At Bioware the troubles related to continue Dragon Age: The Veilguardwhich sounds like an adventure dark fantasy more in real life than on screen. The game director Corinne Buscheleft the development house after spending 18 years there.
In a statement released to Eurogamerhe implied that it was his choice, the consequence of “an offer he couldn’t refuse”. The woman did not release further details either on her next work destination, or on the project she will be involved in or the role she will play. At the moment, we only know that it will be a RPG very large. Despite his statements, the spread of conjectures and hypotheses about his sudden departure was inevitable.
The most quoted is that it was a consequence of the poor sales of Dragon Age. According to some information released online, which has not yet had official confirmation from Electronic Arts, the game has sold just one million copies between PC and console, with 30 thousand returns. Busche herself, in an interview with Eurogamer, refused to reveal the data in her team’s possession, and this did nothing but solidify, among the detractors of the fourth chapter of the fantasy saga, the belief that it was a commercial disaster.
For many historic fans of the house of Edmonton and of Dragon Agethe game director’s farewell will be a great relief. Busche, in fact, took the reins of the long and troubled development of The Veilguard during construction and was pointed out by many as the culprit for the mediocre final result, although quite a few are convinced that the responsibilities go much further.
The reception given by fans to Veilguard it was lukewarm, to be generous.
A portion of users have vigorously defended his decision to focus entirely oninclusivenessbut the majority of the internet population harshly criticized the forced wokeness, the writing below the level to which Bioware has accustomed its audience, the mobile game gameplay and the choice to eliminate many pillars of the lore Of Dragon Ageone of which is racism towards elves, because they are “uncomfortable” for the sweetened vision and “safe” of the game that the development team wanted to produce.