Legacy of the Sith

This past Friday saw the long anticipated announcement of SWTOR’s next expansion timed to coincide with its tenth anniversary.

Legacy of the Sith is expected to launch during the holiday season at the end of this year and seems to feature an array of release content in line with Onslaught. Although the story will be set on one planet instead of two, based on the preview images I expect we’ll be spending more time on Manaan than we did on either Onderon or Mek Sha. Once again, it looks like the capstone of the story will be a flashpoint, this time exploring Sith ruins on the planet Elom. Likewise, we’ll be able to venture into a new Operation that continues the Czerka story started on Dxun, but with a rather more horrific setting.

The expansion will also come with some system changes, most notably “Loadouts” and “Combat Styles.” Being able to hot swap specs and gear and action bar layouts is something that is long overdue to SWTOR and it’ll be nice to not have to remember how to set up action bars for my countless alts! Combat Styles promises to be interesting. SWTOR has already separated character leveling from story progression, so it’s probably natural that they’d sever gameplay from story as well.

A common complaint about SWTOR is that having each Advanced Class associated with only one weapon type limits players ability to be inspired by famous characters from Star Wars lore. Clone Troopers and bounty hunters use every weapon under the twin suns, and even Luke and Anakin dual wielded lightsabers on occasion. Combat Styles will allow players to swap out their characters’ actions and skills for the moves of any other advanced class so long as it is another Tech class if they use blasters of any type or a Force class if they use a lightsaber.

There is already precedent for this in SWTOR lore; Satele Shan, Jace Malcom and Darth Malgus show off moves from multiple advanced classes in SWTOR’s introductory cinematics, and it will be cool that players will soon have some of that flexibility too. My very first SWTOR character was a Smuggler and as much as I enjoy playing the story with him, I never particularly cared for the Gunslinger’s static crouch and shoot gameplay. With Combat Styles, I’ll be able to switch to a Mercenary’s run and gun ability set while maintaining the two-gun action I associate with gunslingers in popular culture.

I’m curious to see how Combat Styles play out within the game. I fear there might be some negative social aspects, but I wonder if it will really affect my large roster of alts. I have a Sentinel and a Guardian and a Sage and a Shadow and a Sniper and an Operative and a Mercenary and a Powertech and many, many more. In theory, Combat Styles will mean you really only need to maintain one Force-using character and one Tech-based character on each faction to have access to all roles and specializations. Personally I think I will probably stick to my roster of alts to cover those bases. It seems wildly out of character for my Sage to start slamming her Lightsaber into the ground like a Guardian or my brash Gunslinger to be sneaking around like an Operative.

Many of Legacy of the Sith’s changes will come with and, I suspect, require under-the-hood updates to the User Interface. Over the last couple of years, the SWTOR team has been updating elements of the UI, and to be honest the changes haven’t always gone off without a hitch, so we might have to experience some growing pains while they work the kinks out, but I hope it will be worth it in the long run.

While I am very much anticipating Legacy of the Sith, I must admit this was not the most exciting expansion announcement ever. I hate, hate, to compare SWTOR to World of Warcraft, but, man, Blizzard can do expansion announcements. They’ll run a teaser where they tear a hole in the heavens and show off new a class or race or host of customization options, and it’s a drag that SWTOR just can’t compete with that level of hype. As much as I wish otherwise, I fully understand the days of SWTOR launching an expansion with a Blur cinematic are in the past. The story sounds neat; the concept art looks amazing; Combat Styles should be interesting, but I think the announcement was missing a little something extra. Something to make players sit up and say “Holy cats!” or “Fork yeah!” and not “Okay, more of the same.” We all know that the SWTOR team prefers to keep the story as close to the chest as possible, but directly teasing a cool new character or an unexpected bit of lore might’ve been in order.

I don’t think more of the same is a bad thing, but it’s maybe not exciting. I consider Onslaught a successful expansion, and the good folks at Bioware absolutely should be commended for the hard work and truly fun content they produced for us despite the considerable challenges of the previous year. At the last Community Cantina event in New York City in 2019, I asked Keith Kanneg how long he expected Onslaught to last, and he answered, about two years. And it is to the credit to the hard work of everyone at Bioware that Onslaught is matching that expectation.

And that gives me hope for Legacy of the Sith. Based on the quality of Onslaught, I am very much looking forward to exploring the new expansion. I believe Keith that the tenth anniversary will last the whole year, and I look forward to the celebration ahead of us.

 

3 Comments

Filed under General SWTOR, Legacy of the Sith

Danger, Will Robinson

I was recently asked by some guild-mates to translate a sign found on Corellia, the Black Hole, CZ-198 and other corners of the galaxy. It led me to another similar sign and I thought it would be fun to take a look at both.

The meaning of these signs ought to be clear even if you don’t read Aurebesh. Triangular and octagonal hazard signs are as common a sight on this world as they are on Corellia, and it’s certainly not a coincidence that they sport the colors of our own stop and warning signs.

Both signs feature a unique symbol. I confess at first glance (especially in the second sign below) it struck me as an icon of a ram’s head, but upon closer inspection is meant to evoke our world’s biological hazard symbol. It shares many of the same basic elements, but with that twist so common in so much of Star Wars’ most iconic designs that make it familiar and different all at the same time.

This second sign comes in orange and blue flavors so I thought I should include both in this post. While not the most complicated graphics in the game, I had a lot of fun with these recreations. Matching the signs’ layouts and weathering was only the first part; duplicating the rather blurry resolution of the graphics as they appear in game was part of the process as well. In my first recreation, I included for comparison’s sake both the final result as well as my original “high res” version.

I want to thank Gloom and Rye for asking about these signs.  They aren’t the fanciest in the game, but I’m glad for the inspiration to take a closer look. As always, I welcome suggestions!

 

2 Comments

Filed under Aurebesh to English

The Absence of Justice

Hello there. Before we get started, I must admit this post is coming quite a bit later than I’d intended. The short version is that I kind of broke this site and was unable to access it for a couple of weeks. Here is my pro-tip to any aspiring bloggers: make sure you know what a plug-in is doing before you start messing with it. Everything is at last ship-shape and Bristol fashion, so let’s get back to it!

Recently, Aviriia asked me to translate a poster in Coruscant’s Justicar sector. Although I’ve examined several other Justicar posters in the past, his particular example had long been on my to-do list, but the screenshots of it I’d saved were taken at a distance or awkward angles, but I figured I’d give it a go. To my surprise (and embarrassment) I found that there was a perfect view of the poster to the immediate left just inside the sector that I’d completely missed despite countless trips to Coruscant over the years.

The poster itself fits stylistically with much of the other Justicar propaganda plastered around the zone and it shares with them the same distressed paper texture and sickly green and black palette. Like the other posters of this style, the message is fascist and ominous in tone. Given what players learn about the Justicars as they play through Coruscant’s stories, this is entirely appropriate.

As we settle into another Summer of SWTOR, I’m planning to clear out my backlog of untranslated Aurebesh. I tend to prefer tackling translations that I can discuss beyond “This is what it says,” but I’m hoping I can bang out more recreations than normal since I’ll be able to skip out on the commentary (or “useless flavor text” as a friend calls it). If there is a sign, poster or display in the game that you’ve always wondered about please let me know in the comments below or via twitter or through email. I’m always thrilled to take requests.

I’m sure we’re all looking forward to SWTOR’s big 10th anniversary celebration later this year, but in the meantime, stay cool and have a most excellent summer!

 

Comments Off on The Absence of Justice

Filed under Aurebesh to English, General SWTOR

Get Your Game On

This is just a quick post to announce the winners of this year’s May the 4th raffle!

The Grand Prize winners are Shadrenn, Davkota and Voartek! But that’s not all. The good folks at Bioware kicked in a mix of 30 day subscription codes and 450 cartel coin codes so that a baker’s dozen of players could celebrate the Star Warsiest of holidays with some extra swagger. Congratulations to Zarresh Rehiada, Cara Ligo, Valkiana, Avorme, Eksa Bendak, Obinov, Jivani, NaughtyNautolan, Sarlinn and Vashratunda! If I haven’t contacted you directly, check the in-game mail of the character for your code.

Big, big thanks to everyone who stopped by and may the Force be with you!

 

3 Comments

Filed under General SWTOR

Turn Turn Turn

Happy May the 4th! Personally I don’t need an excuse to celebrate Star Wars, but it’s always nice to get a tiny Astromech droid in the mail and check out the latest news from a galaxy far, far away. If you are actually reading this on the 4th, then you will be able to check out a special livestream event featuring a bunch of SWTOR‘s official content creators. We will be venturing into the Dread Fortress operation on its most deadly difficulty, Nightmare! You’ll be able to tune to the show on several different twitch channels, and if you have a moment, I hope you’ll stop by and say “Hello there!” There will be giveaways, mayhem and hopefully some defeated bosses!

SWTOR is primarily known for its story, but it also features a wide variety of operations for raiders of all skill levels. SWTOR‘s story mode ops are extremely accessible for brand new and inexperienced players; the intermediate Hard Modes are a fun challenge for veterans on a casual schedule; and at the Nightmare level, seasoned players looking to test their skills can face some of the greatest challenges and earn some of the rarest rewards the game has to offer.

Over the years, SWTOR has done an excellent job telling stories through group content, and I highly recommend teaming up with friends and guild-mates to check them out. Tonight’s stream will be an excellent showcase for one of SWTOR‘s most beloved operations and will feature some of the best players in the game. And I’ll be there too. Hopefully facing the right direction some of the time!

To Everything There Is A Season

Game update 6.3 “Dark Descent” launched with two new additions to Star Wars: The Old Republic both of which bear discussing: Galactic Seasons and the Secrets of the Enclave flashpoint, but I think it’s worth splitting the topics up over two posts.

Let’s start with Galactic Seasons, SWTOR’s take on the battlepass. Seasons is a system that directs players to do activities in the game and rewards them with a variety of cosmetics: a new companion, mounts, weapons, armor and, if they stick with it long enough, a new Stronghold to decorate.

Galactic Seasons is my first experience with a battlepass system, so I don’t really have any prior frame of reference. But my first impression after a week is that it’s fine. Is it a cash grab by EA, or a way for Bioware to give players more value for their subscription? Probably a bit of both.

I don’t have any particular issues with the Cartel Market. However, for a while now the gear awarded from flashpoints, operations and reputation tracks has not competed aesthetically with what we can buy from the Cartel Market. This is surely not an accident. However, an important part of the MMO experience is finding and earning rewards through gameplay, and I think SWTOR may have swung too far towards focusing those rewards on the Cartel Market and away from what players, especially casual players, can earn in the game.

Galactic Seasons does move this balance back towards gameplay a bit. There are a fair amount of unique rewards to be found by players willing to participate in Seasons. For example, the mount subscribers pick up from the very first level of progress through the Season is quite cool. Indeed some of the best rewards are front-loaded, and players can earn some fun stuff without going too deep into the system.

If there is anything that Galactic Seasons reminds me of in SWTOR’s history, it’s the Dark vs. Light event from 2016. Like Seasons, the Dark vs. Light event was all about getting players to do stuff in the game and passing out rewards to those who participate.

I would encourage folks to treat Seasons the same way. It’s a marathon, not a sprint. You don’t need to complete it in one day or one week or even one month. Look at the rewards and decide which ones you want, and pace yourself to get them. Take your time, and do what you want to do. It’s also fair that you may not be interested in all the objectives you get during a given day or week. If you don’t like PVP or grinding mobs; that’s cool. Take the day off, take the week off. We have some ability to change the objectives we really don’t want, but I don’t mind that Galactic Seasons encourages us to venture outside our comfort zone a bit. Last week, I found an excuse to revisit Galactic Starfighter after years away. I was terrible, no doubt, but I can’t deny doing a fist pump when I scored a kill during the match.

Starting next month, Seasons will have a mechanism allowing players to pay credits to catch up their progress if they’ve fallen behind. It will almost certainly not be cheap, but if you’ve got the credits, stuff like this is what they’re here for.

Are there problems with Galactic Seasons? Absolutely. Players can skip the grind completely simply by paying Cartel Coins. I know battlepasses in other games tend to have pay-to-skip options, but I think it’s a little hinky that SWTOR has one on top of the monthly subscription. However, it’s not my place to tell anyone how to spend their money, and I can’t fault players who don’t have the time to invest in the system or the credits to burn, but still want to check out some of the unique prizes.

As I see it, there are two key questions to ask about Galactic Seasons: First, is it mandatory? No. Not at all. To be brutally honest, I think many of the rewards are neat, but they’re not that neat. A character based on that alien with twenty seconds of screen time in one movie is not exactly an iconic addition to our existing roster of companions.

I might be wrong, but that’s probably fine. I think Bioware might be better off aiming for “neat” rather than “OMG I MUST HAVE THAT.” Could the rewards be neater? Yeah, I think so. The first of the two armor sets is dull, and I’m not sure we needed three different colored versions of the same creature mount. As much as I enjoy decorating, I wish the signature reward of the season packed a bit more punch than the fleet strongholds. Overall, I do believe some of the rewards are genuinely neat, but I don’t think anyone ought to feel disappointed if they miss out on them.

The second and most important question to ask of Galactic Seasons is this: Is it content? To me the answer is no. It’s something to do between actual content releases. That’s all. Every SWTOR player knows that it can be a long wait between story updates, and Galactic Seasons is a framework doling out tasks and rewards to players. Between major updates, active players traditionally self-direct themselves by choosing to play class or expansion stories, competing in PVP, clearing operations, completing achievements, etc. Galactic Seasons seems to me to be another option for players.

However, SWTOR already has two other systems for rewarding players for playing the game: Renown and Conquest, and I think Seasons doesn’t quite mesh well with them. Solo players will likely find that most objectives align with existing Conquest goals, but players focused on group activities, especially PVP and progression operations, will have to go further out of their way to complete most Galactic Seasons objectives.

I wish players had a little more leeway when it comes to the random objectives. I know Onslaught’s play-your-way philosophy leads to people grinding the fastest, easiest content, but I lead weekly guild events, and depending on the week’s Conquest theme, we might run the daily operation or hunt world bosses, but since players might have different Daily or Weekly Galactic Seasons objectives, I am put in the frustrating position of selecting to run content that rewards people unequally. This is not fair or fun for people who find themselves the odd ones out because of bad luck with objectives.

Ultimately, if Galactic Seasons doesn’t interest you, that’s fine. You can opt in or out as much as you like. Once again, it looks like players who have been subscribed at any point during Onslaught will continue to have access to the expansion’s future story updates. If you subbed for one month back in October 2019, you can still hop on and see how the war is going and find out what Malgus is up to. That content is waiting for you, no charge.

 

1 Comment

Filed under Galactic Seasons, General SWTOR, Onslaught

Raffle Season

Game Update 6.3 has arrived with the Secrets of the Enclave flashpoint to explore and the “Galactic Seasons” battlepass system to work through. I’ll have more to say about both next week, but for now I’d like to celebrate the welcome approach of summer and every Star Wars fan’s second favorite holiday (after Life Day, of course), May the Fourth. Once again this year, I am in the lucky position of being able to host a raffle and share some swag from the Cartel Market with visitors of this blog!

There are three neat new armor sets on the market this week, and three winners of this raffle will be awarded their choice of one of these sets: Mythosaur Hunter, Tactical Ranger or Dark Marauder.

To enter, leave a comment below with the following information:

  • Your character name (be mindful of spaces and special symbols!)
  • Your faction
  • Your server
  • Which one of the armor sets you’d like to win

That’s it! I will accept entries for one week from this posting and will randomly select the winners on May 6 at 12 PM ET. Since I’ll be acquiring the sets from the market myself, I won’t be able to mail them until the unlock timer expires that weekend.

If you prefer not to comment publicly, I will also accept entries via email at twia@generic-hero.com or through twitter.

There are no country or server restrictions on any of the prizes that will be awarded.

This giveaway is not sponsored, endorsed or administered by, or associated with LucasFilm Ltd, BioWare or Electronic Arts Inc.

We’re on the honor system here, so one entry per person, please.

Good luck, and May the 4th be with you!

 

32 Comments

Filed under General SWTOR

That Which Does Not Kill Us

With SWTOR‘s next game update “Dark Descent” arriving in just a few days, I figure it was high time to finally translate the third of three Mandalorian themed banners introduced late last year in the Spirits of Vengeance flashpoint.

While it was the last one I recreated, this will be the first one players encounter on their journey through the flashpoint on board the Clan Varad crewed starship, Champion’s Glory.

The sign is gold with purple and black accents and features a fitting slogan for the Clan. Described as “restless” by a Dark Lord of the Sith and bloodthirsty by most everyone else, Clan Varad served as the antagonists of the flashpoint Mandalorian Raiders and are likely already familiar to many players of the game.

The slogan is vague enough to appeal to the single-minded goals of Clan Varad, but it does beg the question: “Strongest at what?” I doubt Mandalorians who align with Varad have much interest in self-reflection so the question seems likely answered by whichever beskar-pot dictator shows up with the biggest blasters that day. Millennia later, these would go on to be the last words of the Deathwatch’s Pre Vizsla, so the slogan remains fittingly ironic.

When Is A Skull Not A Skull?

All three of the posters featured in the Spirit of Vengeance flashpoint feature unique and truly very cool takes on the famous skull icon made famous by Boba Fett. Of the three new symbols, the skull on the Clan Varad banner is most similar to the classic Mythosaur skull, but this version has a hand-printed texture rather than a stamped one, suggesting that if nothing else, Varad is far more hands-on than most Mandalorian clans.

Next up, the Darmanda logo from the Fortune’s Folly is quite similar in shape to the skull, but more closely evokes the contours of the equally if not more famous T-shaped visor of the Mandalorian helmet, but with a sleek, futuristic flair.

I alluded to this in the post in which I translated the banner from Heta Kol’s ship, the Seeker’s Vigil, but I might as well put my tin-foil hat theory on the record sooner rather than later. I suspect that symbol is not a skull at all, but the hilt of a weapon. But what weapon? Now, the Darksaber as seen on the shows The Clone Wars and The Mandalorian was created well after the events of Star Wars: The Old Republic, but what if Heta Kol is looking to create or acquire a proto-Darksaber? While other weapons inspired by modern Star Wars lore have found their way into SWTOR, this distinct take on the lightsaber feels conspicuous by its absence. This addition could also firmly connect Shae Vizla to Clan Vizsla, which has also played a significant role in Star Wars stories recently.

Or maybe I’m overthinking it, and it’s just a fancy skull. Hopefully we’ll find out before too long!

 

2 Comments

Filed under General Star Wars, Mandalorian to English, Onslaught

A Face in the Crowd: Top Five Faces of the Old Republic

There are many grave and important issues facing Star Wars: The Old Republic these days. Who knows when all the classes will be balanced? What are Malgus’ plans? Where does Theron get his hair cut? When will Vaylin become a romancable companion? Why can’t we have a Baby Yoda pet? How will SWTOR celebrate its 10th anniversary?

However, those questions pale in comparison to the five I will be answering today. Curiously, each answer exposes a different face of the Old Republic, whose visages reveal not only our capacity for pattern recognition in the oddest of places, but also the discovery that no matter where you go, from the most crowded instance of the Imperial and Republic fleets to the depths of Manaan and the darkest corner of Iokath, you’re never really alone.

As you wander around Carrick Station, do you ever feel like you’re being silently judged?

That’s because you are.

Why do the Selkath stan HK Droids?

Welcome to HK-221B Manaan Street.

Is this closest we’re ever going to get to a Porg in SWTOR?

Say it ain’t so, Bioware!

Why does it seem like the GTN section is always hungry?

Vaiken Spacedock is both figuratively and literally ready to devour you and your credits.

How can you know if you took a wrong turn in the Gods from the Machine operation?

It’s okay, I do it all the time too.

Next time you catch the gaze of these friendly faces on your journey through the galaxy, smile back.

 

2 Comments

Filed under Dumb Top Five, General SWTOR

These Go to Eleven

Longtime readers will know that I’m not usually one for hot takes. It’s been a more than week since SWTOR‘s last update, but I think it’s probably worth putting my reactions on the record. Consider this my lukewarm take on game update 6.2.1.

First let’s start with the elephant in the room, because relatively speaking, it takes up about as much space on our screens: the Amplifier sidebar. It is a real head-scratcher. The newly designed character sheet puts Amplifiers in a position of prominence that far, far outweighs their actual importance to players, while the information that actually matters is relegated to a tabbed table in the bottom left.

I don’t even know where to begin with this. The User Interface should, above all, account for how players will use it and make information and functions easier to access. I often check my Accuracy and Alacrity when swapping gear, I generally don’t care what Amplifiers I have. Additionally, putting the weapons smack dab in the middle of the column of armor slots in remarkably non-intuitive. I can’t tell you how many times last week I tried to equip a belt in my weapon slot.

I am all in favor of an improved Amplifier interface, and I have no issue with the cost of rerolling locked Amplifiers. The game needs credit sinks, and the players who most care about their Amps likely have the most cash to burn. I tell new players not to worry about Amplifiers at all; as they acquire maximum level gear, consider setting aside good mods with good Amps if they want, but, aside the daily reroll for Conquest points, I think the vast majority of players have no need to fuss with their Amplifiers.

The Amplifier window should not be a massive caboose that distracts players from the real reasons they want to access the character sheet.

This was not the only annoyance to be found in the latest patch. SWTOR game updates often come with new and unintended bugs. This time those bugs have affected Utilities and Tacticals that grant extra stacks of buffs. For example, the Tactical that is supposed to give Sage healers an extra jump of Wandering Mend currently has no effect, and the Force Harmonics Utility that should grant Shadows an extra charge of Force Potency is likewise ineffective. Pretty much every class has at least one spec affected, and it’s frustrating that we are into our second week of discussing which bad Tactical or normally subpar Utilities should be used instead while we await a hotfix.

Finally the update did bring some changes to Uprisings, Knights of the Eternal Throne’s forgotten group content. The Uprisings have been rebalanced for level 75, and I’m honestly glad to have more max-level content to romp around in. I am on the record as someone who enjoys Uprisings. The have some neat mounts and achievements to farm, the power-ups are fun and they are a nice change of pace from the Flashpoints I’ve run many times over the years. There, however, is legitimate confusion over how the difficulty designations of Uprisings and Flashpoints don’t align. A Storymode flashpoint is meant to be soloed, but a Storymode Uprising is meant for a group, and a Veteran Uprising has more in common with a Master Mode flashpoint. I think some nomenclature clarifications are in order.

While I haven’t tried any of the rebalanced Master Mode Uprisings yet, I have run a few Storymodes with a friend and they seem to fill the spot that the old school Heroic-4’s used to: quick, small group content where companions can fill in for players in a pinch. Even in 270 gear with mid-level companions, we were able to complete several Uprisings in 15-20 minutes without much fuss. The boss fights felt maybe a bit too long, and some mechanics chewed up companions while others had very little effect, but that’s always been the risk when subbing in companions in place of players.

If you’re tired of Hammer Station and the same old heroics, grab a friend and your favorite companions and try a few Uprisings. You’ll get to revisit some familiar locations, watch trash mobs explode like popcorn and hopefully have a laidback, good time. In the meantime, we await official word about whether the Character Sheet will be revised due to player feedback and when those frustrating bugs will be quashed.

 

3 Comments

Filed under General SWTOR, Onslaught

Aurebesh is Weird

As February ends, gentle reader, I am once again turning in my work at the last possible second. All I can say is that this month definitely did not work out the way I’d planned.

This time, I’ve chosen to take a fresh look at one of the very first translations I made for this blog, and make a more faithful recreation this time around. Given its translation, you will likely not be shocked to learn that this sign can be found most commonly on the planet Corellia. Amusingly, the blue text contains a spelling error. It’s not the only one in the game, but it’s also a common error, one I’ve made myself, so I’m happy to let it slide. The orange text is another example of seemingly random single or paired letters that are seen frequently in holographic neon around the galaxy, and the use of the letters “G” and “Z” are a common popular choice for numerous signs and displays in the game. For the blue text, I followed the original’s use of capital and lower case letters, but for the line of orange, single glyphs I opted to reflect the capital “G’s” rather than alternate it with a lower case “g’s” in order the better match the poster’s original design.

There are several aspects to this seemingly simple sign that make translation a bit more tricky that it might seem at first glance. My initial translation nearly five years ago was completely nonsensical because technically this writing is not Aurebesh. To the best of my knowledge this alphabet has not been formally identified in Star Wars canon, but it is actually the second attempt, after Aurebesh as we know it, to recreate Joe Johnston’s original alien alphabet created for the original trilogy. The particular font used here is likely Erik Schroeder’s Galactic Basic. The giveaway that the font used is not formal Aurebesh is actually the use of glyphs which in Aurebesh are two-letter digraphs. As Aurebesh has evolved over the years, the digraphs have been used less and less over time or repurposed as other symbols. In SWTOR when you see an Aurebesh digraph you can usually assume the font being used is not Aurebesh.

As fake space letters go, I continue to find the evolution of Aurebesh interesting. There are many, many issues with its original, official presentation. The punctuation is incomplete, and there are no numbers or rules for capitalization. Over the years, different fonts, very often created by fans, have filled in the gaps and fleshed it out in ways beyond its original intention. The overall effect of this is that Aurebesh feels rather like a living “language” with weird oddities and quirks that real alphabets develop through generations of use across vast distances. Aurebesh, from the very beginning, was never intended to be THE singular alphabet of the Star Wars universe, just one of many. (including our own English alphabet). In Star Wars: The Old Republic, this diversity of languages and scripts can be found around the game world, and eagle-eyed gamers will spot Huttese/Outer Rim Basic, Naboo Futhork, ancient Jedi and Sith runes and most recently Mandalorian alongside the familiar Aurebesh.

UPDATE! I just noticed a spelling error of my own in my recreation. I’m tempted to claim this is an intentional homage to the error in the original and totally not a basic mistake by yours truly. You be the judge!

 

Comments Off on Aurebesh is Weird

Filed under Aurebesh to English, General Star Wars, General SWTOR