Category Archives: Aurebesh to English

Pits and Potes and Skiffs

While I still intend to write about the story of Star Wars the Old Republic’s Desperate Defiance update, I’d like to instead start with a look at a brand new Aurebesh sign that has ties to not only one from the earliest days of SWTOR but also to an extremely obscure bit of Star Wars lore from more than twenty five years ago.

Much of the action in Desperate Defiance takes place in a new area of Hutta called the Minboosa District. Now that I’ve visited Minboosa as part of the story and seen how the changes have also affected “regular” Hutta as well as the Karagga’s Palace operation, I want to take a moment to appreciate how impressive the updated Hutta looks. The old yellow cast to the areas was intense and alien, but now every corner of Hutta is thick with haze and smog. Being outside on Hutta feels gross; it feels like it’s going to stick to your character even when you scramble indoors, and it’ll take more than just a long sonic shower to wash it all off.

At first glance, Minboosa shares similar architecture to the town of Jiguuna on Hutta where Imperial Agents and Bounty Hunters begin their class stories. Minboosa is perhaps a bit more densely packed with buildings, but once you venture outside the town itself, you can really appreciate the changes. Soaring trees, Tibanna gas refineries and landing platforms tower overhead like skyscrapers on Coruscant. Nem’ro’s palace feels positively quaint by comparison.

The center of Minboosa is, of course, the cantina. Shining above its entrance, is a holographic neon sign. This sign is similar to the one above the cantina in Jiguuna, but there are some differences. It’s this earlier sign with which we’ll start. The neon declares that the cantina is called “The Poison Pit” and features radiating circles that act to focus our attention on the logo and the letters atop it; below the three lower letters are framed by octagons and follow the arc of circles. These design elements feature in many examples of the holographic glow that illuminates the player’s journey across the galaxy, most prominently on nearby Nar Shaddaa. The purple creature at the center is a Chemilizard, one of Hutta’s native species that evolved to survive off the pollution that resulted from the Hutt’s short-sighted mistreatment of the planet.

The writing used in this sign is not technically Aurebesh, rather it is a variant known most commonly as “Galactic Standard.” I’ve written about the different types of Aurebesh before, but in general I imagine these alphabets are at least legible and perhaps interchangeable to most of the characters in the game world.

The neon sign above the cantina in the Minboosa District shares a similar design to the Poison Pit sign. This difference that jumped out at me immediately is that this graphic employs a “traditional” Aurebesh font familiar to anyone who’s encountered these letters in other Star Wars media or even Galaxy’s Edge at Disney. While sharing a similar circular design to the previous graphic, this one places the word “skiff” in a horizontal shape which acts as a base for the central graphic which helps enhance the feeling that the speeder is floating above the ground.

I imagine it must have been an interesting design challenge to create a new neon sign for the cantina in the style of one from well over a decade ago, but the artists at Broadsword pulled it off. The two signs are similar, but different enough that they can be told apart at a glance.

However, I do want to explore the meaning of this sign. The image in the center depicts a skiff, a light, open-top repulsorlift “hover-boat” first seen during Return of the Jedi during the battle above the Great Pit of Carkoon.

The name of the cantina, the “Dirty Skiff” sparked a very specific memory for me. Throughout the history of the various Star Wars action figure lines from Kenner and later Hasbro, the toys often includes additional gimmicks: cheap collectible coins, digital bobbins with poorly recorded bits of dialogue or sound effects, and, perhaps most unusual of all, “Freeze Frame Action Slides.” These were two-inch square frames with a small, still image of a scene from one of the Star Wars movies. These images were meant to be seen through an “Action Slide Viewer” (Sold separately, of course; batteries not included, of course) a toy shaped like a pair of Macrobinoculars that allowed you to look at the slides in a manner similar to the old Viewmaster toys. The Freeze Frame Slides could also be used in a traditional slide projector, something familiar to anyone who grew up in the era before digital photography. If this all sounds weirdly retro to you now, believe it, it was nearly as silly back then.

The Freeze Frame Slide included with the “Pote Snitkin” figure, a character both obscure and ridiculously named even by Star Wars standard, features Luke Skywalker in battle during Return of the Jedi’s Sail Barge rescue with a caption that stuck with me all these years.

Some of my Star Wars friends found the phrase “cleaning skiff” to be quite amusing and imagined that it might have come to be slang in the Star Wars universe for “kicking butt.” Maybe it’s just me, but I don’t think it’s too far a leap from “Cleaning Skiff” to “Dirty Skiff” which, depending on how dirty your mind is, could have all sorts of additional meanings.

Is this holographic sign an intentional homage to an odd accessory from a twenty-five year old action figure? I can’t say for sure, but once I made the connection, I knew I had to share it. And it’s not the first time something from Star Wars toys seems to have inspired something in SWTOR.

I’ve said it before, I’ll say it again: there is so much weird, dumb, silly and wonderful lore across the history of Star Wars. None of it should be taken seriously, but it’s funny what bubbles to the surface sometimes.

 

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A Little Bit of This, A Little Bit of That

This week, while we await news of SWTOR’s next major update, I thought I’d take a beat to catch up on a few topics in the game that I’ve missed in the last few months.

Lighting in a Bottle

Let’s start with a change rolled out officially as part of Game update 7.4 that adjusted the way cinematic interactions are lit, “using environment lighting for more accurate shadows, detailed self shadowing on characters, and more custom lighting control in cinematics.” This new approach to lighting had already been introduced without fanfare in the stories from recent updates, but it was retroactively applied to the origin class stories and expansion content where it had not been used.

I’ve been playing through some Origin Stories and Fallen Empire chapters lately, and for the most part the change is very positive. Generally the lighting feels more natural since scenes are lit using ambient sources and not direct overhead lighting in each scene. Occasionally some shots seem a bit on the dark side when our character’s back is to the main light source, but overall, even run of the mill cutscenes feel more visually alive. The difference is especially noticeable in Knights of the Fallen Empire and Knights of the Eternal Throne. Several of the characters in those expansions have custom models, which did not play well with the spotlighting used in the dialogue scenes. During my playthrough, I’ve noticed that Lana, Vaylin and Valkorian look much better without harsh highlights on their faces.

This change can be subtle, and you might not even notice it without a side-by-side comparison, but it’s a positive one that improves the overall cinematic quality of all the game’s stories.

No Free Conquest Lunch

An unannounced change in 7.4.1 was the large reduction in the number of Conquest points awarded from the daily Reputation objective. A single level 50+ character could with a single click-a-day of a reputation trophy easily complete not just their personal Conquest goals, but very nearly even a guild’s small yield invasion target, all without ever stepping outside their stronghold.

Last year when discussing gameplay loops, the World of Warcraft Youtuber SoulSoBreezy remarked that MMOs need to provide players with two things when they log on: “Things to Do” and “Things to Work Towards”.  While there is overlap between the two, especially in SWTOR, I would say that Conquest, Daily Areas and Heroics are essentially “Things to Do”. If you complete Conquest on one character, you can switch to another. If your guild reaches their invasion goal, well, it will all reset next Tuesday.

“Things to Work Towards”, however, tend to have conclusions or at least breakpoints. Players can work towards completing Class or expansion stories, gearing, filling reputation bars, clearing Operations, ranking up in PVP, unlocking Achievements or collecting various rare cosmetic rewards.

Players tend to “Work Towards Things” at their own pace, or the pace of the groups with whom they play, buy “Things to Do” are meant to fill the gaps and time so that a player feels like their time isn’t wasted if they aren’t engaged with their favorite form of gameplay. Conquest, for example, rewards currencies that can help players advance towards their other goals.

When Galactic Seasons were first announced, my fear was that it was going to be just another “Thing to Do”. To my surprise, I’ve really enjoyed the system. I don’t disagree that Galactic Seasons share DNA with Battle Passes with a healthy dose of FOMO, but it’s also something that gives me different options when I play, and often helps guide group activities for my guild which remains the best part of my SWTOR experience. On reset day during the Seasons, I check out what rewards I hope to earn that week, and it’s satisfying when I do.

Until the current season, SWTOR’s Galactic Season also came with a Reputation track associated with each season’s theme. There was criticism that it was just a progression track on top of a progression track, and that Reputations that go away after the season ends are kind of pointless. But I didn’t mind because I knew I could complete the daily Reputation objective and not have to worry about Conquest at all while a Galactic Season was active. It’s not even a close call for me: I’d rather spend ten minutes mediating on Voss or exploring someone’s stronghold as part of Galactic Season objectives than running heroics or daily areas for Conquest points. And as someone whose every other reputation track is maxed out, this was a nice luxury during the Season.

However, by logging onto one character on each server and clicking a reputation token once a day, I was also able to complete the bulk of the previous Galactic Season reward tracks with quite literally minimal effort. It also made me want to delay completing the Reputation track as long as possible so that I could continue to take advantage of the daily reward. On my home server, I did the math and worked out how to complete the Reputation track during the very final days of the season. Shintar amusingly called this “degenerate gameplay” and speaking as someone who took full advantage, I won’t fault Broadsword for the change. Part of the goal of the Galactic Season is to reward players for engaging in different types of activities around the game, and popping on only long enough to click a Rep token is probably not what they had in mind.

Ever since coming out of lockdown, I’ve become less interested in SWTOR’s “Things to Do”. I still complete Conquest on multiple characters, but my goal is to expend as little effort as possible in the process, but I still feel like there are plenty of “Things to Work Towards.” Nevertheless, for other people and guilds, Conquest is a bigger deal, and the Reputation change negatively impacted a lot of players. To compensate, Broadsword came around and essentially doubled the rewards for completing Heroic missions, and players without a lot of free time can still put up a fair number of Conquest points in a short gameplay window. I think this is a fair compromise. Nevertheless I would also like to see the Conquest reward for completing a Galactic Season objective be a little more generous, and the objective for completing multiple Season objectives be reduced from four to three so that it can be achieved twice each week.

A Night on the Town

In addition to the current Galactic Season, Game Update 7.4.1 also came with a dash of story content for players. Ever since unfinished “Date Night” souvenirs found their way into the decorations list last year, players have known something was cooking on the romance front. All credit should be given to Broadsword for waiting for Valentine’s Day to roll out this addition.

The Date Nights are romantic encounters with Lana Beniko, Theron Shan, Arcann and Koth Vortena available to players in relationships with those characters. These four companions were logically chosen because they are the only four which can be romanced by every character regardless of their Origin Story or gender. And based on my experience on social media, Lana and Theron are by far SWTOR’s most popular romances making them natural choices for the initial batch.

As of this writing, I’ve only played Theron’s and Arcann’s Date Nights. My flings with poor Lana never make it past the return of my character’s original romances. As for Koth, while I honestly do like him; I can’t say I like like him, but they’ll get their shots sooner rather than later.

These interludes are short and sweet. Theron’s datapad is the perfect metaphor for everything that is charming and infuriating about the guy, and the conversation it sparks feels true to both his character and mine. As for Arcann, I don’t think we’ve ever seen him this relaxed at any point in the story. It’s a revelation to see in a character mainly known for his self-pity and brooding. Good for him!

There are achievements related to completing the Date Nights for each character multiple times culminating with a decoration related to each encounter. Arcann’s souvenir is a pair of wooden training sabers, mounted with a romantic Aurebesh inscription flanked by crests from Zakuul. This recreation was not complicated to make, but it was my most requested translation in a very long time and I’m always happy to oblige!

But, yes, I did describe these scenes with the words “dash” and “short” for a reason. These are conversations akin to the dialogues scenes characters have with their companions between each planet of their class’s origin stories.

When it comes to story, SWTOR players are like Kylo Ren demanding MORE, and I’m no different. I can’t deny that these feel very short. When the Date Nights were announced, my hope was they’d be something like the Class specific interludes on Rishi during Shadows of Revan. Those weren’t much longer, but still felt more satisfying. On the one hand, I’m not too upset. Lana, Theron, Arcann and even Koth have had lots of time in the spotlight in the last several expansions, but the same can’t be said for many of the original romantic companions. I don’t imagine Mako, Felix, Risha and Andronicus stans will be satisfied by a cut scene that takes less time to play than to read this post.

I don’t know what my conclusion is. The Date Nights I’ve played had nice character moments and are absolutely sweet. Would I have preferred a single ten minute mini chapter featuring one of those companions to four two and a half minute scenes with each of them? Maybe.

Going forward, we’ll be getting one or two more Date Nights with each Galactic Season. I am eagerly anticipating the return of some of my favorite companions, and that maybe, just maybe, their dates have a little more meat on their bones.

 

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This Droid Is Your Friend

This week, let’s take a step back and revisit an older recreation of mine and, in the spirit of last week’s post, take a closer look at the context of its inspiration from the real world. The decoration in question is the Propaganda: Fight for the Meatbags poster that players originally collected as a log-in reward during Knights of the Fallen Empire, but it can now be purchased from the Galactic Seasons tokens vendor. I’ve covered many of SWTOR‘s propaganda posters over the years, but I want to dive a little deeper this time.

Recently, quite by accident, I encountered what was likely the direct inspiration for at least the text of the HK -55 decoration: a series of World War II posters. The reason they did not come up in my initial research was because these posters were not meant strictly as propaganda, but as informational signs designed to help American troops entering the war recognize their fellow Allied forces. There are variants of the poster for Australian, Canadian, Chinese, Dutch, English and Ethiopian soldiers and sailors but the most well known version depicts a Russian soldier. If you click the image below, you’ll find it alongside an additional poster that I created in a fit of whimsey, which characters in the Star Wars galaxy could have discovered on a trip to Copero.

SWTOR’s poster sports a very different graphical design, but the text clearly is a playful riff on the message of the original. Given the intended use of the wartime poster, it’s amusing to think that anyone would mistake HK-55 with his bold yellow paint job and unambiguous in-combat declarations for anything or anyone else. That said, when it comes the various HK model droids, we can never really be sure whose side they are on until they pull the trigger.

The poster’s graphic design draws inspiration from classic propaganda posters of not only World War II, but also from those of the post-war Soviet Union and China during the time of the Cultural Revolution, and I’d like to highlight a few here.

The most distinctive propaganda posters typically feature illustrations of heroic soldiers or workers or political leaders. Over the decades, the artists and designers of these posters demonstrated great skill at working within the limitations of these cheaply printed and mass produced posters, and they created images famous for their bold sense of design with flattened, halftone color palettes. In particular, the element of the radiating lines of a sunburst behind the protagonist has become almost a clichéd aspect of these propaganda posters, and clearly SWTOR’s HK graphic shares in that general aesthetic.

Finally, I’ll just finish on a quick note that a second HK-55 poster “Propaganda: Victory Protocols Activated” has long been included in the game’s data files, and you can even look it up in the Decorations interface, but it was never made available to players. This one has a design closer to the Allied posters of the Second World War, and I hope that one day it might find its way into players’ Strongholds.

 

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Action Figures Each Sold Separately

When considering topics for this blog, the translation of Aurebesh is often the easiest part of the process. Beyond the literal meaning of the words we see in the game, I also aim to consider their context and meaning within Star Wars: The Old Republic or within Star Wars lore as a whole. This week’s project’s context is different than any I’ve discussed before, and while the translation was indeed straightforward, my recreation led me to a different corner of Star Wars history.

The first time I saw this decoration in a friend’s Stronghold there was something vaguely familiar about it, but I couldn’t quite place it. Only when I looked it up in the Cartel Market and saw its name did I recognize what inspired this addition to SWTOR. The decoration, the Vehicle Maintenance Energizer, shares its name with a toy created by Kenner in 1982 as a part of its Star Wars action figure line. The toy was meant to function as a tool shelf and refueling station for the lines’ various vehicles and spaceships from Luke’s Landspeeder to his X-Wing Fighter.

Like many, many members of that first generation of Star Wars fans, I grew up with Kenner’s Star Wars figures, and discovering that this decoration pays loving tribute to the vintage toy made the kid in me very happy.

SWTOR’s version of the Energizer was designed by Tanner Hartman, and he has shared views of the decoration and higher tech update of the Energizer that clearly shows fidelity to Kenner’s original. The decoration is interactive and when clicked opens up in the same manner as the toy. Among the decoration’s many details are the tools left on the table and in the drawers that are based on the actual accessories included with the set. Each of the decoration’s tools are stamped with the Aurebesh letters “CEC”. This is a clear indication that the Energizer is a product of the venerable Corellian Engineering Corporation, maker of many fine starships including Han Solo’s Millennium Falcon and the Smuggler’s very own XS Freighter.

This decoration has been on my to-do list for a long while, but I wasn’t sure how to cover it in a way that does justice to its source material. Typically I try to present Aurebesh elements from SWTOR in a context where modern players understand it as their characters would. But in this case, I realized the point of view this item really needs is that of a kid wandering the aisles of a Sears or Toys R Us store in 1982.

I should also mention the very off-brand SWTOR logo that I placed on the box. Kenner’s Star Wars toys typically featured their own versions of the Star Wars movie logos in their packaging, and I wanted to make something along those lines. My faux design of the logo is bad, and close to unreadable, but I don’t think it’s so far off from what Kenner might have actually produced back then.

I hope you’ll forgive this indulgence in a different kind of recreation. That said, if you came for some Aurebesh, I won’t leave you hanging! When activated the decoration opens up and activates monitors one of which has Aurebesh text. The translation reveals that they are diagnostic displays that are entirely appropriate for the Energizer’s intended purpose. While including a dash of inspiration from Back to the Future, the technical readout does a very nice job of striking a balance between seeming both realistic but not quite mundane, and fantastic but not quite ridiculous. When it comes to technobabble, this is a remarkably difficult line to toe. The vehicle seen in the top display is the Jan-Tan Dualray speeder, which Tanner Hartman also helped create for SWTOR; in addition, part of that speeder’s engine can be seen on the Energizer’s table, ready for repairs!

Cop-Eras Tour

Finally, I do want to briefly touch on the SWTOR team’s latest livestream, which introduced the content of the next game update, 7.4.1. Despite being a .1 patch meant to serve as a bridge between major updates, I was impressed with what Broadsword had to share.

Since our first visit during the Traitor Among the Chiss flashpoint, I’ve hoped we’d find a reason to return to Copero, a world overflowing with picturesque beaches and snowcapped mountains. There is no way I would’ve predicted that it would be the location of the Stronghold Keith Kanneg teased late last year. That the next Galactic Season is structured around unlocking a stronghold that based on the preview seems so very breathtaking, exceeded my wildest expectations.

The other significant addition coming next month are the Date Night missions. For many players, romances are as an important part of the roleplaying experience as galaxy shaking conflicts with epic enemies. Based on my social media feed alone, I sometimes wonder if Baldur’s Gate 3 might be less a Dungeons and Dragons game than a dating simulator, and that is true of SWTOR as well. And yet there hasn’t been a ton of action for our characters in the area of romantic entanglements during Legacy of the Sith.

My guess is that since there are so many potential romances available to players, it must be a challenge for the developers to find spaces to fit those characters and interactions within the main story. As a result, there have been a few flirts here and there, but probably not as much smooching as many players would like. The Date Night stories should help to address that. Ashley Ruhl and Caitlin Sullivan Kelly fairly addressed why the Fallen Empire romance companions are the logical choices with which to start. Simply by the numbers alone, I am certain that Lana and Theron are SWTOR player’s two most popular romances.

There are many, many other companions for our characters to fall in love with, and the team indicated that each will have their moment to shine. That said, it will take a while to get to them all. As with all things SWTOR, patience is a virtue.

I am not expecting the “date nights” to be full blown chapters with action and adventure and multiple encounters, but I do hope there is some depth to our interactions that will make them satisfying to revisit again and again. During the Fallen Empire era, numerous major companions were shoe-horned back into the game in very brief recruitment missions, and I hope that when their turns come up Risha and Mako and Vector and Felix and the rest get the attention they missed last time around.

Finally the team closed out with a preview of the next major update, 7.5, which will see a return to Hutta as part of the main story, the conclusion of Lane Vizla’s quest to rebuild a Basilisk droid, as well as the debut of a new springtime event. Given that we are on the cusp of Spring already, it suggests to me that SWTOR’s next major update will be sooner rather than later.

After last year’s drama, it’s nice to hope that there will be lots to do and explore in SWTOR in the months ahead.

Graphic Design in My Passion

Returning or new visitors to this entry may notice that the SWTOR logo on the toy box in the thumbnail above does not match the actually readable one in the final version of my mockup. I have long been accused of having a dry sense of humor, but this visual joke landed face flat in the coarse, rough and irritating sand, and I received some truly negative reactions to what I intended to be an obviously bad joke. Chastened, I have gone back and adjusted the logo to be in line with Kenner and Hasbro’s actual house style. In an act of defiance, however, I’m leaving the original design in the thumbnail as a warning to future generations.

 

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Surprised at Life’s Little Quirks

At the start of this month This Week in Aurebesh celebrated its seventh improbable birthday. When I think about this project, I sometimes imagine myself as the Dread Pirate Roberts telling Wesley every night “Sleep well, This Week in Aurebesh, I’ll most likely kill you in the morning.” And, yet, after the better part of a decade, it’s survived into yet another day. I’m still finding things to write about, and as long as I continue to need a valet, I don’t see that changing anytime soon.

This post is belated because one of the hazards of life in the big city is the noise, and over the last few weeks, indeed the whole darn year, the racket in my neighbourhood has been excruciating, and I have found it very hard to write and I’ve not discussed every topic I’ve hoped to cover recently.

Therefore for this blog’s birthday, I’ll try to catch up and cover as much as I can, and even toss in a quick Aurebesh translation as well.

Darth Nul

The story of Darth Nul has been percolating mostly in the background of Legacy of the Sith, but it finally seems to be moving on to SWTOR’s main stage, hopefully as soon as this winter’s story update.

The story of Nul revisits a concept from SWTOR’s original class stories, “The Children of the Emperor.” In short, the Children are the result of a secret program designed to condition or brainwash Jedi and Sith often unknowingly under the influence if not the direct control of the Sith Emperor himself. Both the Jedi Knight and Consular played key roles in exposing and dealing with the Children in their initial Origin Stories. The concept of “Children of the Emperor”, however, begs the question: If Vitiate was the father, who was their mother?

That’s where Darth Nul comes in. Players have learned that it was Nul who developed many of the techniques used by Vitiate to create his “Children.” The source of this discovery was Darth Malgus who had access of many of Vitiate’s secrets during his short time as the False Emperor, and once he was freed from the current Sith Emperor’s control, Malgus started tracking down relics related to uncovering the origins of Darth Nul.

Over the course of the last year or so of updates, we have discovered that Nul was once a Jedi named Reniah whose theories were considered radical by the Jedi Council; after connecting with Vitiate through the Force, she was subjugated and turned to the Dark Side. Like Revan, Nul started as a Jedi but later became a Sith. Unlike Revan, however, it seems she was not given a chance at redemption, but her final fate remains tantalizingly unknown, All we can say for certain is that Darth Malgus seems to believe she is the key in transcending both the Jedi and the Sith in a way Revan never accomplished.

As a side note, it’s worth considering Darth Malgus’ role in all of this. Clearly he has set things in motion, but it’s fair to wonder how much control he has over events now, especially from his current position of confinement on the Fleet. I don’t believe he is the mastermind behind the recent actions of Heta Kol or Sahar or Ri’kan. Rather I imagine, Malgus might be more like a Star Wars version of Pandora who has ripped open a box of curses and wants only to see the disorder its contents creates. That said, I don’t think his part in the story is over.

And since I’m digressing, I might as well briefly touch on the theory floating around that Darth Nul might be Lana Beniko, whether she knows it or not. How much do we really know about Lana, anyway? I suppose it could be possible, but such a shocking reveal feels too far out of left field to really land successfully. Nul is known to be an inventor, and Lana hasn’t shown any particular affinity towards technology, and I have a hard time believing that Valkorion would not have noticed or remarked upon Nul’s presence so close to the Outlander during the Fallen Empire story. That said, could Nul have Children of her own without anyone knowing it? Sure, why not? And could Lana be one of them? Maybe. She does feel like a likely candidate if such a thing should come to pass. Time will tell!

Old Wounds

SWTOR’s most recent story update Old Wounds continues the investigation of Nul’s history, but as with Showdown on Ruhnuk, the focus is less on our character, the Alliance Commander, than other characters involved in the past several years of story. It starts with a confrontation between Darth Rivix and Tau Adair. Tau is fun when she gets to be a stubborn bad-ass, and Rivix being simultaneously treacherous and smooth is a delight. It’s worth pointing out that while each of our characters’ play through of the story remain mutually exclusive, in this case watching both the Republic and Imperial versions of the opening encounter rewards players with a fuller picture of Rivix and Tau’s duel.

The story also takes time to focus on Sana Rae, the Voss mystic who has been guiding our Alliance’s Force Enclave since its earliest days, Arcann and Torian Cadera. I want to focus on Arcann here, but I am always pleased when SWTOR devotes space to characters that may or may not have survived in everyone’s story. It’s usually (but not always) the case that when the player opts to save or dispatch a recurring character, they are neither seen nor heard from again even if player spared the character in question. When it comes to companions, I know there are many, many mouths to feed, so it’s nice that players who have connected with Torian and Arcann can continue those relationships in the game even if only occasionally.

My main character for playing story content is my Consular, and she spared Arcann out of a sense of mercy. I do not run Heroics and Dailies with him as an active companion or send him on crew skill or crafting missions. For the most part, I have always considered him to be under house arrest on Odessan, under Sana Rae’s supervision. The interlude with Arcann during Old Wounds was the first time I actually felt sympathy for him since Fallen Empire and believed that he truly is seeking redemption. He has a long way to go, and still needs to take responsibility for his war crimes, but I do think he is on the path.

When the player does come to the forefront during Old Wounds, it is one brand new area on Voss, and it’s in a way that is somewhat unusual in the main story, and possibly not to every players’ taste. If there is one theme that SWTOR has been returning to again and again since the end of the Fallen Empire saga, it has been an exploration of the harmful effects of war on those who fight it. Tau is haunted by the battles she’s fought. Malgus rages against the endless conflict between the Jedi and the Sith, and Shae is barely keeping it together while she attempts to prevent her Mandalorians from splintering into yet another civil war. Likewise, the story of Voss is about both the physical reconstruction of the planet after its bombardment by the Eternal Empire, but also the strain on its people, the Gormak and the Voss, as they attempt to reconcile after generations of conflict and accept their shared heritage.

Old Wounds puts our characters in the middle of that conflict. Are these galaxy-shattering events meant to shake the pillars of creation? No, of course not. But I’ve always found the story of Voss to be fascinating. The Voss are a fundamentalist culture struggling to reconcile things they’d been taught which justified war with the Gormak with the actual fact of the matter that they are the same people as the Gormak. The Gormak had gotten so used to hating and fighting the Voss that they also never learned how to act in peace. These are knots as thorny to untangle in the Star Wars universe as they are in ours. But as the saying goes, all politics are local, and the Alliance Commander finds themselves in a position where they can guide both parties towards reconciliation or back to conflict.

The Interpreter’s Retreat area on Voss is a daily area unlike the others in SWTOR. There is no reputation track, no weekly quests, just optional quests and achievements for players to pursue. If you feel that cooking lunch for strangers, mopping floors and taking out the trash is beneath your Dark Lord of the Sith or Battlemaster of the Jedi Order, I get it. Once you complete the main story, you can choose never to step foot there again and not really miss out on much.

But I had fun. The quests are fairly easy, and unlike the Ruhnuk dailies, navigating the zone as a non-stealth using character isn’t bad. At the very least the mob density is much less, and you won’t ever have to slog your way through corridor after corridor choked with elite enemies. For achievement and decoration hunters, there is plenty to do in the Retreat as well.

I have been enjoying the different style of storytelling we’ve seen in Legacy of the Sith. Since the end of the Fallen Empire saga, the pace has been a bit slower and the threats more existential than galaxy threatening. We are now seeing scattered story threads begin to be woven together, and I do hope it is time that things start coming to a head. The next story update is scheduled to arrive in just a couple of months, and instead of sifting through more clues, I’d like to see our characters begin taking direct action so that the story can build to a climax.

Ri’Kan Can Wait

I do want to discuss some of the elements of the story of the siblings Sahar and Ri’kan, but I intend to do so in comparison with some of themes of the recently completed Ahsoka show on Disney+. Because I want to show solidarity with and support for the Screen Actors Guild’s ongoing strike against AMPTP which includes Disney, I have chosen to refrain from all “content creation” for media produced by companies targeted by the strike.

I know my reach and influence is meager, but let me unequivocally state that those who create and tell the stories we love should absolutely be treated and compensated better by the corporations who would rather pay executives exorbitant bonuses than their employees a living wage. The Writer’s Guild recently successfully concluded their strike against the AMPTP, and I hope SAG does as well.

And, yes, my stance will apply to video games, should it come to that.

So for now, let’s leave it off here. I want to thank each and everyone who has visited this site over the years, and I hope to see you on the adventures to come!

 

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Bits and Bobs

This week,Star Wars: The Old Republic released Game Update 7.2.1 which included SWTOR’s update to a 64 bit client and the debut of both the fourth Galactic Season and the second PVP season.

Updating a game well over a decade old to 64 bit was most certainly a herculean task that, if done properly, should be mostly invisible to players, and from what I’ve experienced so far Bioware has pulled it off. The fact of the matter is that there are so many versions of Windows, graphics cards and hardware set ups that accounting for every possible permutation of computers running the game is all but impossible, but so far I think it’s safe to say the upgrade has been a success. There have been some glitches here and there; it seems like Soa is so deeply woven into the primal fabric of the Matrix that any tug on any of the threads holding SWTOR together causes his encounter to once again bug out, but overall the game as I’ve played it feels a bit zippier. The PVP matches I’ve played this week have been less janky, and the large group content I’ve done has felt smoother over all. Thursday morning, we stuffed so many people into a single area of Voss to fight the Nightmare Pilgrim that the game had to close the instance, but the fight itself ran remarkably well.

SWTOR’s modernization effort over the last year or so has resulted in updates that aren’t necessarily sexy, but they do bode well for the long-term health of the game. Just yesterday, Bioware announced that next week players will be able to test a new cloud based server in the Asia-Pacific region. This is a temporary server, but it does mean that players on the other side of the world from the US may sooner rather than later have a more reliable server to call home. Without the move to AWS, the ability to even test a new APAC server would simply have been impossible.

Season After Season

This update also saw the debut of not one, but two seasonal tracks for the fourth Galactic Season and the second PVP season. For players who like to fill bars, it’s a bonanza of fresh activities, but I’m among those who feel like the last seasons have just barely ended.

It is a very, very rare feeling indeed that SWTOR gives players too much to do, so I don’t want to look this gift horse in the mouth, because I’m certain the summer doldrums will set in before I know it. That said, now that I’m used to the cadence and demands of both seasons, I’m going to take it easy this time around rather than risk burnout, especially when it comes to the PVP season. Two or three levels a week will allow me to complete the season with plenty of time to spare without feeling like I’m queuing beyond the point that it feels fun. As for the Galactic Season, goofing around with friends is the best part of the MMO experience, so I am always glad to team up to take on world bosses and flashpoints and other objectives.

Bioware has indicated that going forward, both seasons will be released at a less frenetic pace, and it does indicate to me that after Legacy of the Sith’s launch delay, the folks at Bioware are working hard to have SWTOR move towards a regular release schedule for its seasonal content.

The new companion at the center of this Galactic Season has an interesting twist and I’m curious to see where his story goes. Likewise, I have not looked too closely at the season’s rewards. Summoning the mount awarded from the first rank of the season track was a moment of genuine surprise that made me laugh, and I’m looking forward to charging around the galaxy like an Odux in a china shop.

Finally, I thought it would be fun to take a close look at a pair of the icons that have appeared on the Galactic Season rewards tracks. These icons have been in the game since launch, but most often seen by players in our inventory as tiny mission items. In the Galactic Season interface they appear much larger and are legible at this scale, so quick translation is definitely in order.

Since I don’t think Star Wars and SWTOR exist in the Star Wars universe, I feel confident in stating that the translations should not be taken as diegetic. That said, the idea that my characters might be playing an MMO and watching and debating the movies when I’m not looking is quite amusing! I’m pretty sure my Smuggler would main a Mara.

 

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Seasons’ Greetings

Just popping in this week to mark the end of 2022.

As I write this I’ve have recently hit rank 100 on the third Galactic Season track and have also started off the new PVP Season.

Once again I had fun with the Galactic Season. There was a nice mix of objectives and a very solid collection of rewards to earn. While I understand that over-the-top armor sets are a staple of the MMO design aesthetic, it’s good to see the Season 3 outfits include a comfortable jacket and pair of pants that look like something an average person could actually wear. While there should always be a place for armors with countless straps, flaming skulls and unnecessary spikes in odd places, I always welcome the option to wear something my character could reasonably sit down in while wearing.

The G.A.M.E. Pit Boss jacket is adorned with patches recalling aspects of games of chance from Star Wars lore including a sideways Cartel Coin symbol, Han Solo’s famous lucky “spike dice”, the face of a Sabacc card on the right shoulder of the jacket, and the back of another over the heart. This symbol also adorns the weapons and mounts rewarded during the Season.

The origins of the card game of Sabacc stretches far back into Star Wars lore as the game of chance in which Han Solo infamously won the Millennium Falcon from his pal, Lando Calrissian. Originally called “sabacca” in an early draft of The Empire Strikes Back, L. Neil Smith changed the name to Sabacc (perhaps to sound less like “Chewbacca”), in his delightfully odd 1983 novel Lando Calrissian and the Mindharp of Sharu. Sabacc has been a stable of Star Wars‘ underworld gambling scene ever since. The first playable version of Sabacc, an amalgamation of Poker and Black Jack, appeared in West End Games’ Star Wars Roleplaying Game module Crisis on Cloud City in 1989, but many, many variants and updates to the rules have appeared since. Even in the Star Wars universe, there is no single rules set for Sabacc, and this has allowed creators to include and adapt the game in whatever ways they need from Black Spire Outpost in Disney’s Galaxy’s Edge theme park attraction to the game’s big screen debut in Solo: A Star War Story.

The large patch on the back of the Pit Boss jacket is especially fun, and once I picked it up, it immediately became a go-to outfit on my smuggler. I know SWTOR merchandise is a rare thing these days, but I’d love to see that “Galactic Champion” emblem on a patch or a pin or t-shirt for me to wear in the real world as well!

I definitely recommend sprucing up the jacket with a cheap Secondary Black Dye from the Underworld Reputation vendor who can be found on your fleet’s Cartel Bazarre. If you ever wanted to be cool like Fonzie, this might do the trick!

Weapons, Name Calling and Cheating

The latest game update also saw the debut of SWTOR‘s first revised PVP Season, and I’m dipping my toes again into regular player vs. player matches.

My first impression is that I wish there wasn’t overlap between the Galactic Season and the PVP season. Since participation in either does take time and commitment, having a break between seasons is important. It is nice when the game rewards different activities, but sometimes I just want to kick back and decorate, explore, complete dumb achievements or other stuff that does not actually advance any progress bar. I think that the game should remember to let players direct themselves sometimes.

Since I haven’t PVPed much this year, the PVP season does feel fresh to me, and it’s been fun shaking the rust off. Truthfully, when it comes to player-vs.-player, I am just average, but it’s nice to be able to queue for warzones alone and not have to worry about having an arena popping and dealing with the pressure of having to perform expertly in order to not let my teammates down. In the 8 versus 8 objective-based warzones, while I definitely want to win, I don’t really care if I don’t. As long as I did my part, I shrug and move on to the next one.

Progress down the season’s track, however, does strongly reward winning and active participation in the matches. It is difficult for some classes to achieve 8 medals even in a victory. I can’t tell you how many times my Sorcerer has finished a match with a 59k biggest hit, and once again missed out on the Annihilator medal that triggers at 60k.

While I understand that earning medals is easier in Arenas, in Warzones, it takes active engagement to come away with the magic number of 8 medals needed to advance the weekly objective for earning medals. Players need to aggressively engage in completing objectives, and folks who prefer to act in support or farm numbers may struggle to finish that season task.

I don’t necessarily think this is a bad thing. Capping nodes, scoring the Hutt Ball, and planting bombs on doors all make matches faster and, I think, more interesting. I’m certain Bioware will adjust the numbers next year, but I’ve had some entertaining games so far. I have had some stinkers too. Solo queueing into a match against a pre-made group is never a great experience, and isn’t an uncommon occurrence during off-peak hours.

The rewards for the season are worth discussing. The Cartel Combatant armor set doesn’t really stand out in comparison to the Galactic Season rewards and certainly not in comparison to old Ranked rewards. If the armor has a connection to Star Wars lore, I can’t quite place it; likewise it doesn’t feel thematically tied to any of the classes or either faction. I don’t dislike the set, but I don’t feel like it fits any of my characters. That said, the interactive decoration are pretty neat and my favorite items on the track so far.

For me, the rewards that motivate me the most are the season tokens that can be used to buy replicas of the flashy old Ranked Season rewards. I know this is a touchy subject for some, but my general feeling is that it is okay for elite cosmetic rewards to become more accessible after their time has passed. This has long been a staple of MMOs and even SWTOR has been recycling Nightmare armor and weapon cosmetics for years. If you have some leftover Light Side tokens, you can buy weapons identical to the Kell Dragon ones my team busted our humps to earn back in the day.

I won’t lie, I’m hoping to save up enough PVP season tokens to grab the weapon set I came up short earning nearly 8 years ago. But it’s going to take some time. Realistically, I won’t have enough tokens until well into the second season. Players who are better than me and more willing to participate in arenas will earn those tokens faster.

Again, I’d say this is okay. I know many Ranked players are lamenting their rewards being turned into participation trophies, but if I’m being brutally honest, it would’ve been much easier and quicker in the last couple of years for me to win-trade enough ranked currency to buy those replica weapons than it will take me to earn the new tokens through a couple of season tracks where the matches are real and people are trying.

Overall, I think the season is off to a good start. The season should be long enough for me to earn enough tokens towards my goal without feeling like all I must do in SWTOR is PVP. The solo queues have been popping, and I hope that means more people are trying it out. More people PVPing should mean better season rewards in the future and hopefully even new maps. There is no downside to that.

Happy New Year!

Just as the holidays began in earnest, Keith Kanneg, SWTOR‘s Project Director, delivered an early present with news of SWTOR’s ongoing modernization efforts. I’m no expert when it comes to computers, but folks who know tell me that upgrading to 64 bit should help the game be less resource intensive and allow some more robust processes in the game. In addition, by moving the servers to the cloud, most users should see reduced latency, especially folks who play on the Virginia-based Star Forge or Satele Shan servers, but are not themselves on the US’s east coast. These changes are hardly glamorous, and if done right should be close to invisible to most players, but they do demonstrate Bioware’s commitment to the game.

That said, for the vast majority of SWTOR players, the only updates that matter are story updates, and I don’t think anyone is satisfied with the amount of story we got this year. Hopefully as these infrastructure projects wrap up, we might see a more regular cadence of story updates, but we also need to understand that story requires a whole host of additional organizational expenses that other updates to the game don’t. Remember, at the very least, every time your character speaks a single line of dialogue, 48 different voice actors have to record that line, and that’s not including the writers, translators, audio engineers and everyone in the production pipeline who makes SWTOR‘s most prominent feature, fully voiced story, possible. Does moving SWTOR to the cloud mean we’ll get more frequent story updates? I want to hope so, but I think it’s best not to assume too much.

Finally, let me wish everyone who’s stopped by here a happy, safe and prosperous New Year! I’ve got a backlog of topics and weird alien text to translate and I hope to see you on the other side!

 

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Andor Review

SWTOR‘s 7.2 Game update Showdown on Ruhnuc just launched, and once again the game finds a way to end the year on a high note. While I gather my thoughts on this year of SWTOR, I also want to put down on the record my two credits about the latest live action Star Wars story.

Season one of Andor is an impressive accomplishment. At its core it is a show about the birth of the Rebel Alliance as seen from Cassian Andor’s perspective. But it’s not only about Cassian, and indeed in his life, he is often powerless in the face of forces he cannot control, from his “rescue” from Kenari to arrest on the resort world of Niamos.

Because the show has bigger fish to fry, it also makes sure to tell the stories of other key figures in the early days of the fight against the Empire. Most familiar to Star Wars fans is Mon Mothma who has gone from a one note character from a single scene in Return of the Jedi to someone who faces a struggle against the Empire that has left her as trapped and desperate as anyone else. It has been remarkable to see Geneveive O’Reilly take Mothma from a sadly deleted scene in Revenge of the Sith to an assuredly played key player in both Rogue One and Andor.

I think the message of Andor is that the Rebellion was not born of one thing; the protagonist of this season is clearly Stellan Skarsgård’s Luthan Rael whose goal is to bring together an alliance that can credibly fight the Empire. He is, by any means necessary, working to unite scattered factions of politicians, spies, smugglers, criminals and terrorists into a whole, even if it means lying to one group or sacrificing another. In Star Wars lore, the Rebellion is typically presented as the “good guys”, but Andor wants to add some nuance to that portrayal.

The show is about the struggle for the soul of the Rebellion. The climax of Rogue One is, of course, the resolution of this conflict, but in Andor we hear many voices describe what rebellion means to them. Nemik’s manifesto details what the Empire’s banal evil is. In Coruscant’s underbelly, Luthan declares how far he is willing to go in the fight. Kino Loy exhorts his fellow prisoners to take their escape in the only direction where it can go. In the finale, Maarva’s epic self-eulogy is a call to arms to everyone within the sound of her voice telling them why they must fight.

Cassian Andor confronts Syril Karn on Morlana One.

It’s all thrilling stuff, and Deigo Luna is fantastic as Cassian who strives to find his place in the midst of this chaos. You don’t have to strain very hard to see parallels in the politics and conflicts of our world’s all too recent history. From its very beginning, Star Wars has worn its anti-fascist politics on its sleeve, and Andor looks to explore the ways people fight back in their most desperate hour. After one season, it hasn’t offered easy solutions or a happy ending. We know how things end for Cassian, but the show has made it clear that no one is safe. Take Mon Mothma, the only character on the show whose survival is assured; when we revisit her again in Return of the Jedi, the Bothans are only the latest in a long line of losses she’s endured in the intervening years.

Under Tony Gilroy’s stewardship, Andor also approaches the cinematic scope of an actual Star Wars movie better than any other Disney+ show so far. In tone and story, it is very much like its own thing, but still feels like Star Wars as well. Season two is quite a ways off, but I’ll be there for it as soon as it drops.

Is Andor the Best Star Wars?

I’ll just cut to the chase. No, I don’t think so.

This section was originally a lot more ranty, went through several revisions, and I nearly abandoned the whole review altogether, but I came around to feeling like I did have something to say about Andor.

Discourse within Star Wars fandom has always been kind of bad, and even from the distant outer rim of things where I live these days, it feels worse. So much of it boils down to people who want to make which Star Wars you like a zero-sum game and then pit one sub-group of fans against another. “If you don’t like Rogue One, you’re wrong and not a real Star Wars fan.” “If you don’t like The Last Jedi, you’re wrong and not a real Star Wars fan.” “If you don’t like the Zahn trilogy, you’re wrong and not a real Star Wars fan”, etc., etc.…

Even leaving aside the CHUDs mining bad faith click baiting shit-takes, it can be exhausting even just to ignore it all.

Among people who mean well, it can get to be a bit much too. I get it. After more than four decades there is a lot of Star Wars out there and sorting through it all is not for the faint of heart. But when it comes to Star Wars, I’m not gonna pick just one. I like apples AND oranges.

Take Andor and Book of Boba Fett. Comparisons only get you so far. They are very different shows with very different ambitions. Book of Boba Fett was pretty much naff; Andor has things on its mind. However, I suspect that if I were eight years old, I’d much prefer Book of Boba Fett, a show with jet packs, high noon shoot outs, and monster vs. robot action, to a show mainly about people talking, in which the hero shoots unarmed people and someone is psychically tortured by the cries of murdered children.

Mon Mothma carefully navigates the political waters of Coruscant.

Ultimately, I think the best Star Wars should probably land somewhere in the middle. I don’t think that’s a spicy take at all. Ideally, of course, I want Star Wars to be smart AND fun, but it doesn’t always hit that mark, and at my most sanguine I might even admit that it rarely hits the mark at all.

All that said, I think it’s good that there are  Star Wars stories with different styles, tones and perspectives. I’ll even go so far to say that this sort of variety is necessary for Star Wars to find and connect with new fans. That I don’t consider Andor to be “The Best Star Wars” does not at all detract from how much I like the show. Hate on Disney all you want, but we’re getting more Star Wars content now than at any time in the franchise’s history. I’m glad they’re willing to explore different stories with lots of creators. In the old days, Andor would’ve been, at best, a second-rate paperback novel, and not the high quality production we got. It’s cool we can pick and choose the shows and movies and novels and comics and video games we like and shouldn’t have to feel like we need to watch, read or play it all, because, holy cats, there is a lot of it.

I gave up years ago trying to keep up with everything, but I do not and would never think that the slice of Star Wars pie that I enjoy is the only Star Wars worth tasting. I love it when someone’s genuine enthusiasm as a fan or a creator encourages me to try something different. As for the parts I don’t like, I honestly don’t give them much thought, and I sure as shebs don’t take it personally. I cannot possibly imagine holding a grudge against someone who just wanted to tell a Star Wars story.

Of all the hills to die on, that’s the stupidest.

 

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Neon and Mudflaps

This week let’s take a quick look at the holographic display that appears behind players who possess the Party Instigator, a device that can be purchased on Balmorra by players who have achieved Social Rank 5. In addition to causing players around you to dance, this item also deploys a colorful and flashing neon sign at the center of the festivities.

There isn’t much to the translation, but like my previous recreation, this image also evokes a slice of Americana, one likely familiar to anyone who has driven the interstate highways of the United States.

The text and figure depicted indicates that this display was probably intended for one of the seedier cantinas or dive bars that can be found in any of the galaxy’s countless wretched hives of scum and villainy. The two large letters flanking the figure don’t strike me as having any obvious meaning. It’s fun to wonder if there is any inside joke at play here, but if there is I cannot say. But in the spirit of baseless speculation, I might venture a guess that since the shape formed by the legs of the figure resembles the Aurebesh letter “Xesh”, it could simply be X Y and Z, the final three letters of the alphabet. Beyond that, who knows?

There is, however, no doubt in my mind about the source of inspiration for the figure seen in neon. She is clearly based on the “Mudflap Girl” whose chrome silhouette has become an iconic presence on many, many of the trucks, big rigs and 16 wheelers that range across America’s highways and byways. In the five decades since its creation, the image of the Mudflap Girl has certainly achieved iconic status far beyond its initial use behind the wheels of trucks, and has been reinterpreted in countless ways and styles. SWTOR‘s version replaces the figure’s flowing 1970’s hair with a Twi’lek’s lekku head-tail, an amusing substitution to be sure. What remains from the original design, is of course the figure’s voluptuous physique.

Special thanks to the good folks in the Ootini guilds with whom I’ve been able to raid on the Satele Shan server. During a break in the action last week, someone asked about this graphic, and it was fun to have an excuse to buy my first Party Instigator and check it out over the weekend. Never let it be said that I don’t take requests!

 

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Andor and SWTOR

This week’s post is a quick one, and only indirectly related to SWTOR. The Disney+ series Andor launched today, and it has its own logo. Although the logo has been constantly changing over the course of the build up to its debut to the point that the version used in the title sequence is different from the one appearing in the show’s latest marketing materials, each logo has shared traits that I thought were interesting. In tribute, I decided I’d reinterpret it in Aurebesh with a bit of a SWTOR twist.

If I’m being honest, I’m not sure I quite pulled it off, but I did have fun in the attempt at least. The most distinctive trait of the Andor logo is the letter O formed in negative space between the D and R. Trying to pull of the same trick with an Aurebesh Wesk or W is pushing the readability of that illusion to its limit. To make it work, I had to trim off half of the lower arm of the letter Trill or T, but since the Andor logo removed the bar in the center of its A, I feel like this cheat is consistent with the original design.

The small Star Wars logo was inspired by/shamelessly ripped off from AurekFonts who has worked to archive and catalogue Star Wars’ long and varied history of alien typefaces across all its lore.

The red letters at the bottom are my own bespoke Aurebesh with serifs, which I’ve used here and there over the years. At best, I’d call it a “work in progress,” but at this point I’ve nearly completed the alphabet, so if I’ve got it, I’m gonna use it!

As for Andor itself, don’t worry, there are no spoilers here! If I choose to write about it, it won’t be until well after the season ends. For now, I’m hoping to enjoy it as it comes out this fall.

 

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