Dragon Age: The Veilguard streamer spends over 21 hours in character creator out of extreme dedication to being sexy: “I have my priorities sorted, and they’re insane”

Dragon Age Veilguard classes
(Image credit: EA)

Character creation is an ancient process, a solemn pursuit first established millions of years ago, when some primordial spirit created humanity out of clay and a tendency toward nicotine dependence. Such a pursuit requires reverence, and streamer Breebunn proved hers by sitting in the Dragon Age: The Veilguard character creator for over 21 hours. 

"I needed to get my Inquisitor to look how I wanted her to look," Breebunn explains on stream. "I have my priorities sorted, and they're insane." 

She shows a screenshot of her Dragon Age playtime (21 hours and 20 minutes). "Could a depressed person do this?!" she pleads. 

Speaking from experience, I'd say so. Like Breebunn in this instance, I tend to have an almost clinical need to get my role-playing game protagonists to look as close to my vision of perfection as possible. I've been a child pumping out Mii character after Mii character for whole afternoons. I have had unimaginative boyfriends urge me to stop toiling with mole placement and "just play the game," as if it were that easy. I ask you: how could I possibly "play the game" if the pink mage I headcanon-ed as John Kramer's bodyguard has a mole that's too big

Breebunn can relate. She explains on stream that she spent those 21 character creator hours on testing out how her Inquisitor — who is highly customizable, along with Dragon Age's new Rook protagonist — appeared in cutscenes. In the end, her hard work pays off. When she's ready to actually play Dragon Age, Breebunn's elf Inquisitor rocks a high ponytail, and her elf mage Rook wears a tasteful swipe of lipstick. Beauty is pain. 

Dragon Age: The Veilguard is the first BioWare game I've ever played, proving you don't need to touch the rest of Dragon Age to fall in love.

Ashley Bardhan
Contributor

Ashley Bardhan is a critic from New York who covers gaming, culture, and other things people like. She previously wrote Inverse’s award-winning Inverse Daily newsletter. Then, as a Kotaku staff writer and Destructoid columnist, she covered horror and women in video games. Her arts writing has appeared in a myriad of other publications, including Pitchfork, Gawker, and Vulture.