My original writing goal for November was 20k. I didn’t actually get to start writing until the 11th, so I revised my goal to 10k. I didn’t even manage to reach that; I ended up with 5,533 words total for the month. This includes words for Selegesine’s Shadow as well as a couple of different reviews, including a First Impressions for Dragon Age: The Veilguard.

There are a couple of different things I want to get done before the year ends, including a few reviews. I’ll probably make another post in a couple of days detailing them.

Originally posted to Wordpress from July-August 2021

Introduction

Askeisk is a North Germanic conlang. It belongs to the West Scandinavian branch and is spoken on the (fictional) island of Askei, located halfway between Shetland and the Faroe Islands. It has around 5,000 speakers, many of whom are also bilingual in either Irish, Icelandic, or Norwegian.

Askeisk was primarily created for a story I was thinking about writing in 2016. That story is permanently on hold, but the conlang has managed to hold my interest for quite a long time.

Phonology

Askeisk's consonants are fairly similar to the other North Germanic languages. At one point, it included /ɬ/, /ð/, and /θ/, but I removed them as I didn't want to deal with too many fricatives. Like in Faroese and Iceland, stops contrast aspiration instead of voicing.

Askeisk's vowels are thoroughly uninteresting. Each vowel is either long or short. Short vowels exist in closed syllables (end with a consonant) and long vowels appear elsewhere.

Consonants

  • Nasals: m n ɳ ɲ ŋ
  • Stops: pʰ p tʰ t ʈʰ ʈ cʰ c kʰ k ʔ
  • Fricatives: f v s ʃ ʂ ç h
  • Approximants: l ɹ ɭ ɻ j

Certain consonants & consonant clusters have "soft" (palatalized) versions which only occur before front vowels. I created this rule before I decided on an aspiration rather than voicing distinction, which is really the only reason /g/ becomes [j] and not [c]:

  • /k/ → [c]
  • /g/ → [j]
  • /h/ → [ç]
  • /n/ → [ɲ]
  • /sk/ → [ʃ]

Certain consonants followed by /j/ become palatalized:

  • /nj/ → [ɲ]
  • /hj/→ [ç]
  • /gj/ → [j]
  • /kj/ → [c]
  • /tj/→ [ʃ]
  • /sj/ → [ʃ]

All geminated, nonaspirated stops become preglottalized:

  • /gg/ → [ʔk]
  • /bb/ → [ʔp]
  • /dd/ → [ʔt]

Meanwhile, geminated, aspirated stops become preaspirated:

  • /kk/ → [hk]
  • /pp/ → [hp]
  • /tt/ → [ht]

Other misc sound changes:

  • /nn/ → /tn/ → [ʔn̩]
  • /ll/ → /tl/ →[ʔl̩]
  • /gl/ → [ll]
  • /skj/ → [ʃ]

Vowels

  • Close: iː yː uː ɪ ʏ ʊ
  • Mid: eː øː oː ɛ œ ɔ
  • Open: æ æː a aː

At one point, every first-syllable /a/ was [æ]. I then decided that was obnoxious and made /æ/ its own independent phoneme.

There are quite a few possible diphthongs, but not all of them occur in actual words:

  • aɪ aiː aʊ auː
  • ɛɪ eiː
  • ɔɪ oiː ɔʊ ouː
  • œʏ øyː
  • ʊɪ uiː

Stress

Like Norwegian and Swedish, Askeisk has a pitch accent! I guess at some point I decided I needed some kind of difference from Faroese and Icelandic, because I absolutely remember there being a stress system initially.

Monosyllables have no accent. Bisyllabic or longer words are pronounced with a rising tone on the first syllable.

Syllable Structure & Consonant Clusters

Askeisk's orthography isn't particularly strange, I think.

I'm including diphthongs & digraphs here because why not?

Orthography

orthography table

Grammar

Askeisk's grammar is pretty straightforward North Germanic. I did consider adding in some Irish influences, including some kind of initial consonant mutation, but I genuinely could not figure out how to make it work.

Nouns

Nouns have three cases (nominative, object, and genitive), two numbers (singular and plural) and three genders (masculine, feminine, and neuter).

The object case comes from the merger of the dative & accusative cases. For the most part, the object case declensions descend from the Old Norse dative declensions.

Nouns - Masculine

The masculine noun declension is basically identical to that of Old Norse:
masculine noun endings

Examples:

  • fadir "father" → fadrinn, fedrar, fedrarnir
  • hund "dog" → hundinn, hundar, hundarnir
  • mauni "moon" → mauninn, maunir, maunarnir
  • ørn "eagle" → ørninn, ernar, ernarnir

Nouns - Feminine

The masculine and feminine declensions were too similar at first. I spent a while thinking about how to distinguish them instead of collapsing them both into common like Danish and Swedish, and came up with something I think is fairly unique.

The plural declension of feminine nouns exclusively contain front vowels. This causes /u/, /o/, & /ou/ to front to /y/, /ø/, and /øy/. I took this from what happens to the feminine forms of adjectives, which is something I came up with long before I decided to do this.

Many other random back vowels get fronted, but...it's random. I don't think I decided on an actual pattern for it.
feminine noun declension

Examples:

  • aska "ash" → askan, askær, askænæ
  • douttir "daughter" → douttrin, døyttrær, døyttrænæ
  • gaus "goose" → gausin, gæysær, gæysænæ
  • ull "wool" → ullin, yllær, yllænæ

Nouns - Neuter

Neuter nouns are the same in the nominative plural and singular (except for some occasional vowel changes). I did nothing interesting with this declension.
neuter noun declension

Examples:

  • barn "child" → barnit, børn, børnin
  • egg "egg" → eggit, egg, eggin
  • hus "house" → husit, hus, husin
  • navn "name" → navnit, nøvn, navnin

Personal Pronouns

Askeisk's personal pronouns are nothing special. There are singular and plural versions, three genders in the third person, and possessive pronouns have different forms depending on the gender of the following noun.

Subject pronouns:

  • 1st person: jeg, veir
  • 2nd person: tu, eir
  • 3rd person masculine: hann, teir
  • 3rd person feminine: hon, tær
  • 3rd person neuter: tad, tau

I decided to keep the distinction between the third person plural pronouns because collapsing everything into neuter seemed to be a little boring.

Object pronouns:

  • 1st person: mig, oss
  • 2nd person: tig, ydur
  • 3rd person masculine: honum, teim
  • 3rd person feminine: hen, teim
  • 3rd person neuter: tad, teim

Here, the third person plural is the same in all genders, which it how it was in Old Norse.

Possessive pronouns:

  • 1st person singular: minn, min, mitt, minar
  • 1st person plural: vaur, vaurt, vaurar
  • 2nd person singular: tinn, tin, titt, tinar
  • 2nd person plural: ydar, ydart, ydarar
  • 3rd person masculine singular: hans, hansar
  • 3rd person feminine singular: henar, henrar
  • 3rd person neuter singular: tess, tessar
  • 3rd person plural: teirra, teirrat, teirrar

Only the 1st and 2nd person singular possessives distinguish between the masculine & feminine genders on the following noun. The 3rd person singular possessives don't distinguish gender at all, just number.

Here are some examples with 1st person possessives:

  • køttinn minn "my cat"
  • boukin min "my book"
  • augat min "my eye"
  • armarnir minar "my arms"
  • eidinn vaur "our oath"
  • husit vaurt "our house"
  • beinin vaurar "our bones"

The third person possessive pronouns do not specifically refer to the subject or speaker; they can refer to absolutely anyone. Like with the other North Germanic languages, there is a separate set of reflexive pronouns - sinn, sin, sitt, sinar - which are used to clear up ambiguity:

  • køttinn henar "her cat"
  • køttinn sinn "her (own) cat"

"It"

Like the other pronouns, the Askeisk word for "it" is declined for case, number, and gender. The "default" form is tad.
declension of "it"

Adjectives

Like you'd expect, adjectives take on the case, number, and gender of the noun they modify. Adjectives with /a/, /u/, and /au/ in the masculine (the default form of the adjective) become /ø/, /y/, and /øy/ in the feminine.

Examples:

  • daud, døyd, daudt "dead"
  • fraul, frøyl, frault "free"
  • heit, heit, heitt "hot"
  • redd, redd, reddt "afraid"

Adjectives can "agree" with 1st and 2nd person pronouns by matching the gender of the person:

  • Jeg em glad. "I (male) am happy."
  • Jeg em glød. "I (female) am happy."
  • Jeg em gladt. "I (neuter) am happy."
  • Tu ert glad. "You (male) am happy."

For the plural versions of the 1st and 2nd person pronouns, the neuter forms of adjectives are used by default:

  • Veir eru gladt. "We are happy"
  • Eir eru gladt. "You are happy".

Since adjectives have the same declensions as nouns, gladt is the same in the singular and plural numbers.

Comparatives & superlatives also have different forms depending on the gender of the adjective:
comparatives and superlatives

Determiners

Like in Swedish (and probably the other Scandinavian languages, but I don't know for sure since I've only studied Swedish), determiners are formed with a combination of tann "it" + heir/tar.

The proximal demonstratives "this/these" are:
proximal demonstratives

And the distal demonstratives "that/those":
distal demonstratives

Examples

  • Tann heir er køttrinn minn. "This is my cat."
  • Tad tar epli eru raudt. "These apples are red."
  • Tøn tar er døttrin sin. "That is her daughter.
  • Tønir tar røydhakar eru smølær. "Those robins are small."

The Definite & Indefinite Articles

The definite article is suffixed to the noun. The indefinite article comes from the word einn meaning "one". It declines in the way any other noun does.

Verbs

Verbs are not nearly as complex as they are in Old Norse. I prefer to create highly regular conlangs, and there was a lot that was irregular in Old Norse. Still, this is supposed to be a naturalistic language, and natlangs have a lot of irregularity and redundancy built into them.

Verbs have four classes: strong, weak, preterite-present, and irregular. There is no subjunctive mood, primarily because I couldn't find enough examples of it on Wiktionary. That, and I didn't want to make more verb tables.

Verbs are marked for person (1st, 2nd, 3rd), number (singular, plural), tense (present, past), mood (indicative, imperative) and have infinitive, present & past participle forms.

Strong Verbs

In strong verbs, the past tense and participle are indicated with a vowel change. This happens for every single vowel:

  • /a/ → /e/
  • /au/ → /ei/
  • /æ/ → /ø/
  • /ei/ → /øy/
  • /i/ → /ei/
  • /o/ → /a/
  • /ou/ → /au/
  • /ø/ → /y/
  • /u/ → /au/
  • /y/ → /ø/

The present participle ends in -andi, past participle ends in -inn, singular imperative is the stem, and plural imperative ends in -id.

Indicative verb endings are shown in the table below:
strong indicative verb endings

Example: at falla "to fall"

  • Present participle: fallandi
  • Past participle: fellinn
  • Imperative singular: fall
  • Imperative plural: fallid
conjugation of "at falla"

If a strong verb starts with the consonant /v/, then the first vowel in the past tense plural and past participle shift to /u/ while the initial /v/ is dropped.

Example: at verda "to become"

  • Present participle: verdandi
  • Past participle: urdinn
  • Imperative singular: verd
  • Imperative plural: verdid
conjugation of "at verda"

Weak Verbs

Weak verbs have no vowel shift, only verb endings to indicate tense and person.

The present participle ends in -andi, past participle ends in -dur or -tur, singular imperative is the stem, and plural imperative ends in -id.

Indicative verb endings are shown in the table below:
weak indicative verb endings

Example: at læra "to learn"

  • Present participle: lærandi
  • Past participle: lærdur
  • Imperative singular: lær
  • Imperative plural: lærid
conjugation of "at l�ra"

Preterite-Present Verbs

These are only a handful of verbs in this class, but they were interesting enough that I decided to keep them instead of putting them with the strong or weak verbs.

Present tenses are the same as strong verbs' past tenses, and past tenses are formed like weak verbs' past tenses. The participles are the same as weak verbs', the singular imperative is the stem, and the plural imperative ends in -ud.

Indicative verb endings are shown in the table below:
preterite-present indicative verb endings

Example: at muna "to remember"

  • Present participle: munandi
  • Past participle: munadur
  • Imperative singular: mun
  • Imperative plural: munud
conjugation of "at muna"

Irregular & Auxiliary Verbs

Askeisk only has a few irregular verbs. The most used is the copula, at vera "to be":

  • Present participle: verandi
  • Past participle: verit
  • Imperative singular: ver
  • Imperative plural: verid
conjugation of "at vera"

Auxiliary verbs follow the same declension as weak verbs.

Passive Verbs

Passive verbs are formed by suffixing -sk to the verb form.

The Future Tense

Askeisk doesn't have a specific verb ending for the future tense. Most of the time, an auxiliary verb (munu, skulu, or vilja) is used in front of the bare infinitive form of the following verb.

Jeg munu fulgja tig. "I will (in the future) follow you."

Jeg skulu fylgja tig. "I will (must) follow you."

Jeg vilja fylgja tig. "I will (intend to) follow you."

A temporal adverb can be used with a present tense verb to indicate that an action occurs in the future:

Jeg fylgjir tig senn. "I'll follow you soon."

Negating Verbs

The adverb ekki "not" is used to negate verbs:

Jeg em ekki gladur. "I am not happy."

Tau er ekki fornt. "They are not old."

The Present & Past Perfects

The weak verb hava "to hold" can be used as an auxiliary verb when the following verb is in its supine form. The supine form is formed by suffixing the verb stem with -(a)t.

Jeg havi fylgjat tig. "I have followed you."

Jeg hava fylgjat tig. "I had followed you."

Purchased through: Steam

Hours played: 10.6 (recruited Lucanis)

I’ve played for a bit more than 10 hours – honestly, 9, since I spent about an hour in the character creator – and I think that’s enough time to form some first impressions about this game. I don’t have the time or patience to organize anything into the form of a proper review, so here are my (largely unorganized) thoughts.

Shaders started compiling right upon booting up the game for the first time. It took around 15 minutes, though this apparently is dependent on CPU – and mine is not the best. Every subsequent time I’ve booted up the game, shader compilation has taken less than 1 minute.

I didn’t bother modifying the graphical settings; as it turns out, this means everything defaulted to “high”. I haven’t had to change it at all because everything is running really smoothly. I haven’t experienced any bugs or glitches so far.

I started getting a Dragon Age 2 vibe in the intro mission. I’m not even sure why; it doesn’t quite make sense to me when I think back on it.

I’m liking the combat for the first time in the series! I’ve seen it compared to God of War 2018, but I haven’t played that, so my comparison is the Star Wars Jedi games. I know that the success of Fallen Order is actually the reason that The Veilguard is a single-player game rather than a live service one, but I wasn’t expecting to see any actual similarities to it. Not just in combat, either – I think the level/environment design is also similar. Thankfully, there’s a lot less platforming.

Dialogue seems to be “faster” than in the previous games, but I think it’s due to the amount of autodialogue. There’s more of it than I expected.

Harding’s voice sounds a little different – I’d say it’s bubblier. I never spent that much time talking to her in Inquisition, so I’m not sure how much I’m remembering correctly or incorrectly.

Varric is, well, Varric. Still the narrator. I have no real thoughts on Neve and Lucanis yet.

Bellara has me wondering if Bioware wanted to bring back Merrill, but chose not to, since I believe she can die in Dragon Age 2. There are quite a few similarities between the two of them.

I actually like Solas’s character here, which is quite a shock since I didn’t care for him at all in Inquisition. I’ve only had two conversations with him, and the cinematography of those scenes was really well done. I’m also really enjoying being able to verbally slapfight him. It’s fun.

I wasn’t expecting to see Morrigan so soon. I think her outfit is okay except for the band that makes her look like she has a second pair of boobs. It’s way too broodmother for my liking. Who in the world approved that.

The open world areas I’ve started exploring – Arlathan Forest and Treviso – are so much better than the open world areas in Inquisition. I’m not getting stuck behind rocks every five seconds, so that’s a massive plus.

I’m definitely going to continue playing and will probably write up a full review like I’ve done with the other three games.

October was quite a busy month. I wrote reviews for Dragon Age: Origins, Dragon Age 2, and Dragon Age: Inquisition. I also started a review for Alan Wake 2’s Lake House DLC, but I have not yet finished the DLC or the review.

I finally finished redoing the character profiles for Selegesine’s Shadow and did a large amount of outlining. This story is probably going to end up being five acts long, and my outline is complete through the end of act 2. I was really hoping to have the entire outline done by now, but with how detailed they end up, that was simply not going to happen.

Like I’ve mentioned before, I won’t be participating in NaNoWriMo. I’ll still be writing and publicly talking about it, most likely on Pillowfort. I don’t know yet if I’ll be doing weekly status update posts like I’ve done in the past. I’ve also signed up for Writing Month; my username is selenicseas.

I’m excited to be getting back into writing again!

Purchased through: Steam

Hours played: 102.8 (main game, Jaws of Hakkon, The Descent, and Trespasser complete)

Of the three Dragon Age games, Inquisition was the one I’d heard the most about. It was released in 2014, which is coincidentally the year I started using Twitter. I wasn’t involved in any gaming circles at the time, yet I still managed to hear about this guy named Solas, who was some kind of traitor and also bald.

Over the years, I heard plenty of other things – like the choice you make in Here Lies the Abyss and that Morrigan was in the game – but with little to no context. I also learned that Inquisition used a different engine, so things would be different from what I’d gotten used to in Origins and 2. That did not prepare me for just how different this game was.

This review is basically all criticism. While there are plenty of good things about this game (like the environments, which are gorgeous), the previous two games set up standards that Inquisition simply did not meet, in my opinion.

I had my first issue with the game as soon as I got out of the character creator and started playing. The controls themselves were different; the mouse buttons did the exact opposite of what I’d gotten used to in the previous two games. Keyboard shortcuts were also different. “Space” was now a jump button instead of pause. “V”, which had previously been used to turn off the HUD, was now a pulse that scanned the area for interactable items. In previous games, holding down “tab” highlighted objects. “Tab” now switches between enemies. Speaking of the HUD, there was no keyboard shortcut to easily turn that off. I had to go into the settings and do it manually.

All of this made me realize pretty early on that this was a console game ported to PC – and it wasn’t done that well, either. Maybe I’d have had a different experience if I’d played the game with a controller rather than mouse and keyboard, but I’m unable to use a controller for more than an hour without it triggering a massive amount of wrist/hand pain.

Inquisition is an open-world game. The maps are huge and there’s a lot to explore. There are crafting materials and upgrades to collect, people to recruit, rifts to close, and plenty of sidequests. There’s a lot to do, and plenty of it is optional.

That’s not obvious at first. While you gain power (used to unlock main missions through the War Table) though finishing sidequests, recruiting people, etc., there are dozens more opportunities to gain power than there are opportunities to use that power. I gave up on trying to finish 100% of the content in the game, and I still ended up with 100 more power than I needed by the end. I do appreciate there were so many different ways to gain power – so if you didn’t want to do one thing, you could do another and not miss out – but this was a little too much, in my opinion.

Actually, I think the entire game was too much, by around 30%. There were multiple maps (the Fallow Mire and Hissing Wastes, for example) that weren’t visited during any main story quests. And, due to how the story-relevant maps have tons of things to do on them, there’s no actual reason to go to the optional maps, unless you really want to go for completionism.

I have to wonder what Bioware was thinking with creating three (!) separate desert maps – the Western Approach, Hissing Wastes, and Forbidden Oasis. There’s no reason the important part of the Forbidden Oasis (Solasan) couldn’t have been integrated into the Western Approach. The Hissing Wastes could have been part of the Western Approach as well, since it’s got a large amount of nothing in it. Would it have been realistic to have a bunch of elven ruins, dwarven ruins, and Tevinter ruins in such close proximity to each other? No, but it would have been less frustrating to deal with.

I also think the Emerald Graves and Exalted Plains could have been merged into one area, but that’s mostly because the names are so similar that I keep getting them mixed up.

I played a mage in Dragon Age 2 and had so much fun that I thought I’d play a mage in Inquisition as well. Unfortunately, mage combat was a lot less fun here. I couldn’t hit people with my staff like Hawke did. Why, Bioware? Why?

Combat in general felt a little strange. Not just because of the reversed mouse buttons or the greatly reduced skills available, but because of how the game controlled in general, I think. Things felt very floaty, both in and out of combat – like the characters had no weight to them.

Related to this, NPC pathing was odd. Party members would follow you, but once you stopped walking, they wouldn’t stay still – they’d run around like they were trying to get to something and couldn’t. Sometimes this meant they’d jump on and off of the furniture in the environment.

I’ve heard that Inquisition, like Dragon Age 2, was originally designed to only have a human player character. It definitely shows. There were instances where my elf should have known something – like, you know, who Mythal is – and did not. Oddly, there’s also plenty of reactivity in other places (plenty of anti-elf racism, for example, and on a more positive note, Josephine greeting Lavellan in Elven), so I’m thinking this is a case of missing things due to rushed development.

What’s especially weird about this is how hard the game went on the elf lore. It is, as Sera would say, “too elfy”. I don’t think I would mind that so much if so much of the series so far hadn’t focused on elf lore. I’m feeling a little overexposed on it. I want to learn about the dwarves and qunari! The Descent helped scratch that itch a little, but it definitely wasn’t enough.

As an antagonist, Corypheus is kind of half-baked. He doesn’t actually do very much, and since you can take as long as you want between quests, he doesn’t feel like much of a threat. The game may have benefited from some time-critical missions like in Mass Effect 2 and 3, where there were pretty serious consequences if you didn’t complete certain missions in a certain timeframe. That would have made the stakes feel higher, especially if those consequences cut off access to certain areas or ended up with you losing some of the Inquisition’s forces.

The final mission and boss fight were underwhelming. It was much shorter than I expected it would be, and only the current party was involved. That wasn’t the case in Origins or 2; all of your party members were involved, even if they weren’t in your active party. But Inquisition’s final battle was so easy that more allies on your side would have ended the fight much quicker, so it might be for the best that everyone isn’t involved.

The DLC was much better than the base game. Jaws of Hakkon introduces an entirely new region, but there’s no actual filler in it. The sidequests are tied into the story and lore of the region. It’s also way harder than the base game. I was genuinely not prepared for the difficulty spike.

The Descent is much tighter and goes deep into dwarf lore, which I personally think is the most interesting part of the Dragon Age series. I’d say the only bad thing about it is the gear collection, but that’s entirely optional.

Trespasser is the last DLC. I’ve heard that there was some controversy when it was first released, as it’s the “real” ending to the game and shouldn’t have been unnecessarily cut out. I do agree with this; I’ve never liked cutting out companions and missions (Shale, Return to Ostagar, Sebastian, etc.) and selling them for more money. It’s really something that should be included in the base game, since it sets up The Veilguard. I think that someone who didn’t play Trespasser and then went right into Veilguard would be pretty confused as to why Solas is doing what he’s doing.

My main complaint with this game is that it’s an open-world game with all the faults of an open-world game. There was a time in my life when I would have loved an open-world game – when I was a teenager and would play one game for years at a time – but as I’ve aged, my tolerance for open-world games has gone down. A 100-hour game better have the content to fill 100 hours without resorting to filler or bloat, and that’s unfortunately what Inquisition does.

I do think there’s a good 40-50 hour game in here somewhere. I did like the game enough that I’d replay it again – with more quality-of-life mods – but only while skipping as much of the side content as possible.

So, remember how I said I was posting some of my older stuff? Originally, I was making posts every few days and noting when and where they were originally posted. Today I decided it would be best if I actually backdated them and made a note of this.

That means those posts aren't showing up on the front page of this blog anymore! So, if you want to read those posts, they are here:
I also backdated some of my first posts from this blog, which were archived from Wordpress:
I'm not done posting stuff, so I'll be making these posts periodically.
Purchased through: Steam

Hours played: 44.8 (main game + both DLC completed)

Halfway through Dragon Age: Origins, I started thinking about the kind of character I'd like to play in Dragon Age 2. I didn't want to play another warrior, so it was either rogue or mage. I was leaning toward rogue – mostly because I kept running directly into traps – all the way until the late game of Origins. By that time, I'd been impressed enough by Morrigan's high level spells that I settled on playing a mage in Dragon Age 2.

This was without any knowledge of the Mage-Templar conflict that made up most of the game. Needless to say, my roleplay decisions were as affected by playing a mage as they were by playing an elf in Origins. It made for a story that felt very personal.

I don't think I encountered any bugs in my playthrough, unless you count characters getting stuck on the environment and not being able to path their way out of it. Since they end up teleporting to you if you move too far away, it's more of a minor annoyance than anything else. I did experience a few random crashes, but half of them were provoked by a f.lux notification popping up (this has actually crashed a couple of games on my PC, not just Dragon Age 2). I'm not sure what caused the others.

Dragon Age 2 plays largely the same as Origins did. Both games use the same engine and have the same key bindings and controls. Combat is better; it's much faster-paced and easier to follow. Combat animations are greatly improved, especially for mages. A mage will even start hitting an enemy with their staff if the enemy gets into melee range, rather than just using spells. I thought that was a neat touch.

I used tactics maybe twice in both games, so I can't say if there was much of a difference or improvement there. I always found it easier and quicker to micromanage companions rather than create a new tactic.

There aren't as many skills and abilities as there are in Origins, but they feel more manageable here. In that game, it felt like I needed at least one of each class in the party at all times – one mage, one warrior, and one rogue. That felt less important here; there were times where my party was three mages and one rogue, and I didn't feel like I was missing something critical by not having a warrior.

Much to my delight, lockpicking was no longer linked to a skill. It became linked to an attribute (cunning) that you'd be increasing on your rogue characters. Opening locked chests was no longer an issue as long as you had a rogue in the party.

This game has a different companion approval system – rather than approval and disapproval, it's friendship and rivalry. Companions that disagree with you and don't approve of your actions won't leave your party – they'll stay, and their attitude toward you will change. They also get access to different abilities depending on whether you push them toward a friendship or rivalry. I think this contributed towards me liking the companions in 2 more than the ones in Origins.

I thought this was a massive improvement on the regular approval system. It had an actual impact on combat! I hadn't seen that in a game before. Admittedly, I've only been gaming seriously since 2018, so I haven't really had the chance to play that many games. This might not have been a new or novel thing in 2011. I genuinely have no idea. I was impressed by it, though.

Graphically, there are quite a few improvements over Origins. Aside from better textures on just about everything, there's also unique art direction! Elves and Qunari no longer look like humans with pointy ears or gray skin – they actually look like different species. I'm not a fan of non-humans looking exactly like humans except for one or two odd traits, so this was great.

Instead of having a list of dialogue choices, there is now a Mass Effect-style dialogue wheel with three separate options: diplomatic/peaceful (blue), sarcastic/comedic (purple), and violent/aggressive (red). Choosing a majority of one type of dialogue (blue, for instance) will affect Hawke's general personality and comments. Hawke ends up having more of a set personality than the much more blank-slate Warden of Origins, but that's fine with me. I'm not the sort of person who needs a blank slate in order to roleplay a character.

Now on to the negatives. There are a lot of repeating maps – a single cave, for instance, that is used in a lot of missions, with the only changes being that some areas are blocked off – and the game is largely confined to the city of Kirkwall and the surrounding areas. There are fewer "major" decisions you can make, and most of them limited to the endgame.

The third act is much less fleshed out than the other two, with one boss fight (Orsino) not making much sense if you sided with the mages rather than the Templars. The reveal of the final villain (Meredith) is very sudden, and the ending of the game itself is quite abrupt.

Overall, this game felt like it improved on Origins. The scope of the story was much smaller, but much more personal. There are fewer choices, both in character creation and in the game itself, so replay value for the sake of seeing different paths is much lower. It really could have used another year or two in development, but it's a good game even though it was rushed. It introduced mechanics that I thought worked very well, and I was very interested in seeing how those mechanics could evolve in future games.

I'm going to be posting some of my older stuff from Wordpress here - reviews and information about my various conlangs. It's all stuff that's archived on my website, but it never hurts to have a mirror, right?

That will start tomorrow, and I'll make a maximum of one post per day until I've run out of things.
Purchased Through: Steam

Hours Played: 62.8 (main game, Awakening, & Witch Hunt completed)

I'd heard plenty of things about the Dragon Age series over the years, but never saw quite enough to get me interested in playing any of the games. Then the previews for Veilguard came out and the games went on sale as part of the Steam Summer Sale, so I figured that now was a good time to get into the series. I'd just finished playing Max Payne and didn't want to go right into Max Payne 2, so why not take a bit of a break with a completely different genre?

I wasn't planning on reviewing each of these games – up until the middle of September, I only had plans on writing up a review for Inquisition, since that was the only game that provoked some actual thoughts that I felt the need to share with others. But I realized that those thoughts don't quite make sense without discussion of the other games, so here I am.


This game came out in 2009. That's not that old, by my perspective, so I didn't think I had anything to worry about. I'd played some previous Bioware games (KOTOR and Mass Effect 1) and never encountered any serious bugs, so I imagined this game would be the same. I booted it up without doing any research whatsoever.

I should have done my research. I experienced my first crash at the Ostagar Bridge, which happened because I was looking around and trying to take screenshots. The crash kept occurring at the same place while I was doing the same thing (looking around and trying to take screenshots), so I just didn't do that and was fine for a while. I got a few more crashes, but they weren't unmanageable until I left Lothering and went to the Brecilian Forest.

That area had crashes and glitches galore. I spent a lot of time troubleshooting and learned that Origins has a serious memory leak issue on PC. I did find a way to fix it, to an extent – by creating a desktop shortcut that forced the game to launch using only one CPU. That lowered the number of crashes by 95%. It wasn't perfect, but it was good enough.

This is the particular text string I had to paste into the "Target" field of the shortcut:

shortcut properties image

I'm pretty happy I got that figured out, because I was seriously considering abandoning the game and jumping directly into Dragon Age 2. That's how frustrated I was with the crashes.

Another strange bug I encountered was being unable to take Steam screenshots in Cadash Thaig, and only Cadash Thaig. This occurred not just in the base game, but also in the Witch Hunt DLC. I have no idea what the problem is there.

Before I get into the rest of the review, I have one more complaint: the character creator. Bioware was never the best about putting proper lighting into their character creators, but Origins's stood out as particularly bad – especially in comparison to the following Dragon Age games – because there was no way to fix your character after initial creation. Having minor issues with your character's appearance is one thing, but I genuinely had no idea what colors I was picking for half the options.

I knew nothing of Dragon Age lore when I started the game, so character creation took a while. I settled on a Dalish (I had zero idea what that meant) Elf warrior, with an intent to focus on archery...because an elf should know how to use a bow. Yeah, that was my thought process behind it. Later on, I realized I probably should have gone with a rogue if I wanted to use archery. But that's how first playthroughs go – you make tons of mistakes and don't know what to do to get "ideal" outcomes.

For the most part, the game responded pretty well to my character being an elf. Elf NPCs were friendly to me, and there was a surprisingly large amount of racism from human NPCs, which definitely affected me roleplaying my character. There was only once instance (I unfortunately can't remember what it was) when the writing seemed to default to the player character being a human.

Like in KOTOR, the player character isn't voiced, and like in KOTOR, there are a variety of dialogue options to choose from. Some of the more evil-aligned dialogue options are pretty damn evil, but there aren't nearly as many unhinged evil options as there were in KOTOR. I remember a lot of the dark side-aligned responses being pretty ridiculous and petty (to the point where I couldn't justify picking them because of how ridiculously petty they were), while for the most part, they're a lot more toned down in Origins. I'd have much less of a problem doing an "evil" run in this game, I think.

The combat is a bit...well, I don't exactly want to call it boring, but I didn't find it particularly enticing or fun. My previous experience with the RTwP (real-time-with-pause) system was exclusively limited to the KOTOR games, and I struggled with it there – enough for me to consider RTwP a negative. Here, I had to turn down the difficulty until I got used to it – and thankfully, that didn't take too long! My previous negative opinions are now neutral.

I have some complaints about the abilities (spells for mages and talents for rogues and warriors). There are combat abilities (both active and passive). Included in those combat abilities is...lockpicking. Putting points into lockpicking means you can't put points toward some kind of combat talent. I found that my rogue characters suffered due to this in a way that the mages and warriors did not. Not to mention that it seems like lockpicking should have been a Skill (other skills include things like Herbalism, which allows you to make potions, and Survival, which allows you to detect enemies), not a Talent.

Each companion has a personal quest you can do for them. Some feel more fleshed out than others. Alistair's felt half-baked (even though it can lead to some pretty major consequences later on), while I thought Leliana's and Zevran's quests were done better.

Companions can approve and disapprove of your actions, and higher approval leads to conversations that can allow you to unlock a companion’s personal quest. Lower approval can provoke a companion into leaving the party. I imagine this was more of a problem with the game was first released, but the Ultimate Edition (which I played) has a shop where you can infinitely buy gifts that increase companion approval without consequence. Keeping them happy was never a problem after I learned about that.

There's a good balance between main quests and side quests. Side quests never felt like busy work, and I can remember only one quest chain going on too long for my liking. The DLC that's integrated into the main game (The Stone Prisoner, Return to Ostagar, and Warden's Keep) don't feel like filler – in fact, they feel like areas that were carved out of the game to sell as DLC.

There is plenty of DLC that isn't part of the main game. Of them, I only played Awakening and Witch Hunt. Awakening is better described as an expansion. It's much longer than the other DLC, and has its own unique maps, quests, party members, and plot. It takes place after the main game, and introduces some new skills and talents that I found made gameplay easier.

It also introduces some characters and plot points that I assumed would be more important, but turned out not to be. The Architect, who has quite a few similarities with a character who becomes a major antagonist in Inquisition, becomes much less significant in the following games. There are a few mentions in Dragon Age 2, but zero in Inquisition, which I thought was quite odd. Alas, maybe it will be more relevant in a future game.

Overall, I'd say Origins is a good game that holds up 15 years later. There's plenty of it that's outdated – it's very brown, and some characters' hairstyles are very 2000s – and getting it to run on a modern PC can be genuinely difficult. But with all the choices you can make that affect the game later on, as well as the following games, it has quite a bit of replay value. I already have future playthroughs planned.


I primarily worked on worldbuilding for Selegesine's Shadow in September. I'm essentially done with it; there are a few notes here and there that I need to organize, but they aren't critical. In October, I'll be working on outlining and fleshing out characters.

Like I mentioned in the last monthly overview, I won't be participating in NaNoWriMo. I will still be writing in November, and may even attend a few events hosted by my local writing group.

I finished playing Dragon Age: Inquisition on the 29th and have a ton of thoughts on it (you can see some of them here on Pillowfort). I will definitely be reviewing it, but I'll first be writing reviews for Origins and 2. In fact, the review for Origins should go online this Friday.

Fiction

Annabelle's Heart by Anuja Mitra (Translunar Travelers Lounge)

Queen of the Rodeo by Cory Goodfellow (Nightmare Magazine)

Something Small Enough to Ask For by AnaMaria Curtis (Uncanny Magazine)

The Music Must Always Play by Marissa Lingen (Clarkesworld)

We the People Excluding I by Osahon Ize-Iyamu (Lightspeed Magazine)

I did quite a lot of work for Selegesine's Shadow this month. Things have gone pretty well since I decided I needed to redo a lot of the worldbuilding: I've reworked the main conlang into something I like, I've written a lot of necessary reference material on the world and setting, and I'm updating the map into something much prettier.

There is still a lot to do, but it'll only be another month or two until I'm ready to start writing. I won't be doing NaNoWriMo this year as my region dissociated from the program, but I will be writing a lot in November and December.

As for The Gate at the End of the World, that's been on hold since I decided to prioritize some nonfiction writing as well as the aforementioned worldbuilding. Now that I'm "done" with nonfiction for the moment, I should be able to make the short story a priority again.

I read a decent amount of short stories in August and watched very little. Most of my free time went toward video games. I finished up Dragon Age 2 and moved on to Inquisition, which I'm in the middle of at the moment. I'm liking it less than either Origins or 2. I might write up something short (or long) about it when I'm done with the game.
Sometimes an identity you chose in the past no longer accurately describes an aspect of yourself. Sometimes an identity was never a good fit, and was only picked because of a lack of better options, insufficient knowledge, or even pressure to fit in with a certain group. And sometimes an identity is so actively hostile to your own wellbeing that it must be abandoned for the sake of your own health.

Those last two sentences pretty accurately describe my own relationship to my former queer identity. I didn't really ever feel comfortable in or connected to any queer community. It was an identity I felt like I had to claim, not something I wanted for myself or felt excited about. So after years and years of trying to find a queer community I felt at home in, failing repeatedly, and feeling like an alien, I stopped identifying as queer.

And you know what? Essentially overnight, I felt a lot better. I no longer had to pressure myself into claiming an identity that I never actually wanted in the first place. In hindsight, it's pretty ridiculous that I felt like I had to do this, but I think that's what happens when you're told by a community that you're part of it because you share some quality with them. I never actually got to decide whether I wanted to be queer or not. It was decided for me.

I don't have to be queer. I don't have to be anything, actually.

I've been trying to write some form of this post for almost six years. I've scrapped so many different drafts. In some, I went into detail about my former identities and the specific issues I had with them. I considered never writing it at all and keeping this solely to myself. But I'll never know if I'm unique or not in feeling this way if I keep it to myself, so...here it is.

There’s this whole idea about things being valid. Feelings, emotions, identities. You have a valid gender, or a valid mental illness, or a valid reason to feel a certain way about something. I can’t say I understand why anyone would want to be or feel valid, but I have some quite negative thoughts on the entire concept to begin with.

Validity cannot exist in a vacuum; it must be measured against something else. In order for a “valid” category to exist, there must also exist an “invalid” category. If there are valid genders, mental illnesses, emotions, personality disorders, etc., then there must also be invalid ones.

I don’t think that the people saying that some aspect of themselves or others is valid believe this or intend for their words to be received in such a manner. In fact, I don’t think they’re thinking about the implications of their own words, which is the worst part of it.

Authorities use validity as a weapon to separate minority groups into palatable and unpalatable, (socially) acceptable and (socially) unacceptable. How many times have you heard someone say they support a minority group so long as it behaves in a way that doesn’t threaten the majority? I.e. they support gay people existing, but only if they live essentially heterosexual lives, with no challenging of gender roles. That would threaten the heterosexual class’s control of gender and sexuality. And we all know how well a power-holding class deals with threats to its own power – not at all.

There’s also something I’m going to call institutional validity, for lack of any better terms. It’s a form of acknowledgement granted through institutions – the state, a church, a corporation, etc – in order to access some kind of social, political, or financial benefit. You get married to legitimize your relationship and access benefits that are not available to unmarried people. You go through the medical system and receive a diagnosis in order for insurance to pay for the cost of medication or treatment. You earn certificates, degrees, awards, etc. in order to have a legal way to monetize your knowledge.

I’m not sure there’s a form of validity that doesn’t ultimately require an authority to exist. And if there’s no structure in place to determine whether something is valid or not, there’s simply no use in the concept existing at all. There are other, more useful concepts and practices out there, anyway – like self-acceptance, which is what I image those validationists are actually looking for.

I was quite busy this month, but I don’t have all that much to show for it. I wrote a review for Max Payne and completed two nonfiction pieces.

I did some writing this month: a review of Max Payne, and two nonfiction pieces – found here and here. I added an acrylic painting to my website, continued working on The Gate at the End of the World, and started replotting and reworking Selegesine’s Shadow. I was previously unsure about the main conlang I created as part of the worldbuilding for the novel, and decided in the past week that it needed to be redone entirely. That means I need to rename a lot of things.

In June’s overview, I said that I wanted to increase July’s word goal to 300 per weekday. I was not successful in hitting that. Out of a planned 6900 words, I only reached 2,362. I would have had a higher total for this month, as I did start and scrap several pieces of nonfiction, but I didn’t bother typing up any of them.
The identities a person starts life with are not chosen freely by the person in question, but chosen instead by an authority. A parent decides its child's religion (or lack thereof), gender, sexual orientation, culture, and ethnicity. The autonomy of the child is not taken into question, because it is property rather than a person, and property is not sapient and cannot make its own decisions. The parent may or may not realize it is engaging in authoritarian practices, but, of course, ignorance is no excuse for harm or violence – it's only ever an explanation.

As one ages, identities are called into question. Why practice a religion simply because your parents or extended family do so? Why conform to a culture simply because you were raised in it? Why continue doing anythingsimply because it was chosen for you when you were too young to remember?

You may end up choosing a different gender or religion than the one that was decided for you. Or you might not. Late on, you may also decide to change that previously chosen gender or religion because you find you do not currently have anything in common with it. Or, again, you might not.

Like periodically examining your beliefs, you should also periodically examine your identities – not just once or twice in your life. No, the requisite quarter-life crisis and mid-life crisis aren’t enough, in my opinion. You should be having crises every couple year or so. Or perhaps not – if you're critically examining yourself every other year, you're probably cutting short anything that isn’t worthwhile before you buy into the sunk-cost fallacy too much.

This practice is...well, I can't say I've seen it be well-accepted by identitarian groups. They tend to cling quite tightly to their people and do not like to let them go. Both majority and minority identity groups do this, and for what I suspect are different reasons. Majority groups are typically the power-holding class, and every person who leaves that group weakens its ability to continue holding power and delegitimizes it as an authority. Meanwhile, minority groups typically do not hold power, and every person who leaves that minority group lessens their ability to defend themselves from and delegitimizes their existence in the eye of the majority.

Your relationships to authority and power via your own identities is something you ought to keep in mind. How do or don't you benefit from them? What communities or resources are you allowed access to that others are not? Are you allowed a particular social status due to the identity? Don't pick an identity because it allows you certain privileges (whether they be social, economic, or political), but don't do it because you want to feel like an underdog, either.

Just like everything else, I exist in a state of flux, or impermanence, or anitya – whatever you want to call it. Priorities change, situations change, values change. What may have been useful in the past may no longer be useful now or in the future.

Every so often, I examine the beliefs I hold. Then, I’ll choose whether to keep them, discard them, or adopt new beliefs altogether. I'm past the part of my life where I want to be attached to any belief – or anything, really – so this is a fairly simple, almost unconscious process.

I lean very anarchist, so I focus on certain things that others may not. Here are some of them:

  • What use do I derive from the belief? How does it benefit me? Why should it benefit me?
  • Does it benefit others? I the benefit for a particular class of people? If so, is that class a power-holding class?
  • Does it allow me access to a community? Why should I want access to that community to begin with? Will it allow me certain privileges or access to certain things I did not have before?
  • Do I hold this belief in order to gain superficial acceptance from a power-holder, ruling class, or majority population?
  • Is the belief used to enable a hierarchy? Does it serve a power structure?

Personally, I think this keeps me grounded and focused on the things that matter, rather than the things that are inconsequential. Perhaps it may be useful to others as well.

Max Payne is Remedy Entertainment’s second game, released in 2001. It’s old enough that it needs a few mods to run properly; I installed the Complete FixPack. Even then, I still dealt with a couple of issues, most of which were related to the mouse. Every time I started up the game, I had to change the mouse settings or the acceleration went wild. I also had an issue with the camera “snapping” while looking around in certain areas. I never found out how to fix that.

There are no subtitles in the game! The only time dialogue is subtitled is in the comic sections. That was super surprising – all games I’ve played from the turn of the millennium were subtitled, even the ones that had full voice acting.


Max in a bar. A beer sign on the wall says 'Real Men drink Casey

I played both Alan Wake and Alan Wake 2 before Max Payne, and it’s been neat to see how both those games incorporated references from Max Payne. There’s Alan’s Alex Casey novel series, which are essentially the Max Payne games using a different name. There’s the use of the number 665, the “neighbor of the beast”. And there’s New York City itself, which reminded me quite a bit of the Dark Place in Alan Wake 2. Max even refers to the city as Noir York City.


A comic section of the game that refers to 'Noir York City

I didn’t realize that this was where Remedy started emphasizing the metafictional aspect of their works. At least, I’m assuming it started here. I’ve never played Death Rally.
 

A comic section of the game where Max finds a letter telling him that he's in a computer game.

The aforementioned meta aspects, as well as the nightmare levels, feel like the link between Max Payne and Remedy’s later games. Even though Max Payne isn’t part of the Remedy connected universe (Alan Wake & Control), it definitely had influences on them. There’s a part of Control that feels quite similar to the nightmare levels, particularly in the repetition of it. The Norse influences – Woden, Valhalla, etc. – are continued in Alan Wake and Alan Wake 2 – Odin, Thor, Baldur. 

Overall, I feel like my attitude on the game was rather mixed. I had my frustrations with the gameplay, but that was mostly due to the game being 23 years old. Though I initially assumed the game would be around 15-20 hours, I’m glad it was shorter. I finished it in less than 9 hours. If it had gone on any longer, I think it would have outstayed its welcome.


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