Dragon Age: The Veilguard’s Ending vs. Mass Effect 3: A Comparison
I have always been a staunch defender of Mass Effect 3’s ending. Its final choice serves as a poignant reminder that victory in war often requires sacrifices, and I appreciate how the original version did not provide reassurance that the decision made was the right one. However, a lingering criticism of the controversial conclusion has been that after spending the entire trilogy forging alliances, the specific impact of these actions seemed inconsequential during the final assault. Now, 12 years later, BioWare seems to have executed a reactive full-scale assault in a more personalized manner in Dragon Age: The Veilguard. The culmination of missions in this game stands out as the highlight, feeling like a refined version of some of BioWare’s best work.
In Mass Effect 3, players accumulate War Assets throughout the game, which encompass people, resources, and knowledge. These assets contribute to a cumulative score that unlocks different endings based on specific thresholds. While this system is functional, the final assault in Mass Effect 3 fails to showcase the unique alliances and resources players have amassed. The battle in London unfolds similarly regardless of gameplay choices, leading to criticism that the outcomes lack distinctiveness based on individual decisions. The amended ending in the Extended Cut attempted to address this issue by offering varying outcomes based on the player’s War Assets, but the fundamental problem persisted.
The Veilguard’s ending in Dragon Age presents a more intricate and tailored experience based on individual playthroughs. Before embarking on the final mission, players are forewarned that the outcome may be unfavorable if companions are unprepared or alliances with six factions across northern Thedas are weak. The concluding mission in The Veilguard draws parallels to Mass Effect 2’s suicide mission, involving assigning teammates to specific tasks with severe consequences for poor choices. However, The Veilguard’s assault on Minrathous resembles Mass Effect 3’s London battle more closely due to the absence of team-based gameplay elements.
Strategic Decisions and Consequences
The Veilguard’s concluding segment introduces decision-making scenarios where players must choose between pairs of companions for assignments, resulting in sacrifices or captures based on selections. As protagonist Rook prepares for the assault on Minrathous, critical decisions must be made regarding party composition and faction alliances. Each choice impacts the strength of allied forces in the impending battle, emphasizing the importance of cohesive teamwork.
Individual Progress and Faction Support
Success in The Veilguard’s final battle hinges on the status of companions, who must achieve “Hero of the Veilguard” recognition akin to loyalty in the Mass Effect series. Additionally, faction strength plays a crucial role in determining the effectiveness of allied forces during the conflict. Players have the flexibility to support multiple factions and compensate for deficiencies, fostering a dynamic and engaging gameplay experience.
Dynamic Endings and Player Agency
The multiple endings in The Veilguard offer diverse outcomes based on player decisions and relationships cultivated throughout the game. While certain narrative elements remain consistent, the conclusion reflects the impact of individual choices on characters and factions involved in the final battle. The nuanced approach to storytelling highlights BioWare’s evolving narrative techniques across fantasy and science fiction genres.
In conclusion, The Veilguard’s ending in Dragon Age exemplifies a more responsive and immersive conclusion compared to previous BioWare titles. By incorporating individual relationships and faction dynamics into the narrative, the game delivers a more engaging and personalized experience for players. As BioWare continues to innovate and learn from its diverse portfolio of games, the studio demonstrates a commitment to evolving storytelling techniques and player agency.