Belgards. I really enjoy casting the characters. Previous Dragon Age stories and callbacks to the crew never fail to please. But it always feels like there’s always a nasty warning lurking in the dark corners, like a great skill system that matches enemy spreads and encounter designs that don’t fully utilize that depth. It’s rarely a big thing – it’s almost always a small thing. But to some extent, it’s a trivial thing and a great game that makes up life.
For example, looking at some of these linear levels of designs and structures, that 2012 structure feels creaking. During the review period, I heard another critic refer to them as “Overwatch Maps” – and although I think it’s a bit harsh and hyperbolic, I hugged the points with dissent. They find it almost universally rather boring. In addition to combat encounters, the puzzles dot these missions and maps, but soon you notice that it is the same two or three power cells, blight clear, or beampoint challenges repeated over and over. Something like this settled down, and in the first 10 or so hours the real enthusiasm I had for the Belgard adventure began to dull.

Great RPGs have side quests, so let’s take a look at this review as well. Nonetheless, I’m trying to zoom to one particular possible esoteric complaint that feels like it shows what makes some of the bailguard feel strange off.
There are bee food everywhere in the town of this game. Similarly, there are cats and dogs. You can cut a coin or two into bee food, search for Viral Gold and dodge your furry friends. But there is an odd fact about these interactions – they really do nothing. I’m not saying that all features must have a disrupted outcome. Not everything has to lead to exploration. there is nothing.
I really wondered if there was a bug where the reactive animations weren’t able to play, especially as bee eating and dogs aren’t very responsive, but other critics say they’ve experienced the same thing. The cat is at least Purr, accompanied by a sound effect with a fun controller rumble, which is strange, isn’t it? You don’t get the satisfaction of tail-waving tail and excitement spins, or even the waves of gratitude. The dog lies there, half dead. The player’s character will toss coins and rub his hands against the fur. At one point, my peers had a series of dialogues addressed to one person’s bee food, but I didn’t know if this was actually a random ambient dialogue or caused by my actions. This cutting is interestingly emphasized by the way of giving coins to be food, even if there is zero gold in the inventory. Because it’s just a one-way animation and has nothing to do with the actual character’s status.
You might think this is ridiculous to dig deeper into the review (we’re now in three paragraphs about this, oh god), but it says something about Bailguard’s approach to design. We are a million miles away from where these games were Dungeon & Dragon digital fax machines. DMs respond to be eating and cannot tip the invisible or non-existent gold. These animations are perfect for paper, but in reality, these actions present a vulnerable veneer of roleplay that ultimately leaves me out of the experience.

I think the worst thing is, like I said before, the game felt full of these kinds of little things. So many bailguards show such an immeasurable possibility, that’s what makes them frustrating and inducing whiplash. It’s a game full of mind, energy and good ideas. But many of them feel like they are struggling to achieve their full potential in execution. Giving some coins to a bee meal is a role-playing beat of a great character that is worth it. But here, with an invisible flat response, mostly registering. These things are small, but they are death by a thousand cuts. I felt that such disappointment was piled up in astonishing regularity.
Still, there’s something to love about this game, as all these disappointments are explained and acknowledged. As I say, the cast works. I think Harding in particular is absolutely amazing. I was very attached to my lovely, North-Another accented hero Luke. I think he is also one of the best iterations managed by the player’s main character Bioware.
The decision to switch to a simpler conversation system is clever. Most of the time, you’re choosing now how To say what Luke is saying, what say. The three options on the base are always nice, tough and boiling like fun, but sometimes other threads are also shown. This means that you don’t make much of a brunch quest decision, but that you’ll make more role-playing decisions about who Luke is. It’s often a smart play enhanced by the fact that all three or four answers to a particular dialogue may include Luke’s ultimately saying “yes.” I really like this. It’s meaningful and not applicable to all other mechanisms.
For those craving world-changing decisions, that desire is placed in a tough A/B choice of what to do, who will support, where to save – and the outcome of these moments is more satisfying nuance than they first appear. To some extent, the best choice of these channels Mass Effect’s ever-time binary is Pick-One Moment in Virmire. I like it.
I love the animation that lets Luke open his important chest. This has the slurping and stylistic flashiness of the gacha booty box. When the game was revealed it led to the screams of “hero shooter,” but when the game was revealed I think it wasn’t that realistic and the more stylized character designs are beautiful and expressive. All this is going well. The story features a skill system as one of my favorite pieces of this game when it ramps up. Moreover, the entire narrative framework works hard to ensure a complete and welcome success, where this is one of the most comprehensive role-playing games ever made.

As an RPG nerd, I have spoken enthusiastically about the skill system before, both in the first half of this review and in the preview. However, in the final game, you can sometimes say that you enjoy the gear system. In particular, how to power up your existing gear you own by getting a replica – an elegant solution. I also think that the truncated skill tree of companions, tied to a general “bond” level that is highly promoted by both friendship and combat, is the best version of the companion Gradden that Bioware has ever offered.
As you can see, going with Ruff is smooth. In rough cases, it is more in subjective design decisions than intent. Mercifully nothing is broken. This is not the unpolished confusion Bioware has offered under obsession in the past. In fact, it may be their most refined game to date. The PC version is one of the best Day-One PC versions I’ve seen.
It’s worth noting that there’s one thing I like about this game. Video Games Video Games. Games like this can almost always feel that way, but here, in a sense, are worn with a badge of honor. When you come across one of these blight puzzles, you will find the content pad. This is not as common as 20 years ago. This is a puzzle, right? It’s meant to stop you from rattling content too quickly, right? Keep doing that! Combining this with familiar structures makes it feel like the most beautiful, most ambitious and richest game of 2010 and more. Some people do that. For me, as someone who really liked the era, I enjoyed it.
But then I go back and forth like that curb The indecisive, face-lit clip of Larry David has become a great, concrete meme. I’m thinking about how much I enjoyed the finale. This draws all the satisfying climax strings I’ve learned especially in Mass Effect 2 and 3 (let’s say both companion emotional states and strength play a role), and I laugh completely. I think about the overall predictable structure and I frown. I think how much I am love That skill system and I beam – it’s a real RPG nerd. But then I remember the frustrating combat encounters worsened by poor readability in gameplay and a world that I don’t feel much alive beyond the characters. He pulls Larry’s face again.

The center of the Dragon Age plot: Belguard is Sora, a scary wolf. Solas, a member of the Inquisition, finds himself in a woseful position in the game. The player is asked to draw his own conclusions about him. Is he evil or a misguided anti-hero? Of course, the truth is not that black and white. In a way, Sora himself becomes the emblem of the game, which is very important about him.
Like the Dredwolf, Dragon Age: Belguard could be split. Some will inevitably consider it a heroic homecoming of Bioware. This is stomping into new areas while the studio is playing its best hits. Others inevitably hate the choices made – half of it, part of it – definitely not form a truly cohesive whole. myself? I fall somewhere in the middle, both in Solas and in the game.
Dragon Age: Belguard is full of heart and soul. There are also some great ideas. Conversely, many of these ideas seem to be struggling to get out of the first gear. Sometimes the smartest ideas are eroded by other systems or decisions. At the same time, in a refined place within an inch of its life, it feels totally half-heartedly refined to others. It’s just as attractive as it makes you irritate.
I hope that split discourse will become as interesting as the game. But one thing I think is, as unapologetically, to showcase bioware with a more stable footing than any point in the last decade. Planting that stiff posture means your mileage will actually be greater than normal, depending on your preferences and tolerance.
Dragon Age: Bail Guard is on sale October 31st For Xbox Series X/S, PS5, and PC. This review is based on PC code provided by the publisher.