• <– Chapter Two || SMUGGLER ||

    Warning: This post contains spoilers for the third chapter of the Smuggler storyline in Star Wars: The Old Republic.  To see a spoiler-free summary of the storyline please check this page instead.

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    When last we left our intrepid smuggler, they had just foiled a scandalous attempt on the life of Senator Dodonna using cybernetically enhanced beasts of unknown origin.  The Senator tasked us with the job of hunting down where these beasts came from and how Rogun the Butcher got them.  To find this out, there’s only one place to go and one person to talk to: The man with his hands in every plan – Darmas Palloran who sits chilling at Port Nowhere.  Turns out that Darmas is completely on the ball on this one and has already got your answer by the time you arrive.  The animals come from the planet Voss, a newly discovered world with insanely strict laws governing the coming to’s and going from’s the planet.  Somehow Rogun managed to get these beasts off world, and that means going to Voss for answers.  Sadly that will take some time.  See, you’re not a fancy Jedi and you ain’t Republic special forces, so you’ll have to get to Voss the good old fashioned bureaucratic way – by getting a permit.  That means it will take time.  Luckily, Darmas has another lead you can pursue in the mean time.

    Belsavis

    It seems that our good friend/headache Rogun the Butcher has a bit of business on the secret prison planet of Belsavis.  He’s apparently aiming to break out his old mentor who goes by the name ‘Ivory’.  Ivory taught Rogun everything he knew, so he’s a powerful asset to Rogun AND to you against Rogun.  Also I feel its worth mentioning that somehow it is actually easier for me to get access to super secret prison planet than it is to get a parking pass on the diplomatically neutral world of Voss.  Keep that in mind the next time you go through there.  That every other class is pretty much in the express lane to getting to go to Voss compared to the Smuggler and the rest of the galaxy.

    So your first task to go get Ivory from his cell.  Bit of a problem there though. Belsavis is in the middle of the biggest prison riot in the planet’s history thanks to the Imperials. So the guards aren’t exactly sure if Ivory is where he should be nor can they guarantee safe arrival to the cell. Could be worse though. They could be out of Space Coffee and Donuts, which they clearly aren’t given the ABUNDANCE of guards and prison personnel just standing around at the main compound. Get to work, you lazy pieces of trash.

    It turns out that the cell is not empty at all. It’s full of explosives!  Seems like when Ivory flew the coop he wanted to leave a goodbye present.  You find a tunnel after taking cover that was dug into the stone that clearly indicates good ol’ Ivory has been contemplating getting out of here for a while.  I mean that’s not poured cement we’re talking about. It’s solid rock.  That’s determination!  So you know that Ivory is out, and it seems from reports that a lot of Ivory’s crew is being busted out as well.  Except for one.  You race to a guard station where they have the last member of Ivory’s team in holding to see if she has any ideas on where Ivory has gone.  But sadly, the girl is insanely fanatical and just spouts gibberish.  The bad news rolls in as it becomes very clear that the guard holding her their was holding her not for you – but for Ivory.  Ah, corrupt prison guards.  Nice to see that even in the level 40’s that we’re still slumming it as a smuggler. One of Rogun the Butcher’s personal assassins joins you from the rafters and kills the girl, so you quickly have to take out both the assassin and the corrupt guard.  And we’re back to square one with the whole ‘no clues’ thing.  But wait!  The guard has a list of names.  Names to set free!  Potentially for Ivory!  Another lead! HUZZAH!

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    This lead sends you down to the prisons to meet up with two more members of Ivory’s crew whose names I never bothered to learn because I immediately just started calling them Bebop and Rocksteady.  Their comedy relief henchmen essentially who you can – through no great effort – convince to fight each other instead of you.  With them out of the way, it’s time to deal with the big ol’ gendai they let out and try to get some answers.  Honestly, I don’t know how we really plan to defeat a friggin gendai since they establish on Imperial Nar Shadaa that they essentially can regenerate from almost nothing to the point that they had to run the corpses through meat grinders to stop them from coming back.  Here you just blast him and walk off.  Maybe he does regenerate.  Not much reason to worry about him staying down so long as you can get out the door.  Anyway, you get your next clue about Ivory’s location – the Deep Vaults.

    Now where in the Deep Vaults?  Never really pinpointed but the mission marker tells me where to go and I follow.  Apparently, Ivory headed to what at least appears to be an ancient Rakata starship hanger complete with repaired starship.  I’m suddenly having flashbacks to the end of John Carpenter’s The Thing.  Ivory says he’s going to use this ancient starship (Up next on The History Channel) to blast off and leave Belsavis.  This is actual fairly funny considering that a few scenes back with Ivory he was ranting about he was mastering the ancient Rakata technology and no longer needed to escape.  Meaning that he was going to use the Rakata technology to escape?  I’m not sure.  But sinister plotting is a foot as that assassin you killed earlier isn’t dead!  But he is!  He’s actually just got like a dozen identical twins!  What the fu-?!

    Cornered by the baker’s dozen, you quickly learn that they’re not just there for you.  It seems Rogun considered Ivory too risky to have alive in or out of prison.  This opens up the brilliant opportunity to negotiate.  You and Ivory team up to wipe out the goons and then you can press your leverage on him to either get intel on Rogun from him and send him back to the prisons, just flat out kill the guy or – my personal favorite – bring him with you and smuggle him out of the prison to work under you and teach you the ways of being an underworld boss.  Heck. Yes.

    Interlude

    This first interlude is just a really weird brief break.  A Jedi Master, Sumalee, who is apparently yet another old friend of Risha’s gets a hold of you and asks you to retrieve another old friend of Risha’s who is an SIS team member from Hoth.  She’s pinned down and on a mission investigating something that isn’t really important to the plot at all but because of this she can’t trust anyone in the Republic base.  In other words, she needs to be smuggled off world.

    I honestly don’t know what the point of this was beyond reminding you that you are a smuggler and to introduce Sumalee who has a minor presence in the story ahead on Corellia.  Beyond that it’s just an experience buffer.  You could have easily stuck this in the Interlude-less Act 2 (unless you count Quesh as an interlude. Might as well given how short those class story missions are.) Sumalee isn’t so vital that she needs introducing, and we already know that Risha is friends with everyone in the galaxy (Heck, she’s friends with Vette from the Sith Warrior storyline! That’s cross storyline friendship!)

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    Voss

    Well, looks like those permits have finally come through and we can land on Voss.  Or more accurately the space station orbiting Voss and then take a shuttle down.  But we’re totally allowed to be there now. Unlike all those riff raffs and undesirables.  Like the Exchange.  Who run a massive criminal base just outside of Voss-Ka…   Why did I have to wait for the paperwork again?  I thought I was a smuggler.  Like just in the last mission I smuggled friggin PEOPLE. Can I just smuggle things off of planets?  Can I not smuggle myself?  To make things worse is that the Voss assign you a chaperon to keep an eye on things. That won’t put a kink in these plans at all.  Seriously, Dodonna has to be the worst negotiator ever to get me here on just these terms.  Luckily, our nanny isn’t completely useless.  He actually leads us to the aforementioned Exchange base.  Seems our babysitter has a eclectic taste for offworlder music that the Exchange can get him.  He introduces you to a fixer who is willing to put you in contact with Rogun’s smuggling ring for a meet if you help him gather up some Voss artifacts to sell.

    So once you get him set up, he sends you off to this meeting with Rogun’s team and this may come as a shock to you but Rogun’s lackeys recognize Rogun’s number one kill on sight most wanted.  I know. I didn’t see it coming either.  Shock.  They’re not dumb either. These guys not only have found a way to work with the Voss’ hated enemies – The Gormak – but found a way to smuggle Gormak modified cybernetic animals off world.  Better yet, they actually got a plan together as soon as the fixer arranged the meeting.  They’re going to pin the whole thing on you.  They knock you out and take off just in time for the Voss Commandos to show up and see only you and an entire smuggling operation.  Wow.  This sucks.  Luckily, my chaperon is willing to do the talking while I sneak off.  He apparently trusts me implicitly as long as I tell him that I’m not lying. How the heck have the Voss survived contact with the outside galaxy?

    You rush back to the Exchange Fixer (Honestly, more than anything else I am utterly shocked how somehow the Exchange ends up being the good guys here) and explain what happened.  He feels terrible about how sour the deal went since after all he’s a business man and has a rep to think about.  But if the Gormak are involved, he does have a shipment going to the Gormak later and he can freeze you in carbonite (you know, it’s easy. Like going to pick up some milk from the store. Just a quick carbon freezing and then back to work on Monday. Takes years off your face, dahling.) so you can sneak past their lifesign scanners and get into Gormak territory.

    When you arrive, you come face to face with “Gormak Zac” the ‘Human Gormak’.  Essentially, a human who went native.  He was momentarily in the earlier scene with the smuggling meet but we didn’t really get that much about him other than he was the contact between Rogun’s goons and the Gormak.  However, he’s not loyal to Rogun and defnitely not on his payroll.  Once you explain the situation and what Rogun’s been doing, Zac will happily help you since its against even Gormak law to sell abominations from the Nightmare Lands – a market Rogun’s female lackey is hoping to bust in on.  He helps you escape if you promise to help stop her.  Turns out that it’s two birds with one stone since while going after her in the Nightmare Lands, you get a chance to record a meeting between her and a Sith Lord that proves that you weren’t the smuggler to the Voss.  Well, not THAT smuggler at least.  You fight the abominations, the Sith and Rogun’s henchwoman and head back to Voss-Ka for your big fat… criminal… trial.  Damn.

    The trial isn’t even remotely fair either.  You prove your innocence handily with the recording but then they change the rules after the fact and charge you with all this other crap you did while on the planet that you weren’t on trial for.  So, in Voss law, it doesn’t matter if you can prove you didn’t murder a guy if you even DARED to jaywalk while proving your innocence. Forgive me, honeycomb eyes.  You can choose to take your licks will gives you an entirely optional and don’t-need-it-to-progress side mission of delivering packages to various planets, OR you can throw your babysitter under the bus when he volunteers to shoulder the blame for the whole incident.  Don’t be a dummy, kids! If you do the crime, let your buddies do the time.

    Interlude #2

    So the words gone out.  Between the hit on the Voss operation and the royal mess up with trying to eliminate Ivory, Rogun is calling in all his remaining lieutenants to a secret meet on Tatooine that you just happen to have got the deets on.  Time to put an end to this pain in the rear once and for all.  However, as you confront Rogun and square off with his goons, a pair of strange Sith appear.  They delight in revealing the twist:  The Voidwolf is the real bad guy! Okay that’s not the actual twist.  It turns out that Darmas Palloran and Senator Dodanna are in league with the Voidwolf.  They’ve been pitting you and Rogun against each other so the two of you wipe each other out, leaving Darmas to control the criminal underworld.  Senator Dodanna’s privateer “project” was actually just a front for you to acquire things FOR the Voidwolf so she can earn ruling over an entire planet once the Imperials conquer the Republic.  They both have been playing you for a sap!

    Next comes the big choice.  Rogun’s been hounding you since level 1.  He’s come after you time and again.  This is your chance to kill him.  But that’s not the only option.  You can also force him to work for you and for him to give you his share of the criminal underworld.  Revenge or profit.  It’s a race between my two favorite vices.  Take your pick!

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    Corellia

    With Rogun dealt with in one way or another, it’s time to go for the Voidwolf and his partners in crime – Darmas and Dodanna.  You reunite with Master Sumalee (Yup. Super vital to establish earlier for this express purpose) and try and convince her of the Senator’s guilt but without proof there’s not much hope.  After all, Dodonna’s a well respected senator of Coruscant, not scum like Darmas.  Speaking of which, you do scope out Dodanna’s partner – Darmas’s – safehouse and find he’s working with the Corellian rebels to blow open Supply tunnel 26, which happens to be the ‘artery’ of the underground tunnel network that many soldiers died to seal up so the Imps couldn’t use the tunnels to invade all of Corellia.  You find Darmas preaching to a bunch of Corellian revolutionaries who have all been told that you were a traitor who stole White Maw cloaking tech and Balmorran weapons for the Voidwolf (Technically accurate, but not knowingly).  You can respond by either opening fire, try to convince the angry mob that Darmas is an Imperial, or you can be like me and convince them that Darmas is trying to steal the women of Corellia – which apparently turns out to be somewhat true as he’s been flirting and asking girls back to his ship since he got there. (Who knew?)  He flees back to the Imperial’s base when cornered by siccing droids on you.

    To get to Darmas, you need to get inside the Imperial base that is in a commandeered hospital.  Only way to get through that many guards is to attack various targets to lure them out and then sneak in using the revolutionaries’ doctor contact. Once you make contact with the doctor, he mentions he was expecting a captain with an injured leg and notes that the only way in is on a stretcher – so he shoots you. Once inside you find Darmas talking to a weasely Corellian politician that helped sell out the planet to the Imps, and here you can either kill him, turn him into the Republic to testify against Dodonna, or let him escape in exchange for all the info he has on Dodonna.

    Next is to get to Dodonna, who fled to the Voidwolf’s men as soon as she caught wind that this was going down.  They’re holed up in the Museum of Alien History, but the only ‘safe’ way in is through an old abandoned selonian tunnel that was caved in.  After blowing through some walls, and fighting escaped zoo animals that decided to live there (Raising the question of how long they’ve been down here. Did they escape the zoo during the invasion and get stuck? Or did the zoo just really suck at its job?), you find Dodonna affixed with a slave collar and cleaning the floor for an Imperial Lieutenant.  She’s willing to tell you about the Voidwolf’s plans – that he’s building a pirate fleet to attack the Republic ship yards – but will mock your attempts to arrest her since she knows she’ll just walk free in exchange for all she knows about the Voidwolf.  Instead she wants ‘free free’ – to just be turned loose and let vanish into the greater galaxy.  You can let her do that if you want, or you can lie to her and then kill her once she’s turned over the evidence.  After all, it’s just a lie for a lie. However as a nice touch, if you do take the lie and kill route, your smuggler will look away as they pull the trigger.  Just one of those ‘not completely heartless’ moments that I really enjoyed.

    Finally it’s time to go for the Voidwolf. To get to him, you’ll need to break into the weasely senator from earlier’s home and stow away or catch a ride with him to the Voidwolf’s flagship.  After the Jedi Master Sumalee gives some not-so-Jedi advice on breaking-and-entering (She was Risha’s friend, remember?), you go and deactivate all the cameras and sensors from around the house.  Then you defeat the guard captain and force him to walk you through the security system that will fry anyone who isn’t authorized or not with someone who is.  You then meet the senator who offers you a deal to work with the Voidwolf.  In the moment you might sped thinking that offer over, he calls the guards on you.  What a toad. Then you have to chase him down to get the codes to take off in his shuttle by either just killing him or forcing him to give you the codes before letting him go.  Either way you take his ship and we’re off to see the Voidwolf.

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    Grand Finale

    The finale starts IMMEDIATELY as you board the Senator’s ship, so be ready. From there it’s your standard ‘fight through the ship’ mission that if you’re like me and are playing every class mission – you’re quite used to.  There’s a mini boss in the form of the Voidwolf’s Underboss at the end of the first area which is actually a refreshing change of pace.  There’s also a small easter egg I found of a female officer kicking back with her feet on the table watching a double than life size holo of a female twilek pole dancing.  So there’s a fun bit of same sex…  uh…  interest?  When you finally reach the end of the ship, the Voidwolf is ordering his new pirate fleet around when you interrupt, and the various captains decide that they will serve whoever wins.  Because as pirates they all work on some weird Mad Max style set of rules where only the strongest is worthy of loyalty or some such.  You fight and defeat the Voidwolf, who tries to trick you with activating a thermal detonator when you kick over his assumed dead body, but you throw it back at him blowing him up.

    With the Voidwolf dealt with, your new pirate fleet wants to know orders.  You can tell them to pay a tribute to you and then disperse, to attack the Imperials, or to serve you as pirates and to plunder from the Imps AND Pubs while they fight each other.  Then, because the Voidwolf is an ass and has to pull ever villain card from the deck, your crew informs you that a self destruct is imminent so you have to go find an escape pod. AND THE IMPS ARE STILL FIGHTING YOU ALL ALONG THE WAY.  WHY?  DO YOU WISH FOR DEATH THAT MUCH?! And in case you didn’t finish up any business planet side – good news! You crash back down on Corellia after escaping.

    The ending of the story depends entirely on what you chose on the Voidwolf’s ship. I’ve done this storyline twice and have got two completely different endings to this story: When you chose to have the fleet attack the Imperials or take the money & have them disperse, you get a medal ceremony with Supreme Chancellor Saresh and Master Sumalee where I was proclaimed a Republic hero.  If you choose the pirate option?  Well the three captains show up to give you a share of the haul, Ivory and Rogun show up too if you had them join your team.  They announce that galaxy wide you are being called ‘The Bandit King’ and you can reopen Port Nowhere as your personal pirate fortress.  So Galaxy’s greatest hero or greatest crime lord. Not bad for a two bit smuggler who just wanted to run some guns to a bunch of freedom fighters on Ord Mantell.

    My Reactions & Looking Back

    Chapter Three is a really solid cap on an overall solid storyline.  Again, I think the thing that seems to really encapsulates the smuggler story is momentum.  The stakes keeping getting raised, the dangers escalate, the threats get more menacing – that kind of thing and Chapter Three carries on that whole process really well.  I was initially very worried when Skavak was defeated at the end of Chapter One that we would have a repeat of the situation in the Bounty Hunter or Trooper storyline but no, because the story had the foresight to neither string us along with the annoyance of Skavak for three chapters but to also include a secondary villain to wait in the wings and occassionally send goons after you to remind you of his presence with Rogun the Butcher.  Rogun is first mentioned right there on Ord Mantell and you don’t actually ever come face to face with the guy until right before Corellia. All the while he exists as a threat to you.  The Voidwolf may write you off as insignificant but Rogun wants your head on a plate and he keeps gunning for you the entire storyline.

    That’s the kind of momentum this story has.  No matter whats going on, there isn’t a lull in the danger.  It never diminishes or even stays constant. It’s always growing.  From Skavak to Rogun & the Voidwolf to the surprise betrayal of Dodonna and Darmas, you find yourself constant fighting an uphill battle – which is what good drama should do.  In the Trooper storyline, there is no major threat to fill the gap of losing the first chapter’s villains.  The Bounty Hunter kind of meanders around in Chapter Three without a clear cut idea of what you’re doing beyond ‘earning favors’ to cash in for the ‘where to fight the bad guy’ coupon.  Here though? Everything ties together.  Everything plays a part in the overall story.  That junk robot Skavak wanted from the Seperatists? The ‘freaky trophy’ from the Imps? All used as items for trading to get what you need for the treasure.  Your seemingly unrelated privateer missions? That’s how Dodonna and Darmas buy their way into the Voidwolf’s inner circle.  The only point where the connections are stretched at best is a few of the interludes and even they aren’t pointless – just not necessary.  The smuggler story just builds until you – a lone plucky starship captain with no backing from any major organization – either takes down an Imperial admiral and his pirate fleet to save the day or rises up to become the most notorious pirate king since the days of Nok Drayan.

    The one other perk to the story is that it’s funny.  Like honest to goodness funny.  I found myself constantly laughing while playing through this.  Especially if you play it with kind of a gray morality.  The light side stuff falls on the side of ‘help the innocent, save the day’ and the dark side stuff is mostly ‘get paid and kill anyone in your way’ but the gray choices usually fall firmly in the snarky category, and it is SO worth it to pursue that route.

    There’s a reason I listed this storyline so high on my list of Worst to Best storylines.  It really is a well constructed and fun storyline.  It has two distinct endings that change based on your choices instead of just some basic fluff of a changed line in a default ending like the Jedi get.  It never feels like it slows down or stalls, and it always has some new wacky card to pull out to put a smile on your face.  It also exposes you to a side of the Star Wars universe you don’t get to see much of in the other storylines – the seedy underbelly.  Oh sure the bounty hunter starts on Hutta and there’s scum everyone on a Hutt controlled planet but beyond that your clientele seems to be those who can afford your fees.  Here?  Your a smuggler.  By definition you are working below the legal line.  Which leads you to meeting the more colorful characters in Star Wars.

    Seriously, I don’t think anyone will be disappointed playing through this storyline. Do yourself a favor and give it a try.  I never thought it felt like a slog and I’ve played through it twice already.

    <– Chapter Two || SMUGGLER ||

  • <– Chapter One || SMUGGLER || Chapter Three –>

    Warning: This post contains spoilers for the second chapter of the Smuggler storyline in Star Wars: The Old Republic.  To see a spoiler-free summary of the storyline please check this page instead.

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    So you’ve got the riches of Nok Drayan, you got a new partner who is the former crimelord’s daughter and the heir to the throne of an entire planet, you got nothing but wide open space ahead of you.  What better time than to sell out?  Yeah, well it seems like we had to put something in the story to justify why the heck the smuggler is a “Republic class” and not just some third neutral faction.  The Bounty Hunters have that whole ‘The Mandalorians are on permanent contract with the Empire’ thing, so now Smugglers get this.  What is this?

    Well, after a quick holo call from Darmas Palloran (He’s that cheerful fellow from Coruscant that you beat handily at Sabacc and helped you find Skavak) telling you to come to Port Nowhere.  Unfortunately, Port Nowhere is essentially a starship turned into a hangout for smugglers and pirates, which means it’s a rough crowd.  Doubly so once they get wind about that bounty Rogun the Butcher put on your head.  Rogun’s goons are even there waiting for you and they got Darmas!  So now we have to save the gambler but for good reason. He’s got us a gig: Becoming a Republic Privateer under Senator Dodanna.  Essentially becoming an officially government sanctioned smuggler.  Doing the more nebulous jobs that can’t officially be on the Republic’s books and what not.  All with a fat paycheck.  Well, as they say: “A gig is a gig.”

    However just as your leaving, Port Nowhere is attacked by the Voidwolf.  Who is the Voidwolf?   Well, he’s a big shot Imperial admiral who apparently has teamed up with Rogun the Butcher.  And he’s got the place surrounded.  Darmas sends Port Nowhere off into the hyperlanes to get away and you run off to your first official job as a privateer.

    Balmorra

    Our first job is the war torn world of Balmorra.  Oh boy. Yay.  Nothing like a stroll through the war ravaged hills of the factory and droid part ridden country side to get back to work and remind me that I’m not retired after scoring the treasure of a lifetime.  Apparently, the job here is to work with the Resistance and smuggle some much needed provisions (You know, food, water, medical supplies, grenade launchers) from their double agent contact in the Empire codenamed ‘Golden’. All the while you keep bumping into a Mandalorian zabrak named Akaavi Spar who is looking to kill a man named Moff Tyrak to avenge her destroyed clan.

    You eventually track down the shipment to an Imperial base warehouse, but low and behold it’s not actually there.  However, ‘Golden’ is.  And Golden is actually Moff Tyrak.  And he wants out.  In fact, there wasn’t any supplies.  He just said that to the Republic so they’d send someone that could extract him because the Empire seems to be on to his whole double agent act.  Something about not normally being able to afford multiple mansions and luxury speeders on a Moff’s salary.  Shocking, I know.  Moff Tyrak quickly proves to be an annoyance – but an entertaining annoyance.  Kind of like that butt monkey that you like to see get kicked, and boy howdy do you get plenty of options to kick him.  Since no one is willing to extract Tyrak just because he can’t manage his money without the actual shipment, Tyrak leads you to where you should be able to get what you need – the Balmorran Arms Factory.  What a weird place to keep completely innocent humanitarian supplies.  Huh.

    You break into the factory with minimal assistance from the Moff, but as soon as you take your eyes off of him for like two minutes he ‘scouts the area for anyone coming’ and then somehow – I’m sure he has nooooo idea how – they all show up to stop you.  With him in tow.  Aaaand with him shouting crap like “That’s him! That’s the one!”  Nerves on a Jedi on this guy I’ll tell you what.  Luckily, Akaavi shows up again to help and to get her ultimate revenge on the weaselly Moff.  She declares that she is here to avenge the deaths of Clan Spar.  But the Moff doesn’t know what she’s talking about.  She states that she knows that Moff Tyrak signed the order to kill her entire clan that had faithfully worked with the Empire until then.  Tyrak then realizes what happened.  See, he just signs any death order that comes across his desk.  He doesn’t even read them.  After all, their wouldn’t be a kill order if they didn’t deserve it.  Akaavi is to say the least flabbergasted that her arch-nemesis is no mustache twirling super-villain but a moronic bureaucrat. You can encourage her to just let it go, or to take her revenge and be done with it before she decides on joining you on your ship because quite frankly she has nowhere else to go.  You also get the choice of what to do with a fleet’s worth of high tech weaponry that you’ve just acquired.  There’s a few options including give it to the Republic (you know, what the Republic sent you there for) or sending it to Port Nowhere to be sold off to the highest bidder (Because money).  I took the Port Nowhere option myself.  Being King of the Pirates isn’t cheap you know.

    On your way off planet, you get word that your success in pillaging the Empire’s weapons has caused The Voidwolf to execute several captains under his command for the failures to stop you.

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    Quesh

    As you head off world and deal with the consequences of maaaaybe the Republic not receiving those high tech goodies like they were expecting, you also get a message of a bunch of other Republic privateers pinned down by the Voidwolf’s fleet on the Planet Quesh.  They claim that if you help them, they’ll help you and I like people owing me things, so it’s off to the poison planet!

    You make it to the hidden landing area and wipe the Voidwolf’s forces there, but the other captains explain that unless you take out the targetting computers in a nearby Imperial base, that the Voidwolf will just lock on and blast them as they try to leave.  Also, as an added kick you find out that Beryl Thorne is there with the other Privateers. Beryl was the nice smuggler lady you met way back on Taris that A) Didn’t like Risha and B) You had a chance to sleep with.  This naturally will make things awkward if you A) have romanced someone, B) Brought that person along and C) Triply so if that person IS Risha.

    So once you blast your way into the base, you finally get to meet the Voidwolf.  Sort of.  It’s a hologram. He’s still on his ship.  But you get to see him finally, and talk to him in person.  He explains that you are no threat to his plans, that he is completely ready for anything you can throw at him, and he will see you dead.  You can naturally point out that he’s going to a lot of trouble to be ready for you and wanting you dead for someone who is no threat to him.  In fact, for being such a non-existent threat, he’s really gone out of his way to study up every detail of your personal adventures and life.  His response is naturally to send more goons after you.  You kill them and blow up the computers.  You go back to the privateers and can tell them that in exchange for saving their worthless lives, they can either go back and do their duty for the Republic (Light Side) or that they now work for you instead and should report to Port Nowhere for further orders (Dark Side).

    No, I wasn’t kidding about being the King of the Pirates.

    Hoth

    For once, I actually enjoyed Hoth.  No seriously, most times in these class stories Hoth feels like a complete drag.  It’s a huge planet with only a couple of actually story missions that really just ends up with you running around on a speeder for 5-15 minutes at a time trying to get between point A and B, staring at the bleak endless white.  But the smuggler story here?  There’s actually crap going on.  It’s not just a macguffin hunt.  I mean technically if you distill it down to its raw parts it kind of is – but not how you might think at the beginning.  Rather for the Smuggler, you end up trying to navigate and slip through the political power struggle of the major faction on the planet – The White Maw pirates.

    The actual reason you’re on Hoth is actually that the Republic wants its hands on the White Maw’s top secret cloaking technology.  Something so powerful it can hide an entire fleet.  They send you there with nothing but the name of a Jedi master to get in touch with only to find that he’s not there – he’s dead.  However, Jedi Master Guss Tuno is there to help you.  He’s the assistant/replacement for the missing Jedi Master.  His idea to get you in with the White Maw so you can swipe the tech is to make it look like your stealing some good stuff from the Republic’s storage depot/ice cave (Let’s be honest, they are all ice caves.)  Only the higher ups will know, but the rank-and-file won’t to help keep it looking legit so you’ll have to fight your way in.  However, once you do you find out that: No the higher ups don’t know, No there was no replacement for the missing Jedi, and yes you are very definitely really stealing this crap.  Guss comes clean and explains that he works for the White Maw, enslaved by their boss – Shie Tenna – who he offers to introduce you to in exchange for his dirty lies.

    Shie Tenna is a hulking brute that seems to be quite fond of keeping his men in line with fear and displays of power.  You are introduced to him and his lover Alinna who vapidly hangs on his every word in his secret cantina base (read: ice cave) arranged by – but strangely not present – Guss Tuno.  Shie wants you to help him take over the White Maw by removing the other bosses’ from the equation.  By which he means killing the rival.  However, once Shie Tenna is out of ear shot, Alinna speaks to you and reveals that not only is she not as vapidly moronic as she lets on to Shie, she’s pretty much the brains behind the White Maw.  She manages the operations, handles finances, sets up plans – meanwhile Shie Tenna blows stuff up and postures.  Her suggestion is to expose Shie’s rival as being an Imperial sympathizer who plans to sell out the Maw to the Imps.  The White Maw may be a pack of psychotic pirates, but they all have a fierce passion for being free to do things their way.  The Imps would not work out well in that equation.  So the choice is yours whether the wipe out the rival base or to turn them against their leader. When you return, Shie Tenna declares you be brothers-in-arms!  Only to reveal that he also apparently killed his brother and throws you into a wampa holding pen (Ice cave.)  Luckily, good ol’ Guss is there to bust you out with another lead on getting in good with the White Maw.

    And I’m not even going to string this one along – yea, that lead is also a trap.  A bunch of Gand bounty hunters waiting to take you out.  Guss confesses when you save him from the bounty hunters as well.  He isn’t a Jedi Master (though he is force sensitive. He dropped out of Jedi school), he’s not some White Maw slave – he works for Rogun the Butcher.  Rogun sent Guss to arrange for you to be taken out.  Guss sees that you’re a good guy and just can’t bring himself to go through with it.  With that out of the way, he’s willing to help you break into the White Maw fortress (Not actually an ice cave for once) and to get the cloaking tech…  which turns out to be a bit more complicated than you might have first thought.

    So it turns out that once you breach the White Maw’s fortress and defeat Shie Tenna, you find their “Cloaking Tech” and it’s actually just an alien kid with severe brain damage.  Turns out the species the kid belongs to has a defensive mechanism that renders them and everything around them invisible to the eye, scans, radar… everything (which is an impressive evolutionary feat I must say) but they can only do this when they are scared of something.  So the White Maw beat him whenever they want the fleet cloaked. Alinna, Shie Tenna’s girl from earlier wants to actually save the alien kid and get him offworld somewhere safe.  At this point there’s a bunch of different choices you can make to decide what happens next.  You can smuggle them offworld, you can convince Alinna to take over the White Maw, YOU can try and take over the White Maw, you can force them to give the Alien Kid to the Republic, or you could give the Alien Kid to the Republic but also send Alinna with it to make sure it gets treated right and Alinna gets off of Hoth and being stuck with the White Maw…   So yea, a lot more options than your typical “This is the Light Side” and “This is the Dark Side.”  Which I really do enjoy.  Not all these choices can be broken down into simple binary solutions and I get a kick out of the fact that the game will let you explore multiple solutions to a single problem.  I personally sent the kid and Alinna to the Republic to ensure fair treatment (Cause it’s the job, but I don’t trust the Republic one bit in terms of treating the downtrodden fairly) and I personally took control of the White Maw faction.

    smuggler_ch2_01

    Finale

    So we’ve helped the Republic, we’ve lined our pockets, and we’ve got a good start on building our criminal empire.  What’s left for this space jockey to do?  Well, how about a sick burn on the Empire and snubbing both the Voidwolf and Rogun the Butcher while you’re at it?  The job is the King’s Ransom – as in that’s the name of the ship.  An Imperial treasury ship that transports all the wealth and trade between Nar Shadaa and Dromund Kaas.  That’s right.  It’s essentially a Star Wars train job.  To help out there’s another chap who has been on the wrong side of Rogun’s ire and is looking to make a score.  But before you can take off, you have to help save a safe cracker from the Hutts who plan to sell him off to Rogun’s goons to be… well… butchered.  You get the choice of either simply killing the Hutts or bargaining with them and stealing their business right out from under Rogun.  Either way you’ll have to deal with Rogun’s goons but at least you might get out of having to fight the Cartel thugs while you’re at it.

    Once the team is all together (the safe cracker, the muscle, and you – the looks and/or brains) you hop on a private shuttle provided by Senator Dodonna herself to infiltrate the King’s Ransom. You fight through the ship until you reach the vaults and break into them, where you find a random assortment of awesome old antiques – several of which are actually references to the original Knights of the Old Republic games.  In the final vault however, you find three Moffs hanging out and talking trash about the Voidwolf.  They mention how he’s not Imperial born  and yet rose through the ranks with unprecedented speed.  Seems like a lot of the other Imps don’t much care for the Voidwolf, and yet as soon as they see you they don’t spare a moment calling him to get him to come and help.

    The Voidwolf’s help however is not exactly what the Moff’s expect however.  The nefarious admiral announces that since the war has just started up again, the Imperial military code dictates that if a ship is at risk of falling to the enemy (That’s you), then he is well within his rights to destroy said ship to prevent it from being taken.  So he does.  That would be the cue to GTFO.  Grab whatever loot you can and make break for it.

    Back on Nar Shadaa, you divvy up the loot (you can take your share, let the other two keep it all, or kill them and keep it all for yourself) and go your separate ways ala the end of any Ocean’s Eleven movie.  But just as you round the corner, Senator Dodonna is there and being threatened by Rogun’s goons and a pack of strange beasts that are all wired up with some weird cyborg stuff.  You dispatch the beasts and Dodonna thanks the stars you showed up when you did.  She wants to know exactly what these are, where they came from and how the heck Rogun the Butcher got a hold of them and could transport them as weapons.

    That little plot point ends up immediately kicking off chapter 3, so I’ll see you on the other side to find out what happens next.

    My Thoughts

    I’ll admit, I was extremely skeptical of the whole ‘Republic Privateer’ plot point.  It just seemed like a flimsy way to tie this into the whole two faction system.  However, what it also ended up doing was opening up a wider array of moral choices.  You weren’t just locked into ‘Selfless’ or ‘Greedy’ or ‘Live’ or ‘Kill’.   There was also the matter of the job you were hired to do.  So now things start to divide into three ways: Greedy, Selfless, or loyal.  You can help the locals at the cost of the job and yourself, you can be greedy at the cost of the locals and the job, or you can do the job at the cost of the locals and yourself.  This diversifies things a bit and starts to spread out the choices and implications of them.  Do you become the loyal hand of the Republic?  Do you play the dashing rogue hero?  Or do you go full greed and become the new pirate king?  All are viable directions you could take.

    This really shines through in the Hoth mission.  While there isn’t a ton of long lasting effects to these choices, it still feels like you are really given a solid choice.  It’s not a simple binary choice either as I said.  You get multiple different ways that story can end and you can even combo some of them up.  If Alinna doesn’t choose to lead the White Maw, it opens up new options for what happens to the pirate gang that are independent of how you choose to deal with the Cloaking Alien.  It really feels like you can actually role play in this chapter and feel like you are your playing YOUR smuggler and not just a light/dark smuggler.  A feeling that does have the tendency to permeate a lot of the other stories.  It’s not speaking less of the other class stories as much as it speaks much higher of the smuggler.

    In terms of the chapter structure, Chapter Two felt mostly like a bridge between the end of Chapter One and the setting up the starting of Chapter Three.  It does deal with the consequences of becoming the notorious finder of Nok Drayan’s loot and does a fair job showing how that kind of exposure ups the stakes for you.  It also thrusts you into the realm of being not only the target of Rogun the Butcher – still on your tail since the prologue might I mention and one of the only main villains that spans all four parts of a Class Story – and starting to reveal the Voidwolf as a serious threat.  The Voidwolf is ruthless, cut throat and efficient.  Imagine Grand Moff Kilran if he was raised in the mob instead of an Imperial Academy.  That’s the Wolf.

    Chapter Two also starts to lay the groundwork for the more or less three major archetypes your smuggler can follow: The Republic Hero, the Contractor, and the Pirate King.  To elaborate, you can tow the government line and support the Republic and try to do the right thing and end up being this mythic folk hero of the Republic.  Not bound by rules, but still looking out for the little guy.  The Contractor is more of a ‘in it for myself’ kind of vibe.  You do the job, you get paid.  No loyalties beyond yourself and MAYBE your crew.  Finally, you can actively try to use the Republic’s work to your advantage, build alliances, and gain subordinates while putting together your own little criminal empire based out of Port Nowhere.  Honestly, I found that route to be very fun.  These three trends will continue to play out through Chapter Three culminating in the grand finale.

    We also gained the remaining members of our crew in this Chapter.  There’s Akaavi Spar who is a mandalorian.  Her personality is that she is a mandalorian.  It’s like honor this, and clan that.  She doesn’t even like you very much when she first joins the crew, viewing you as some sort of cut throat merc without dignity or honor (to be fair, she can be entirely right.)  If you prove her wrong, it can open up a romance option with her.  Honestly, I didn’t find her to be anywhere near as intriguing as Risha in terms of the romance department.  She spends most her conversations talking about revenge and how you surprise her.  It doesn’t help it that her voice seems almost constantly monotone about everything unless she’s angry.  So happy and sad Akaavi are creepily similar voice inflections.

    The last member of the crew is Guss.  Guss is a drop out Jedi who is force sensitive…  kind of.  He can do a couple of things with the Force – but nowhere near enough to do anything like the most basic padawan can achieve at the start of Tython.  He left the Academy and fell in with Rogun and his goons.  Guss can be viewed as annoying lost puppy that won’t start barking.  He’s got a serious hero worship thing going and I can see how it would be annoying to some people.  Honestly, beyond trying to teach good ol’ Guss to be a proper criminal and to come to grips with what he wants to do with his life, there’s not much to say about him.  Oh, he’s a Mon Calamari.  There’s that too I suppose.

    <– Chapter One || SMUGGLER || Chapter Three –>

  • drew 06

    So…  Episode VII.  Wow, who ever thought we’d see this day.  I haven’t seen it yet, and I probably won’t until the crowds die down some because I’m old curmudgeon at 32 years and I don’t want to sit in a crowded theater with a bunch of damn kids. (Also, thank you damn kids for continuing to read my ramblings)  But I for one can’t wait to see General Thrawn, Mara Jade, Jacen and Jaina all on the big screen.  I’m sure I won’t be disappointed.

    However, a thought did occur to me while trying to avoid spoilers in my online perusing: There is no scenario with this new movie in which George Lucas actually looks better to the fan base.  Like at all.  No matter what the reaction to this movie will be – short term, or long term (because in the short term people LOVED the prequels, and in the long term…  well just google ‘Star Wars Prequels’ and see). And that kind of makes me sad.

    To elaborate on my point,  if the new films are a resounding success (to the fandom, not financially – they are pretty much a guaranteed win financially) then it will be heralded as solid, stone cold proof that George Lucas was an awful and terrible director who ruined his own franchise and it could only be redeemed once firmly removed from his hands.  On the other hand, if the movie turns out to be despised and used as a curse the same way “Mass Effect 3’s Ending” is across the internet, then George Lucas will be considered a traitor for abandoning the fans and selling out to Disney whose grubby mousey hands ruined this beloved franchise.

    Whoever wins, George Lucas loses and that makes me sad.

    Why? Because I think George is one of the more inventive world-builders we’ve seen in the last few decades.  That was the true gold of the Prequel films in my opinion and one of the reasons I love them so: they built the galaxy beyond a few space stations, two factions, and planets that are wholly a single biome.  While the Original Trilogy was a classic tale of good versus evil, it didn’t leave you with much of an impression about what society was like.  We saw a few worlds on the fringes that were barely inhabited if at all.  Is that the way things worked?  Was the Death Star the seat of government? Then why was it just built?  Where does the Emperor live?  What the heck was the senate that got dissolved in one line of dialogue?  We got glimpses of a much bigger galaxy but saw nothing of it in the scrappy dogfights between a totalitarian government and the terrorists that fought against it.  The prequels however gave you that. All of that.  It explained how we got to the point of this battle of good & evil, how good intentions sent to the galaxy to hell when guided by someone who wasn’t interested in helping, and it built up the mythos in a way that the original films never even touched.  I LOVED the prequels because George Lucas went from a classic hero myth of good v. bad and turned it into something that felt like a living galaxy.

    So if nothing else, this post is for you, Mr. George Lucas.  Thank you for the galaxy far far away that I’ve spent 32 years enjoying the heck out of (No, seriously, one of the ways I learned to read as a kid was Jabba’s subtitles).  And here’s to Disney’s New Trilogy and may it find success and a place in the hearts of fans new and old alike.

    May the Force Be With You, and The Force Shall Set You Free.

  • So regular readers are probably wondering where the rest of the class storyline reviews are.  After all I teased that I was playing through the Smuggler story next and true to my word I got all the way through Chapter 3 on him.  The reviews are actually outlined and in my draft pile.  I always enjoyed the smuggler and I’m looking forward to writing those soon and then hopefully moving on to the final storyline: the Imperial Agent.  However, I’m not going to lie – It may take me a while.  See, on top of Knights of the Fallen Empire now out and enjoying that (Thinking of doing a Vry Plays after my Sim’s inevitable go bankrupt and start eating each other),  I’ve also now got Metal Gear Solid V, and Fallout 4, the new patch of Final Fantasy XIV, and oddly enough among all of those things – World of Warcraft.

    It’s odd.  While I did decide to join my significant other in playing catch up through the Warlords of Draenor storyline (My take? It was nice, but the whole Alternate Universe thing lessened the impact to near pillow fight levels.  Felt like it should have just been a novel.)  and I did enjoy my brief playthrough, I haven’t honestly had a “hankering” to play the game since Mists of Pandaria.  Yet, in the wake of the recent loss of a grandparent, and the depression that followed, I found myself turning to an old comfort.  My little gnome death knight, my lawful good blood elf paladin, and even some of my low level toons.  The game didn’t feel like a tedious trudge through the tides of futility like so many times before.  It just felt like silly fun.  Kind of like picking up a Mario game after a decade and just enjoying the simple run-jump mechanics.

    But despite the level of comfort I felt when beating around the skulls of kobolds as Norris Brewshatter, Dwarven Shaman Extraordinaire, I found my mind pestering me.  “Didn’t we say we were done with WoW?”  “What about those Class Reviews?”  “You have like four brand new games you haven’t finished yet.”  And the thoughts hounded me as I played, and after I had logged out, and almost everything I saw or uttered the words ‘World of Warcraft’.  I was at odds.  This game was helping me.  I was feeling better.  I was starting to enjoy things again after the funeral.  Should I abandon that for other things I should play in my diminished adulthood free time?  And why only feel this way about WoW?

    Maybe part of it is that World of Warcraft carries a heavy weight with it.  It’s a name that actually means something to people outside of gaming circles.  My sister may not know what Final Fantasy XIV: Heavensward is, or if Star Wars: The Old Republic is a game or a comic or a cartoon, but she knows World of Warcraft.  She knows it for good and for ill.  There’s stigmas associated with that game outside of gaming, and even bigger one’s inside of gaming.  MMO gamers especially are very vocal about their opinions of what they like and dislike, and the fact that my site’s biggest draw is TOR, whose forums won’t even say ‘WoW’ but only refer to it ubiquitously as ‘That Other Game’ (Or they did, I will admit I don’t frequent the TOR forums very often anymore.)  Is that why?  I’m afraid that readers will leave my blog if they found out I was playing ‘The Other Game’?  I hope not.  My subconscious would be quite the vain thing then wouldn’t it?

    Honestly, I can’t really say.  I’ve been mulling it over for days trying to figure it out but ultimately I came to the conclusion that it doesn’t matter.  I wrote this blog when it only had maybe 15 hits a day and most of those were Google Image Searches, I’ll still write it even if it gets back to there.  I write because I like writing it and I have all these crazy weird thoughts while playing games, watching movies, or reading comics that I just want to share with anyone who will listen… er… read.

    No, I think the real thing to keep in mind with all of this is that you should do what makes you happy.  Even if others would turn away, or give you a weird look, or anything like that.  Don’t worry about it.  Just play what makes YOU happy.  Let them play what makes them happy.  The world can be cold, the night is dark, and we never really know how long we get to enjoy ourselves here on this big round madhouse.  So play games you enjoy, with people you enjoy when you can, and even without them if they want to play something else that doesn’t interest you.  Be happy.  We all deserve that much.  Games are supposed to be fun after all.

    I’d like to dedicate this post to my departed grandmother, Carolyn, who I can never ever recall getting upset once in my life and of course to the ever cheery man my grandma loved to watch: Bob Ross.

    Take care of yourself, and each other.

  • <— Prologue|| SMUGGLER || Chapter Two —>

    Warning: This post contains spoilers for the first chapter of the Smuggler storyline in Star Wars: The Old Republic.  To see a spoiler-free summary of the storyline please check this page instead.

    smuggler_ch1_01

    Oh the life on the open space-way.  The thrill of adventure, the sights and sounds, the constantly having a jerk tail you around and try to kill you.  Yes, when last we left the Smuggler we had just retrieved our starship from the dirty double dealer known as Skavak, who had stolen it in the first place while you were trying to unload some ‘illicitly transported’ guns to the war torn world of Ord Mantell.  Seems that Skavak was working with a woman named Risha and he was stealing everything they needed for some epic quest to obtain the long lost treasure of the fabled space pirate Nok Drayan.  Course now that all that stuff is on your ship and you have your ship, Risha is more than willing to deal with you instead of Skavak. Which puts you on the fast track for fame and fortune as soon as you finish the most epic of trading side quests since trying to get Big Goron Sword in Ocarina of Time.

    Taris

    The Treasure Hunt begins. First you need an astro map from a vault on the bombed out world of Taris.  Risha has a contact that doesn’t much like her, so it’s up to you alone to seal the deal and get the map.  But as always, there’s a hitch.  To get to the map, Beryl Thorne needs to finish her jobs on Taris and her partner came down with a slight case of the Dead.  So it falls to you to finish the jobs and make the deliveries so you can get your map.  First task? Deliver some sensors to a scientist.  Turns out he needs some help setting them up and is willing to pay as well, so that’s a quick hop into Rakghoul territory to lend a hand.

    Next is to go pick up the second delivery, which were found with the tattered remains of Beryl’s partner who got Rakghoulified it seems and dropped off with the Republic Outpost.  To make matters worse, you seem to have gained the special attention of one major workaholic customs official that seems to constantly pop up wherever you go.  Luckily, the sergeant that has your next delivery is willing to make a sweet deal. Turns out he knows Risha too! (Who doesn’t?) And for a little help dealing with the local scavengers, he’ll make sure you get not only your next delivery but a tasty side of diplomatic immunity.

    Now with the last delivery, it’s time to collect the core samples and get back to Beryl. Right? WRONG! Turns out the core samples were stolen by scavengers during a raid.  Aw man.  Time to recover the supplies and find the core samples which reveals that Beryl’s old partner was neither dead nor a rakghoul. In fact, that deveronian son of a hutt actually just backstabbed Beryl to steal the core samples – which are really Tarisian relics – and sell them on the Imperial market, instead of selling them to Taris survivor descendants for a modest finder fee. What scum! So a pox on him and back with the core samples so Beryl can tell us where to find our vault.  Which she does!  Only there is – say it with me now – a problem.

    Turns out the vault is in “Zone Zero” a no-mans land area of Taris where there are worse things than Rakghouls wandering about.  So it’s time to check back in with Risha and see if you two can whip together a plan for how to get into that vault! Luckily Risha is prepared. Because Risha is always prepared. So you get to the vault deep in Zone Zero to find that Skavak’s men are already hammering away trying to get into the vault, and boy oh boy are they not happy to see you.  Skavak is, however.  This is the perfect chance to kill you and get the map.  Not that it happens that way.  You kill the goons, grab the map and hop back in the ship on your way to Nar Shadaa.  Even Risha gives you props.

    smuggler_ch1_02Nar Shadaa

    You know, it never occurred to me until this point that despite it being essentially the Hutt capital not many class stories actually deal with the giant slugs themselves.  I mean granted a lot of the time you are there for some kind of clandestine operation and getting the authorities (if you can call them that) would be detrimental to your cause.  But would be really be so hard to say “Hey, have you seen this guy? Also, here’s a thousand credits. You never saw me.”  I dunno.  Nar Shadaa seems like an easy place to buy people off is all I’m saying.

    The reason I bring this up of course is that unlike most class stories the smuggler is dealing with a Hutt directly.  Well, some of the time.  Most of his time you’re dealing with his assistant/butler/majordomo person thing. Apparently our dear friend Risha has lined up a deal (or as the Hutts refer to it – a non-binding passing interest) to exchange a rare animal that is identical to but named differently than the hundreds that I’ve slaughtered across multiple worlds for an experimental starship engine.  Problem is that the Hutt wanted it as part of a pair – the last male and female of its species – to eat (Yes. Eat. He wants the ‘rarest’ meal in the galaxy.) And since some PETA wanna be’s stole his female, he doesn’t exactly have any need or desire for the male.  However his butler-person suggests that the Lord of the Feast is frivolous when it comes to changing his mind, so if you can find the other beast then the worm’s interest in yours may be renewed.

    And that’s the general set up for the most of the planet. Running around and trying to track down the Alien Animal Liberation Front to get back the creature they stole so a Hutt can gorge himself on it.  I’m not saying the hippies don’t have a leg to stand on here – these are the last two of an entire species after all – but there’s no room for mercy when you want to be King of the Space Pirates.  Or at least not for ill tempered carnivorous beasts that look the same to species that I know for a fact aren’t about to die out because they keep bloody respawning!  Your adventure eventually leads you to a mad scientist who in a delicious bit of irony has the PETA-phile locked up in a cage to experiment on.  She apparently wanted to deal with the mad scientist to get the animal off world but instead became a test subject for what I will assume will ultimately be some sort of cyborg human centipede thing. Silly mad scientists, but not stupid because as soon as you explain who the animal actually belongs to the doc quickly returns it via hover sled because he maybe insane but he’s not crazy enough to cross a Hutt. Beyond that the only real choice is whether or not to leave the activist in the hands of the mad scientist.  Do you want to fight for the safety of the rich girl with a token cause that just dragged around all of Nar Shadaa?  Or just leave her there to get some… new life experiences? Up to you really.

    There’s also a B-plot to this planet that comes up every time you meet with the Hutt’s traveling all-you-can-eat pleasure cruise of hedonism that sails around Nar Shadaa involving a wookie named Bowdaar.  It seems that Bowdaar is a slave to some random gambler that couldn’t pay his debts to the Hutt and thus left Bowdaar as collateral until he could return with the payment.  He never came back.  So now the Hutt uses Bowdaar for ‘entertainment’ and pits him again mercenaries, gangs, starved wild beasts, and anything else the worm can dig up all the while trying to handicap Bowdaar by doing things like poisoning him, draining his blood, and putting him up against massive odds.  I think the point of this whole thing was meant to contrast with the PETA Patrol trying to save the alien porkchop but it never really clicked for me.  Wookies are intelligent, the mutated Akk Dog thing is not. Wookies have societies, can use tools, build homes.  The combo platter again does not.  So it seems weird to try to equate either of these things.  Then again, I have met people who view animals such as dogs as more valuable than people, so maybe that’s what their going for.  Except the Hutt was going to eat it and render its species extinct…  so…  Hutts are horrible. That’s the moral.  Hutts are ****ing horrible.

    Once you prove to the Hutt that you and Bowdaar are more trouble than your worth, you get your engine and you get to keep the wookie.  Bowdaar is one of the BEST companions because a) You get him in Act One and b) he’s not Corso.  So now you can bring someone else along instead the space hillbilly.  He’s honorable, enjoys fighting, but not brutal massacres.  He also apparently knows how to bar tend based on a few cutscenes on the ship.  Generally the big thing with Bowdaar is that he honestly just wants to be treated like a person.  Not a slave. Not a ‘thing’.  Keep that in mind and his affection will soar during your conversations with him.

    Interlude

    So before you can head off too far you pick up a distress signal from a lovely lady.  Her ship broke down waaaaaay waaaaaaaaaay out in deep space and she needs a hand.  You know, because this doesn’t sound suspicious at all. But hey sure anything for a lovely lady, not my smuggler has made any headway on the whole Risha angle.  Speaking of which, Risha warns you that this may be a trap and she’d rather not get stranded out in space with no captain and all the cargo.  She advises bringing the wookie.

    This interlude is short.  Extremely short.  The whole area consists of maybe three rooms with a few fights dotted in them.  When you reach the end, you find out that it is actually – dun dun dun – a trap.  Looks like the stranded lady is actually one of Skavak’s presumably many ex-girlfriends and figures killing you will win back his heart for her.  Unlikely, as Skavak is just as convinced as I am that this young woman is a bit unhinged.  She sics a bunch of robots on you and when that fails falls back on her portable blaster shield to protect her. Which is does until Skavak reminds her that the batteries on those things are notoriously short and hangs up.  Sure enough like a well timed comedy routine the shield comes down and you can then deal with her as you see fit: blast her or let her go for being a poor deluded sap trapped in the web of love and lies that is Skavak’s dating life.

    The best part for me though was coming back to the ship to start working on my own web of love and lies by blatantly lying to Risha when she immediately assumes it was a trap and you were a fool for even bothering by telling her that it wasn’t that at all.  The lady just needed some space gas.  That’s all.  All handled. No prob.  I’m the man now uh… dawg?

    smuggler_ch1_03Tatooine

    Meanwhile, in a completely different plot.  A lone Jedi searches the galaxy for a ruthless Sith. Her journey has taken far and wide but she has finally cornered the enemy of all things good on the backwater world of Tatooine.  There she seeks out information and bumps into a smuggler who literally knows nothing and normally that’s where it would end.  Except the story isn’t about the Jedi is it?  Yes, Tatooine is a quirky little chapter of our storyline where our smuggler gets trapped in the middle of an epic feud between the forces of Light and Dark and pretty much has nothing at stake in the fight.  Really! You’re there to find some reclusive gangster and make a trade for a rare navigational computer, and that’s it.  You got meet with his lieutenants, figure out how to enter his secret desert hideout, and go make the swap.  But somehow you keep stumbling into this massive battle between a Jedi and Sith almost like your the cast of Blazing Saddles breaking through the sound stages for other movies.

    You first bump into the Jedi at a local bar where she deals with some local rapscallions before chatting up with you.  She advises you to leave, to give up your wicked ways and is completely ignorant to any attempts at flirtation.  Unfortunately for her, you have business to do.  Business that requires breaking into an overrun warehouse and getting a fancy horn, because only the person holding the horn may speak to the gangster (Apparently the gangster learned how to run his operation from kindergarten teachers.) On your way to pick up the horn, you bump into the Sith who is also looking for the gangster for some other unrelated to what you want reason.  The Sith says that since you and she are both looking for the same guy, why not team up?  If you’re a male smuggler, she even not-so-subtly offers you a uh… “once in a lifetime experience” behind closed doors if you agree to work with her.  Well…   that’s a first.   I don’t think my bounty hunter ever got the ‘Don’t freeze me in carbonite and I’ll jump your bones’ conversation option.  Though personally, I find in my best interest of NOT DYING to stay as far away as possible from between a Jedi and a Sith, so I declined and went along my merry way.

    Except that when I go meet up with the lieutenant to pass along the horn so he can show me the way to his boss, the Sith shows up AGAIN.  Only this time with a battalion of Sith Troopers to take the horn by force.  The henchman scoots away through a hidden door, leaving me to fight them all myself.  I’d be more upset by this, but lest we forget who we are dealing with here.  This is the fabled scum & villainy of Tatooine after all.  They would leave you behind as they save themselves.  Luckily – kinda, sorta, not really – just as the last of the troopers falls, the Jedi shows up to help.  She warns you again to give up your ‘wicked ways’, is blatantly oblivious to any kind of flirtatious subtext, and is devoutly set on finding the Sith… still. Luckily, now you know where the Sith will be and it’s time for the dramatic showdown.

    The setting? A picturesque oasis hidden in a cave in the Dune Sea.  The objective? Try not to get killed by the wacko light and dark side zealots while making a deal.  It’s a duel of the fates, a battle of the heroes, and I am really just trying to stay out of the way here.  I just came for that computer over in the corner.  Can I just… no? Sigh.  So sure enough things get nice and heated once all the parties assemble, and the fact that the gangster is a recluse who hates people and noise makes this even worse.  You do get the choice in the end of who to help – the Sith or the Jedi – and the game is nice enough to offer a ‘This is none of my business’ option (which mechanically means you help the Jedi kill the Sith and the Gangster).  If you don’t help the Sith willingly, she will try to mind control you which you have the option to simple laugh at her for, then she tries to mind control your companion.  Now I don’t know if this is different for other companions, but I had Treek with me (I usually do) and Treek just stared blankly at the Sith which was hilarious.  The gangster gets fed up and calls in a bunch of droids to kill everyone – you, the Jedi, the Sith, his own lieutenant – and the rumble begins!

    And when the dust settles it’s just you and whoever you helped left (and maybe the gangster if you help the Sith, but I doubt it. She just wanted a little red box, so why keep him alive?)  You stroll over to the corner, grab the computer you came to this litter box of a world for and leave. The end.  Oh okay, you can flirt some with the Jedi or Sith.  It actually finally clicks that you want some lovin’ with the Jedi too and she promptly shuts you down BECAUSE SHE’S A JEDI!  It’s kind of a core tenant that they don’t get their freak on, and everything about this girl has indicated that she is a tried and true Captain flippin America of a lawful good light side Jedi.  Not a shocker.  Funny. But not a shocker.

    smuggler_ch1_04Alderaan

    Alright, home stretch on this treasure hunt.  We only got three delivery/trades left and then we can go grab that sweet sweet loot.  Luckily, two of them are here on Alderaan.  The first is that old junker robot that Skavak stole way back on Ord Mantell.  It’s going to a pair of siblings from House Teraan who want to prove that their house is owed a considerable debt from the other houses and want to use it to propel their family back into the big dogs of the Alderaan Nobility Circuit (Now on ESPN-15).  However, they need an ancient datapad ‘acquired’ from their former holdings now controlled by their dreaded rivals of House Baliss.  Of course. Is there anyone or anything on Alderaan that doesn’t have ties to the Noble Houses? Like some farmer off in the hills named Larry Smith who has no ties to nothing save his land, his nerf, and his shotgun?  I’d like to see that.  I really would.  You go and shoot your way through a bunch of Baliss goons, grab the datapad, and bring it back. Easy as pie and you got a new radiation shield schematic for your ship.

    The second delivery however is where things start to get more complicated.  This one is to deliver that creepy head in a jar to the museums of House Alde.  And because I’m sure someone will bring it up if I don’t – Yes, the head belongs to Darth Bandon from the original Knights of the Old Republic who killed Trask Ulgo, distant ancestor to the current King Boris Ulgo of Alderaan.  Trask is apparently revered as a hero, and thus the head of the Sith who killed him is some way for House Alde to kiss up to the King, despite the fact that Trask didn’t even make it out of the prologue/tutorial level of that game alive.  Oh, but I said it got more complicated didn’t I?  Well, here’s the thing.  Someone already delivered that head you just walked in with.

    Yes, you read that correctly.  Someone else already sold the Head of Darth Bandon, and it was already authenticated by the Curator’s lovely female assistant Neva who confirmed that it was authentic. So clearly yours is a fake.  Right?  Well after finding that Neva has vanished and some double checking (What? Check something more than once for authenticity?! Truly a scandal for any museum!) it turns out that YOUR head is the real one and the other was a fake.  But why would Neva lie?  Well, if you’ve been playing the smuggler – and I have – you probably already have a guess as to why the pretty female character lied about something.  Say it with me now in your best Seinfeld ‘Newman’ voice: SKAVAK!  It seems our persistent annoyance has jumped ahead of us in line to grab the Arkanian Hyperdrive Engine that the museum promised as payment.  Not sure what Skavak is going to do with it without all the other bits, but he could probably sell it at least.  Another strange note here is that I don’t think we ever actually SEE Nava.  Like at all.  Which I thought was weird since we’ve had face time with every other traitorous Skavak groupie.

    So now begins another Skavak hunt.  You run to the space port where he left a nice note mocking you and introducing you to the team of Mercs (who I’m sure have ties to House Gorgonzola or something) he hired to kill you and also drop the plot point that he hasn’t had time to install that hyperdrive yet.  So he does plan on installing it.  Without all the other pieces.  That’s kind of like stealing the remote without the TV or DVD player and then running off into the night laughing about how you are so going to use the remote to watch a movie when you get home.  It’s not gonna work.  Skavak is either really dumb, or just being a #$%&.  I’m going to assume the latter. Risha says she knows where Skavak got to, but it’s in a House Thul (the house that works with the Empire) hanger.  I’m assuming the Imps have just forgotten about that whole incident on Coruscant.  So to sneak into the hangar, you meet up with a baron who speaks exclusively in Huttese because no one else on Alderaan does and thus its easier to keep secrets with and he’s happy to help you sneak in.  Mainly because Risha is blackmailing him with photos of unknown content or context from a ‘vacation’ on Nar Shadaa.

    When you bust into the hanger, you find not Skavak but his mechanic there waiting for you. Skavak apparently had to run some errands.  The mechanic however will happily hand over the engine to you. He was kidnapped to install it and has no loyalty to Skavak but he wants to get the heck outta there before Skavak comes back and finds out what the mechanic did.  You get the choice of letting him go, killing him, or forcing him to sabotage Skavak’s ship first.  The last two are both dark side options, namely because the mechanic won’t have enough time to get out if he sabotages the ship essentially dooming him at Skavak’s hands instead of yours.

    So you’ve made your deliveries and got your ship parts, so now it’s time to leave right? Noooope.  This mess of a planet won’t let you go just yet.  See those two House Teraan siblings have one teensy little favor still to ask.  It seems your smash-and-grab visit to House Baliss kinda was noticed (Dunno how. I was really subtle with those 20 corpses in their courtyard.) So their champion gunslinger duelist demands a formal duel to settle their grievances.  The siblings have come to you because you have a gun, and they suck at anything involving danger, pain, weapons, leaving the house, etc.  So you go and help them by fighting their fights for them.  You can have your silly honorable duel between men, or you can have some fun and play dirty.  I enjoyed shooting the gunman before he was ready by shouting “READY? GO!” really quick.  Then I did it a second time just to drill in the point.  That got the Baliss twerp to shut up and leave.  Now I can leave Alderaan.  Finally, no more nobility.

    smuggler_ch1_05Finale

    With everything in place there’s only one thing le- hold on. We’re getting a call.  A pair of Togruta you say?  Kidnapped?  Demand to see Risha alone.  I see.  Why are you calling me then?  Oh fine.  Apparently we need to go help Risha’s childhood friend and her husband.  The childhood friend has been kidnapped and is being held for ransom in some mine on Tatooine, her husband wants Risha (and by Risha’s insistence – You) to go get her back.  Risha arrives to find the kidnappers who apparently multi-criminal-classed into assassins ready to kill your…  I guess Risha is kind of like a boss.  Maybe a partner?  I dunno. They’re gonna kill Risha on orders of ‘His Majesty’.  No clue there, but that sounds Noble.  Buddies, I just got back from Alderaan. I’ve had it with Noble.  You are all dead.

    Once the assassin-nappers are down, Risha meets up with her friend and reunites her with her husband.  They then never want to see Risha again.  Ever.  Cause they say it’s Risha’s fault any of this happened in the first place.  You can be a good person and help Risha patch things up with her friend, or you can join the friend in on the suspicion that there’s more to Risha than being JUST a business mogul/treasure hunter/starship mechanic/negotiator.  After all, there have been a lot of people we’ve bumped into that have had bad blood with Risha.  Heck, the only person that has anything good to say about Risha is Vette, and she’s in another class’ storyline! So what is going on here? Well, Risha can only ask you and her friends to trust her and that all will be explained soon.

    That soon is actually soon for once as it comes right after your next and final delivery – the man frozen in carbonite – to a medical facility on Nar Shadaa.  It’s there that the man is unfrozen and is revealed to be…  DUN DUN DUN! Nok Drayan himself!  The legendary space pirate himself! In the flesh!  And cyborg bits!  And in a stranger twist… DUN DUN DUUUUUUUN! He’s Risha’s dad!  Did we just stumble upon a soap opera episode?  Who changed the channel on my computer?  It seems old Nok is dying from a horrible disease inflicted on him by a mutinous crew years ago.  Before he dies though, he wanted to ensure that his family’s fortune was found and retrieved.  He froze himself in carbonite with instructions for Risha on all the things she’d need to gather to get to the fortune which is on a ship headed directly for a black hole.  Nok promises you the entire fortune save one family heirloom which is reserved solely for Risha.  That heirloom being the family crown.  See Nok’s not just a pirate king, he’s an actual king.  The King of Dubrillion to be precise.  The Drayan line is the rightful rulers of the planet, but they were ousted years ago.  Meaning Risha is a princess.  Because every scruffy looking smuggler type needs a princess to romance.  (Does that mean now that Disney owns the rights that Risha is a Disney Princess?)

    With surprise revelation theater now come to a close it’s time to go get that treasure.  Using every single new fangled gadget that Risha scrapped together, you make your way to the ship.  Which again makes me incredibly curious what on Hoth Skavak was going to do with JUST the Arkanian Hyperdrive.  Was he going to go after Risha on your ship next to get everything?  The ship with the wookie.  Yea, I would have loved to see that.  The ship is fairly simple.  Just a bunch of rooms filled with lethal robots who are on orders to kill any living thing on the ship.  Including the former crew you find out.  Apparently way way long ago, before even Nok Drayan’s peak, Nok and Risha’s ancestor –  Arak Drayan III – sent this here ship on a slow stroll to the edges of the galaxy and into a black hole.  He then activated the droids to kill all the loyal citizens that were operating it to ensure it would never be found.  Which is a perfect setting to end a pirate story on.  With a black hole.  So a space pirate story.  Also, I know this is nit picky and this is just one of those suspension of disbelief things you have to just go with in an adventure story on the high space-seas but daaaaaaaaaamn Arak III had some insane good planning skills.  He sent a ship on course for centuries to fall into a black hole?  It never hit a planet, an asteroid, got noticed, or nothing?  That is some skill.   Anyway, you grab the treasure and head back to the ship to head home only to find someone waiting for you.

    Sigh… Skavak.  It just had to be Skavak.  He apparently knocked out your crew, stole Corso’s favorite-est blaster (Torchy) and is now gonna kill you, take the treasure, and steal your ship.  Oh, and if your a female smuggler you can apparently sleep with him.  Cause there’s time for that on the ship falling into a black hole.  It pretty much always ends up with fighting him though and he dies.  No there’s no choice in that matter.  He doesn’t even die in a cutscene.  You just kill him and loot Torchy.  Kinda wish I could have left him on the ship to get sucked into the hole though.  That would’ve been a fitting way for such a sucker to go.  Honestly, it’s a bit of an anti-climax but on the same hand it’s also not like there was some huge rivalry post getting your ship back.  Hell, his insane ex-girlfriends gave you more trouble than he ever did.  So in a way it’s almost fitting that the weasel goes out with a whimper instead of a bang.

    Once you get back to Nok and Risha, Nok tells her that as a Queen she must now make the hard decisions and that a single spacer’s loyalty isn’t worth a fortune.  She should kill you and take everything.  Risha then actual defends you and says your a decent if not good man.  Wow.  I think that’s the first non-sarcastic comment she’s paid me this entire playthrough so far.  Nok collapses and dies cursing the ‘weak’ daughter that was raised in his absence.  Risha (Queen Risha?) ends the story of Nok Drayan’s fortune by deciding to stay with you on the ship.  She may have the birthright to the throne of Dubrillion, but she doesn’t have the means to claim it or to keep it once she doesn’t.  No army, no fleet – just a crown and a captain, and neither of those are gonna change the minds of the current rulers who are already sending assassins to kill her.

    So Chapter One of the Smuggler’s tale ends with you being the hero that found Nok Drayan’s Lost Fortune.  Not that it actually means anything in terms of in-game money.  Do you how hard it is to pawn off priceless relics of antiquity?  So for now it’s kind of like having a lot of high priced stock in some major company.  You’re rich in theory, but not so much in the pocket book.  For now at least.

    My Thoughts

    Chapter One continues the prologue’s tone of fun and wacky adventure across space.  You flirt, make smart ass remarks, and generally can be as nice or as mean as you want without it ever really coming off as out of character.  The storylines are diverse and despite it being a looping task of trade X for Y planet to planet, it never goes about it in the same way – or at least never feels like it does.  It kind of reminds me of the Bounty Hunter in that regards only without the unsatisfying conclusions some of those bounties had.  Instead, everything in the smuggler story feels like it has some kind of weight to it.  Like you could honestly see these people come back and remember you later on in the story and for the most part you’d remember them.  With the Jedi Knight I saved so many people I started to forget faces and names (luckily there’s always one conversation option to remind you who they are) but with the Smuggler most of the NPCs you deal with are positively memorable and fun.  Even the bad guys as one note as they can be at times are some of the most memorable in the game.  Skavak is right up there with Tarro Blood as a guy you learn to love to hate (or for the female smugglers, just learn to love.  And then kill.)

    Your companions feel fleshed out as well even before they join your party.  As much as I never did and still don’t like Corso, I would be lying if I didn’t ‘get’ his character by the end of the prologue. Same thing with Bowdaar.  You only briefly interact with him during the B-plot on Nar Shadaa, but when you do it is 100% character development and getting to know this wookie.  His plotline does nothing to advance the plot of trying to find the PETA wannabes, so it’s free to just give you tons of personality for the walking rug.  Risha spends most of her time doing two things: telling you what the next job is, and talking about Nok Drayan. There are a few gems of character development for her like when she actively shows concern for you when you leave on the interlude mission only to cover it in classic tsundere fashion with that she doesn’t want to get stranded in space.  To be fair, the lack of personal story on Risha’s part does play the bigger role of making her very mysterious.  She has contacts for days, continuously exhibits proficiency at task after task, and knows encyclopedic knowledge about the illustrious gangster for whose treasure you hunt.  By the time you get to the hints starting to drop in the early parts of the finale, you are on the edge of your seat ready to find out exactly who this woman is, and the payoff doesn’t disappoint – heiress to both a planet and the legacy of a pirate king, spent over a decade preparing for this mission, and pulled it all off to boot?  Risha’s one of those characters that you actually appreciate more on a second playthrough and can see what she’s doing and why.  One of my favorite companions to be sure.

    In the end, like so many of these class stories, the prologue and first chapter form a complete narrative.  Unlike some of the others however, you will find that some of the groundwork has already been laid for where the story goes next.  Next time we dive into the exciting world of selling out to ‘The Man’ and becoming a privateer.

    <— Prologue|| SMUGGLER || Chapter Two —>

  • darth_vader_noooo1

    If there’s one thing we nerds enjoy, it’s canon.  Is this canonical? Is that?  Is my OTP canonical?  How does X fit into the canon?  One need not look any further than the reaction to the announcement that the Star Wars Expanded Universe being retired into the Legends label to see how much a concise and clearly stated canon can matter to people.  So there gets to be this mindset among fans of just about anything that whatever is stated to be canon is something akin to a holy text that must be viewed as complete and immutable from whatever state a fan finds it in.  And that last bit is important because what eventually sets the bar as ‘betraying’, ‘contradicting’ or ‘ignoring’ canon depends a great deal on exactly what state the canon was in when and how you first were exposed to it.

    After all, while the Green Lantern Corps was introduced in 1959, the concept of the Emotional Spectrum and the other Lantern Corps like the Red Lanterns, or the Sinestro Corps, didn’t come into being until 2006, despite it beings established that these things were in existence all along but the Green Lanterns may not have been aware of them.  If you were a fan before Geoff Johns’ new interpretation of the Green Lantern universe, you might find this idea a bit on the heretical side.  After all, how could the Guardians not know/expose this info?  How come it took decades of issues before it was revealed that Parralax was a big space bug that was sealed away and they knew about it but kinda didn’t want to bring it up?  On the same hand, if you came after that or say first got interested in Green Lantern due to the Green Lantern Animated Series – then the Emotional Spectrum and the other Lanterns are just part of the universe to you. Easy peasy.

    Already we can see that time and method can dictate the view of what is considered to be canon and what isn’t.  Will new Star Wars fans a decade from now when the JJ Abrams Trilogy comes to a close even think that the Legends novels were anything more than interesting What-If stories?  That the Yuuzhan Vong are nothing more than glorified fanfiction characters?  Perhaps.  But aside from fan-interpretation and viewpoints of canon, what about when canon is changed by the ones who created it?

    If you want a good example of fans getting upset at a ‘violation’ of canon by the ones who write the story themselves, look no further than our good friends at Blizzard Entertainment.   Almost every expansion is met with cries of ‘That’s not what this character would do’, ‘Blizzard doesn’t care about their own canon’ or ‘This violates their own lore’, etc.  I’ve played World of Warcraft since 2006 off and on, and I’ve seen these complaints so many times I’ve lost count.  But it always comes back to this idea that what WAS should be preserved in a little box, and left to the point where it is never changed or influenced.  Heck, I remember people complaining about the difference in characterization between Warcraft III and Vanilla WoW, almost like there was some sort of inexplicable 5 year jump mentioned in first few seconds of the opening cut scene.  These characters change, the situation changes, and the world moves forward.  The Forsaken were pretty much born out of Sylvanas’ quest for revenge against the Lich King.  You can’t very well expect them to stay the same after their sworn mortal enemy is dead.

    There’s also the issue of the fact that since WE are aware of all the details of the story and lore, we often will forget that the characters don’t.  A character may not know the truth of all the details, or even heard the news if its something that happened on the completely other side of the planet and thus will act according to what they know and not what WE know.  The concept of ‘metagaming’ can extend to fiction too, ya know.  So while things sometimes look like a violation of canon, it can honestly sometimes just be a matter of ‘the characters wouldn’t know that’.  Back to World of Warcraft for example, it’s stated in some places that the Eredar corrupted the Titan Sargeras into turning evil, it’s later revealed upon meeting the Draenei – an exiled faction of the Eredar – that it was actually the reverse. Sargeras had corrupted the Eredar.  Is this a retcon? Yes, but does it break canon? No.  No one who originally told the tales of Sargeras & the Eredar would have been in the position to know the facts of the tale.  They are legends and fables, passed down for generations.  Now when they meet the Draenei?  Well, heck, Velen was THERE.  He knows.  Now he’s explaining it.  Now you have the myth, and the fact.  That’s developing canon, not violating it.

    Wanting a canon to stay rigid, to have nothing new enter or depart the scene and for characters to stay the same as when we first fell in love with them just is flat out bad for storytelling.  Is BioWare futzing with their own lore with TOR?  Yes.  Yes they are.  The story is moving forward, a new enemy is appearing from beyond the borders of the galaxy and using a vastly different technique of force wielding to pursue a mission of galactic conquest.  Honestly, from a personal standpoint, it’s not nearly as conflicting as say KOTOR to KOTOR2 when in the space of 5 years the entire Jedi Order was completely wiped out leaving only a few stragglers like the Exile around.  No wonder they decided to set SWTOR 295 years later. Yeesh.

    Now I’m not saying there aren’t ways you can mess up canon.  Even Blizzard has admitted to messing up with mixing up established facts and they have employees devoted to entire task of keeping this stuff straight.  But there’s a difference between ‘This never before explained thing has appeared and is attacking’ or ‘This ancient prophecy we just uncovered is coming true!’ and things like ‘Superman was never from Krypton, he’s from Snorglack-VII and always has been. Ignore what we said earlier.’  (And heck there are even acceptable ways to do that with continuity reboots, and elaborate explanations, that might reek of B.S. aren’t technically violating canon.)  There are times when you just screw up and forget that you’ve already established some detail, and there are times you introduce retcons that will devastatingly run in contrast to how a character is viewed (Did you Batman ALWAYS hated rock music because his Dad told him it was bad the night they died?) but there is also just the idea that you are expanding the story and the universe.

    As fans we sometimes have the tendency to get a bit zealous with our devotion to what we know.  We like the permanence of the whole thing.  It feels good.  But that’s not necessarily what’s best for the story.  For a story to grow, canon must be altered and expanded.  Maybe there were 9 planets, but due to later revelations there are now 8 (or like 25).  Canon must always be somewhat flexible in order for things to move forward.  And I think we as fans need to be flexible with it.

    Thanks for reading.

  • Kh-throne

    I LOVE Kingdom Hearts.  Love it to pieces.  Ever since I picked up the first one way back in college, I’ve done my best to try and play every single one.  But that’s not easy with the insane cross platform releases.  Some on the Game Boy, some on the PSP, and hey what about the one that was only available on Japanese mobile phones? That’s got to be an easy one to nab right? (Well, actually yea.) But even if you got them all, what order do all these go in?  It’s clear they’re not chronological right?  Well, with the announcement of Kingdom Hearts 2.8 Final Chapter Prologue (A weird and long title that is at least more descriptive than Ground Zeroes) set to be released on the Playstation 4 sometime in 2016, I figured I’d do a quick little handy right up for folks like me who are trying to figure out what order all these things come in.

    0: Kingdom Hearts χ & Back Cover – Set before the events of the Keyblade War, the Chi games tell the story of the events that lead up to the War and the beginnings of the struggle between Light and Dark.

    0.1: Birth by Sleep – Surrounding the adventures of three Keyblade Knights, the generation of wielders before Sora.  Their adventures set the stage for the main games and explain the backstory for several series main characters & villains.

    0.2: Birth by Sleep: A Fragmentary Passage – A short episode that takes places immediately following the events of the Birth By Sleep Secret Ending.  Told through the framing device of Mickey telling the tale post-Dream Drop Distance.

    1: Kingdom Hearts – The first game in the main ‘numbered’ series.  The story of Sora, Donald, and Goofy trying to defeat the Heartless and find their friends.

    1.5 – Chain of Memories & 358/2 Days – These two are occurring roughly simultaneously as the events of Chain of Memories are referenced as happening at the moment in 358/2 Days.  Chain of Memories follows Sora & Riku and sets up the situation for Kingdom Hearts II, while 358/2 Days does the same but for the villains of that story: Organization XIII.

    2: Kingdom Hearts II – Sora’s second grand adventure introduces us properly to the concept of the Nobodies and the battle against Organization XIII.

    2.25: Re:Coded – Explores and is connected to several of the concepts from throughout the series: The fates of the characters from Birth By Sleep and their relationship to Sora, the Book of Prophecies from Chi, and sets up the beginning of Sora and Riku’s journey to become Keyblade Masters.  It’s recommended to view the KH2.5 HD ReMix version of Re:Coded as it includes several important story scenes that are only available in this version.

    2.5: Dream Drop Distance – Details the trials of Sora and Riku trying to earn their Master’s Marks to become Keyblade Masters, and dives more into Ansem’s plans and the true purpose of the Organization.

    3: Kingdom Hearts III – Set to be released some day, this has been quoted by Nomura as the final chapter of Sora’s story in the Kingdom Hearts universe.

    Now I’m just going to say that playing all of these games in chronological order may not be the best idea for new comers to the series.  There’s a lot of these titles that will reference concepts or characters introduced in other games that technically take place later in the series.  For example, Birth By Sleep was originally released after Kingdom Hearts II.  So it is written and presented in a way that assumes some level of familiarity with Kingdoms Hearts 1, 2, Chain of Memories and 358/2 Days.  However for those who are familiar with the series and want to see how the story unfolds in order, or don’t mind being confused for a couple of games as things start to snap together, this should prove to be about as interesting as coming to the Star Wars Saga fresh and watching them in order. In short: enlightening if nothing else.

    Unfortunately such a grand experiment will have to wait until Kingdom Hearts 2.8 Final Chapter Prologue comes out next year. Hopefully it will be released with enough time between it and Kingdom Hearts III that we can play all 9 other installments in order before then.

  • So we’ve talked gameplay and we’ve talked plot & characters – I think it’s time we wrap up the Lightning Trilogy with discussing probably my favorite part of Lightning Returns: the ending.  Not because it’s finally over oh sweet Noel Kreiss it’s over, but because I found it to be a satisfying conclusion to the overarching themes of the trilogy, even when the explicit details of the plot got a bit weird from game to game.  Let’s just go ahead and say that since we are talking the ending of a trilogy and then discussing said trilogy, there will be SPOILERS.

    Alright, so as we previously discussed:  God is gathering up souls of the chosen using Lightning as his ‘Savior’, he will then usher those new souls to a New World and remove their hearts/chaos/emotions, then he will let the old world and all the souls of the dead there perish so that no one remembers any of them – the world or the people who died there – all so he can have HIS perfect world.  I don’t think it needs to be said, but Lightning and her friends do not exactly like that idea.

    The ending to the game and the trilogy as a whole is done essentially in four parts.  There is the final dungeon, the final boss battle, the cutscene where you actually beat the final boss, and then the final final cutscene.  To get to the final dungeon on the last day (that’s Day 13 – or if you ran around and did 60+ side quests it will be Day 14), you show up at the church in Luxerion to bust up the ritual with Fang. Lightning holds back the guards while Fang talks down Vanille from doing the deed.  Luckily back up arrives in the form of Snow who proves that despite being a dummy at times is still able to deliver an epic smackdown. Snow is joined by Lightning’s other friends as it becomes one last stand as Vanille and Fang come together to guide all the lost souls – not to their destruction as the Church wanted but to Hope’s Ark to go be reborn on the New World with all the others.

    Lightning’s job is not done however.  There is after all a god to deal with.  She enters the final dungeon which to be fair is essentially four monster filled corridors and a door leading to the final fight.  I’m not even sure you have to do the corridors – or ‘Trials’ – but I always do because they reward you with the Ultima Weapon and Ultima Shield, the two items that will not carry over to a new game+ because they are “story specific” to Bhunivelze’s temple.  Unfortunately, they don’t get any kind of cool unique appearance.  The Ultima items are pretty much just your starting sword and shield upgraded to have INSANE stats and abilities that will help immensely in the final boss fight.

    Speaking of which, it’s time to show down with Bhuni-boy who is in an otherworldly realm dubbed ‘Cosmogenesis’ where he is putting the finishing touches on his New World and you finally get to see what this guy looks like:

    LRFFXIII_Bhunivelze_Full_Render

    Oh…  oh wow.  For the record, that checker pattern ‘skirt’?  Yea, that’s the ground.  He’s literally wrapped the world around himself.  It’s at this confrontation that the truth emerges to reinforce the theory:  Bhunivelze wishes to remove all the old souls and the bits of chaos that make up people’s hearts and emotions so that the New Humans on his New World will have euphoric peaceful lives without the burdens of sadness or pain.  They’ll be boring emotionless drones, but hey that’s the cost of never having to feel bad: never feeling at all. I honestly don’t know if I would take that offer.  I can imagine some who would argue that it’s a good thing and that God is kind to give us such a blessing.  Then again free will is nice.  Like SUPER nice.  He also reveals his plan to establish Lightning as the ‘New Etro’ to guard over the Unseen Realm and keep it in harmony with the Seen Realm.  Again, Lightning being someone he has a leash on as compared to his mother or Etro, both of which kind of had reasons to hold a grudge and good old Bhunie just loves to assume the worst.  Finally, it’s revealed that the Serah ‘soul’ that Bhunie has been dangling on a hook in front of Lightning this whole time is just a mocked up simulacrum.  Since God has no way of seeing into the Chaos, he legitimately has no idea where Serah’s soul actually is but is perfectly willing to offer the soulless copy of Lightning’s sister for her to dote on.  This pretty much where Lightning draws the line.

    Lightning flat out declares her intent to kill God.  To perform one suicidal action to throw them both into the Chaos and free the souls to live in the New World without gods or fal’Cie masters.  Since Bhunivelze made her the savior with the intent to become a replacement for Etro, she may not have the power to kill Bhunivelze but she is finally strong enough to do this one desperation act.  But the Serah Simulacrum speaks to her and tells her that the real Serah IS still out there, and does still need her.  So thus begins the final battle, as Lightning abandons her suicide run in favor of just flat out trying to murder God.  Oh boy. When was the last time in Final Fantasy we actually killed God?  Not like a god-like being, but the actual creator of the universe capital-G God?  We’d have to go back a ways I think. I know we did in Final Fantasy Legends.  Kefka is debatable whether he was god like or actually ascended to become God proper but you do fight and kill the actual Gods of Magic.  Dissidia has you fighting Gods. But yea, it’s been a while since we did this.

    The fight is massive and spans four different phases, each with a unique strategy to them.  Easily up there with Barthandelus and Orphan from XIII as the toughest non-Super Bosses fights in the Trilogy.  Not only that, but his fight has a ton of references to previous Final Fantasy games such as some of his attacks referencing the Emperor’s Starfall from Final Fantasy II, Almagest as used by Neo-ExDeath in Final Fantasy V, Hypernova based on Safer Sephiroth’s Supernova from Final Fantasy VII, several attacks including ‘Dancing Mad’, ‘Wings of Destruction’, and ‘Heartless Angel’ are inspired by either the abilities or even theme song of Kefka from Final Fantasy VI, and finally Bhunivelze’s pose in the final phase is based on the pose struck by the Cloud of Darkness in Final Fantasy III. He also draws several abilities and strategies from other bosses in the Lightning Trilogy. He’s immune to every status effect including poison, so forget using the poison and defend strategy from Orphan in the first game. Finally, he has several abilities that will drop you to either one or close to one HP regardless of your defense.  And all that is just on the normal version.  Oh yes, there’s a hard mode incarnation of this guy named Bhunivelze+.  I haven’t even tried that one yet.

    So after four whole phases on intense fights is God finally dead? Oh heck no.  Bhunivelze created the universe (well along with his Mom), do you think four measly back to back fights will stop him?  It will knock him on his ass, but he crawls back ready to kill Lightning for the sheer insolence she has shown.  Luckily, Lightning has the one thing that Bhuni-boy doesn’t: Buddies.  Yes, this pen-ultimate cut scene has the entire assembled cast of the entire trilogy: Snow, Sazh, Dajh, Hope, Vanille, Fang, Noel, Caius, Yuel, and even Serah appear to help Lightning strike down God while utilizing all of the Souls of the Living gathered by Lightning and the Souls of the Dead gathered by Vanille as a giant sword of light to strike down Bhunivelze once and for all in an epic final blow worthy of Dragon Ball Z levels of sheer ridiculous epicness.

    Bhunivelze’s death chimes in the death of the old universe however as the Unseen Realm and its tides of chaos begin to consume all that is left.  Caius and Yuel, both tired of their eternal struggle and cycle of life and death have agreed to stay behind and together serve the role that Etro once served.  But because Noel also wants a happy ending, Yuel gives him the last of her line – the final incarnation of Yuel in her cycle of Rebirth to take with him to the new universe.  With a new keeper of the Unseen Realm appointed, all that’s left is for the remaining team and all the souls to go to the new world in a brilliant stream of green lights and streaks that sort of looks like something that once helped stop a meteor from crushing a city (Yet another homage to an earlier game found here.  They really seem to enjoy the send ups.)

    This brings us to the real ending of the series.  Claire Farron, the women once known as Lightning in another time and place, riding a train through what appears to be modern day France to go meet up with her friends once again.  It’s never flat out stated what this new world is, but theories have been as far flung as Gaia from Final Fantasy VII (Which considering there’s already a theory about Gaia is futuristic Spira from FFX, how does that work?) to Our Real Earth to the more modern and realistic setting of Final Fantasy XV.  Any and all are somewhat valid ways of viewing things, but the Real Earth seems to be the most likely since they do establish this as a world with No God, and No fal’Cie.  The FF7 connection is really reaching because all that connects them is the vaguely lifestream-y looking stream of souls, which has less traction then FF7 == FFX because Spheres are Materia idea.  We know that XV will have its own ties to the Fabula Nova Crystalis legend and that Etro will play some role in the story, so the No gods/fal’cie thing makes that one hard.  Plus… the signs are in French.  Like actual French.  Not even French sounding gibberish.  So that’s my best bet for where the ending takes place.

    So with the story now finished, was it really worth it to play some 180 hours of game to reach that conclusion?  Well… yea. For me it was.  For all the game play issues, which really were improved on heavily after the feedback and criticisms of the first game (and even then most of those were – in my opinion – excusable to the nature of the story being told but admittedly flew in the face of what many people would expect from a Final Fantasy title), I found the story to be an incredible interesting and character driven narrative.  To the point where it utterly baffles me when I hear people say the characters are boring or bland.  There’s a difference between bland and subtle.  This is very subtle.  Not to mention the characters and their development is incredibly well rounded compared to many of the more popular Final Fantasy entries where the characters were almost defined by a single personality trait.  Optimisitc! Bad ass loner! Angry!  Moron!  Where as in the XIII trilogy, there were a lot of nuanced performances built around knowing these characters back stories and motivations.  Vanille is not a ditsy airhead.  She puts on a ditsy act as an act of denial about the immense guilt she feels, something that is quite noticeable if you contrast how she behaves around the others versus when she’s by herself.  The scene where it begins to dawn on her that her traveling companion, Sazh, has lost his son because of her actions and very existence, that she goes out and stands in the rain under the excuse to feel it on her skin but if you look, she’s trying to mask the tears coming down her face was a real punch in the feels.  Even Snow, the king of bravado, is dealing with the tragedy of his curse and the loss of his fiance by blindly marching forward like a hero to save the day, running from his problems.  But eventually, when he has lost Serah completely and the world is dying around him, he succumbs to depression and begins to slowly kill himself with a final silent noble act of absorbing the Chaos into his own body to try and give the people of Yusnaan another day of happiness before the end. Something he couldn’t do for Serah, despite all his trying.  The characters are THE reason to play through these games.  Just remember that the subtext is just as important, if not more, than what they are actually saying and doing.

    The trilogy also has a great overarching theme of the desire for free will and fighting against your fate, and the need to preserve it even if free will means doing something stupid, or getting hurt by your choices or actions.  In the first game, the message is very direct.  The fal’Cie have literally stripped the main six from having any autonomy in their actions.  It’s complete the focus or be doomed to be a cie’th for eternity.  Even if you complete the focus, all it means is getting stored in crystal until the fal’Cie want you to do something again.  You become a slave to these god-like creatures for all eternity, or suffer a fate worse than death. The reaction to this is each character walking their own path to try and preserve their free will – be it by running away to do whatever they want to actively trying to kill their new ‘masters’.  Ultimately, the sheer strength of their freedom overcomes the chains.  Something that seems weird but makes perfect sense in the context of the mythology: humans are the only creatures capable of Free Will thanks to Etro.  It’s an X factor that the fal’Cie literally can’t comprehend and only out of fear, myth, faith, and sheer power have managed to control their thralls to this point.  There are thousands of years of stories about the fal’Cie and their l’Cie and what happens.  Your promised eternal life and happiness in a crystal dream for completing your focus.  To many it’s consider a downright honor to be chosen.  Why? Because that’s the belief the fal’Cie have worked to create in humans so they obey.  When these six broke that control and killed Orphan, they proved that the fal’Cie only have as much power over the human spirit as we let them.  That in the end, our focus and our destiny is for us to decide.

    In the second game, the nature of free will and even more so the concept of fighting destiny is explored through the idea of time and the question of is the future set in stone?  Serah and Noel each want to change something.  Serah wants to change the past, and Noel the future to get what they want.  However, it’s shown that their actions do have a very real cost in the end.  Changing the future, striking out and making your own path, is what is killing Yuel and ultimately Serah as well.  Serah chooses to risk death to get a future where everyone can be happy.  However, with each life of Yuel’s reincarnation that gets extinguished the Chaos also grows and threatens everything.  It becomes a question of risk vs. reward.  Are you willing to put it all on the line to get what you really want?  You have free will to make your own destiny, but that can come back and bite you.

    Those repercussions are fully explored in Lightning Returns, which feature’s the titular character faced with the decision of asking which is preferable: Euphoria with no free will or free will with suffering? You are constantly bombarded with stories of loss and misery through the side quests and main story, but are told that this can be avoided by simply casting aside your emotions and freedom and living in peace for all eternity.  But you also see stories of love, compassion, and those who despite facing the end of all things choose to keep pressing on and living their lives to the fullest.   There’s a kid who just wants to pass his hunting trials and become a man of his clan before the end comes.  What does it matter? In the grand scheme it doesn’t but to him it’s everything.  Fang is fighting to save her friend, Sazh to save his son, Snow to protect the people – all knowing that there are only 13 days left, they still choose to fight to live.  Lightning’s ultimate choice is that freedom is more important than a guaranteed happiness.  To that end, she kills God and frees everyone to have whatever life they choose to have.  Even Caius who was given no choice in becoming a guardian, no agency in whether he lives or dies thanks to the Heart of Etro or the Yuels, finally gets to choose to stay in the Unseen Realm.  Really, there was no need for him to go, but he didn’t want the Yuels to be alone.

    The only thing I do wish they had done was keep the song from the first game going through the whole trilogy.  While only included in the western release, Leona Lewis’ “My Hands” is a song that strongly resonates with both Lightning and Serah that only strengthens as the trilogy goes on.  The song’s solemn lyrics of longing and missing another person while having to go on without them becomes even more poignant by the third game when you start coming face to face with just how many people are now trapped in time, forced to live eternally, after losing loved ones to the slowly dying monster ravaged world and expanding chaos.  Sadly, the song is only featured on the first game where it sort of resonates with Lightning’s quest to get her sister back but doesn’t live up to its full potential.

    So is the Trilogy a flawless masterpiece?  Hardly.  The story is confusing and told is a jarring all-over-the-place style that requires copious amounts of reading extra content to follow any of the over arching narrative. The gameplay – especially for the first game – can be boring and tedious and will definitely be a huge turn off to fans of the previous games (even though I’ll admit that the ‘run a straight path and fight monsters’ is pretty much the exact same style as the critically and fan adored Final Fantasy X).  It is a flawed trilogy of games and I will admit that.  But that doesn’t mean I think it should be tossed aside and forgotten to the annals of history.  There is a lot of great content here: Wonderful stories, brilliantly well rounded characters, and a fascinating mythology behind it all. The second game explores a lot of the same ideas that Chrono Trigger fans would find very much right at home and the third game has a truly engaging time-based system and active combat system that has a ton of optional stuff to explore and is short enough to encourage multiple playthroughs with a new game+ feature.

    My recommendation is while I can’t wholly endorse these games at $60 a pop, if you can nab them used or new at a decent price (I only paid $15 for the first two, and got Lightning Returns new at release) I would recommend nabbing them.  If you really want to skip the first one, I can’t blame you. There’s a decent enough recap in the Extras menu of XIII-2 that will bring you up to speed but you will miss some excellent character writing that comes later in the first game.  These games also serve as a firm full exploration of the Fabula Nova Crystalis mythology and covers everything from Bhunivelze to his fal’Cie, Pulse, Lindzei and Etro, the concepts of the Seen and Unseen realms, and of course the idea of the l’Cie that plays a big role in Final Fantasy Type-0 and assuredly in the upcoming Final Fantasy XV.  Remember, the mythology is the only thing shared between the three and you’ll get no better crash course in that than from the XIII trilogy.

    So that’s the end of my look at the hated XIII trilogy.  I don’t know if I changed anyone’s minds but hopefully I showed that there’s a bit more to these three games than what appears on the surface.  I know I discounted the games pretty harshly at first when I first rented the first one to give it a go back in the day, but after a second look was quite impressed with what I found.  I’d also like to take this opportunity to thank all my readers and oddly enough Noah ‘The Spoony One’ Antwiler whose incredibly biased albeit hilariously entertaining reviews of the Final Fantasy games he doesn’t like inspired me to look deeper into these games and see if they were truly that bad.  They’re not in my opinion.  Hell, not even Final Fantasy X.  I mean, I didn’t like X as much, but it wasn’t garbage by any means.  Anyway, if you want a chuckle with someone ripping apart the games and riffing a lot of the admittedly silly parts, check it out.  I’ll be here finishing up class reviews for SWTOR, replaying Metal Gear while waiting for my PS4 to get repaired and trying to finish out Type-0 HD.

    Stay weird, folks.

  • <– Chapter Two || JEDI KNIGHT ||

    Warning: This post contains spoilers for the third chapter of the Jedi Knight storyline in Star Wars: The Old Republic.  To see a spoiler-free summary of the storyline please check this page instead.

    jk_chap3_01

    The story resumes pretty much immediately after the events of Chapter Two, you’ve just spent an unknown expanse of time being completely eeeeevil and then freed thanks to a ghost and a giant raspberry Sith Pureblood named Lord Scourge, the former Emperor’s Wrath. The big reveal is that the Sith Emperor is using the newly restarted war as a cover for his grand design to wipe out all life in the galaxy, absorb their essence, and become some sort of immortal god-like tyrant to do as he pleases.  Why? Because according to Scourge, all the Emperor cares about is having power – as much power as he can get.  It doesn’t matter if he’s the Emperor of jack and/or squat so long as he has power.  I can definitely see how this man found a career in politics.  The first world we know the Emperor is going after thanks to Lord Scourge is the prison world of Belsavis, which was a secret up until recently (except we are immediately told that the Emperor had his eyes on Belsavis for a long time, so… good job Republic! Nice to see your Secret Keeping Skills have not improved since the prologue.)

    jk_chap3_02

    Belsavis

    So we know that Belsavis is the target, and we know the identity of the Sith carrying out the duty, but we have no idea what they are trying to do.  Guess that means we’re playing detective?  Really the majority of the rest of the planet is just trailing these guys across the prison and trying to put a stop a crazy Death Cult from blowing up the planet so they can have ‘eternal death’ or some such (They kind of remind of the Necromongers from Chronicles of Riddick).  However, unlike the half dozen other times we’ve had to do this on Belsavis, these guys are actually SMART.  They set traps and diversions for you. Lure you to out of the way areas and then try to finish you off once they have you cornered.  They don’t succeed, but they are at least being intelligent about how they do things.  Hell, at one point in order to buy time they set up explosives along a volcano so that it will erupt on detonation and flood the prison with lava, so if you ignore the bombs and go after the Death Cultists, the bombs and lava will still kill a sufficient enough prisoners to fuel the ritual.  It’s essentially a win/win scenario in their eyes.  They either buy themselves enough time to get to their objective or still win even if you stop them with the lava.  Good. Fricking. Strategy. Oh god.  Finally, opponents capable of thinking ahead!

    Their objective by the way is actually to detonate one of the alien (ie Rakata, because the Rakata are behind everything alien.  Including the Zabrak and Twilek apparently.) reactors that power the prison.  This will cause a chain reaction causing a massive explosion that will destroy the planet as well as the surrounding planets and maybe even their surrounding planets.  So it would be bad.  Luckily (almost by plot conveinence) you catch up to the Death Cult and have a knock out epic brawl with a squad of Republic soldiers joining the fight.  It’s actually kind of a cool scene where you get a half dozen veteran troops backing you up against a room of insane Imperials.

    Belsavis also kind of sets the tone for this chapter.  It’s not the struggle to survive, or unravel a plot, or anything like that.  It is sheer heroism.  Classic save-the-day kind of stories as you and your team scour worlds to stop the machinations of what could be argued is the closest thing The Old Republic has to a Super-Villain at this point.  Even the Light and Dark choices are more applicable to how you save the day than are you a good or bad person, with Dark side heavily favoring military and tactical victory over philosophical noble sentiment.  Do you believe everyone deserves a second chance, or do you level the place to ensure none of these Imps can come back to bite you?  That kind of thing.

    Interlude I

    If you noticed, there wasn’t really much in the way of interludes – or non-planetary main story missions – in the other chapters.  Oh sure, there was a lot of running back to Tython to turn things in but not since we visited an asteroid and revealed Kira was a Child of the Emperor have we had an actual interlude.  Well, that’s about to change.  It looks like Jomar – that Jedi from before assaulting the Sith Emperor at the end of Chapter 2 that claimed you were going to turn evil – has vanished during a scouting mission and you are enlisted to find him.  Yippee.

    Turns out he was investigating a Sith space station when he got captured by Leeha Narezz, the Jedi that you helped back on Hoth that joined you on the Sith Emperor mission.  She is an insane, evil, no good, dirty, meanie pants Sith now.  Wonderful!  She apparently lured Jomar there using his desire to find proof that you were evil, and then appealed to the fact that apparently the two of them were actually secret lover’s back on Tython.  Tython is starting to seem more and more like a gender separated dorm in college.  Everyone is hooking up when and where they’re not supposed to there.

    You fight with Leeha and her droids who apparently also decided to become evil – and far more lethal – since Hoth, but she promptly snaps out of it once you beat her back to her senses.  Jomar decides to take Leeha back to Tython (wink wink nudge nudge?) and asks that you please stay silent about the truths you just learned about the two of them.  Naturally, it’s a morality choice between ‘The truth must be known, you sinner!’, ‘Like I give a crap what you do’ or ‘Pay me for my silence’.  Jomar also reveals that he overheard Leeha talking on the comm about a ‘Lord Fulminiss’ being sent to the planet Voss.  We have our next plot to foil!  Jedi awaaaaay!

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    Voss

    Ah Voss. That lovely world where no matter who you are, chances are the people here don’t like you.  Unless you’re the Consular I suppose.  They kind of like you then.  Anyway, we’re not here to make friends with the locals.  We’re here to stop Lord Fulminiss, which despite being weird as heck to write is one of the first Sith names in a while that isn’t obviously super dark bad (It’s actually derived from the Latin for Lightning.  So there ya go. You learned something today. Lucky you!)  Fulminiss has been working with a Voss Mystic and being a Sith is clearly up to no good.  However, the Voss Commandos who also are working on tracking down the missing Mystic just view your insistence that anything you say is just trite Republic propaganda meant to sway the Voss to your side against the Empire.  The Voss are painfully stubborn here and it creates a great bit of animosity as you are forced to work with them to finish the mission.

    When you first track down Fulminiss to a cave, he’s already long gone but you get to see his ‘victims’.  Former acolytes and Sith apprentices that are foaming at the mouth insane trying to kill you.  Apparently the Sith Lord and the Voss Mystic have teamed up to create some kind of ‘madness plague’ (I’m having flashbacks to the Jedi Consular again…  I wonder if that’s where this guy got the idea.)  The next clue leads you the Shrine of Healing where it seems the same insane fate has befallen several of the Shrine’s healers, but this time the Mystic left a message that only his Commandos can activate.  The message is quite simple: He’s had a vision, you and the Commando must meet him at the Dark Heart in the Nightmare Lands.  Well, that pretty much ties the two of you to the hip.  Stuck in it till the end, eh?  So we’re going to the Dark Heart (again)…  only wait… no.  We can’t.  Cause apparently we need a map to find it.

    Are you kidding me?  Do you know how many characters I’ve played?  Do you know how many of them had to go to the Dark Heart?  DO YOU KNOW HOW MANY NEEDED A MAP TO DO IT?  Give me a sec…  carry the four…  divide by pi…. NONE. No one else needed a map to find this place, but now we do so we have to go into the Gormak King’s Vault (if that doesn’t sound like an old school D&D adventure, I don’t know what does.  Again – Voss is just space D&D) and steal the map from an ancient horror that guards it.  This ancient horror was given dark power by an even more ancient horror that created the Nightmare Lands called ‘Sel-Makor’.  Sel-Makor is a name that will repeatedly show up in your adventures across multiple classes on Voss as pretty much the sole entity responsible for everything bad happening right now.  This time however, you get to help kill him!  No, seriously.  Well, as close as you can kill the non-corporeal essence of a world’s darkness (“I know now that Kingdom Sel-Makor… IS LIGHT!”)

    You finally break into the Dark Heart to find Fulminiss, the Mystic, and a giant purple glowing pit that calls itself Sel-Makor.  It seems Fulminiss grand scheme was to use the ritual, which he improved using what he learned from the Shrine of Healing, with the power of Sel-Makor to drive the entire planet of Voss into a frothing rage and tearing itself apart in epic bloodshed to fuel the Emperor’s super ritual.  All in all, not nearly as good of a plan as the cult on Belsavis.  But that’s what you get listening to a Sith instead of a bunch of Imperial Military dudes: Crazy plans.  You defeat the Sith handily, but that’s not the end. Oh no. We still got the talking pit to deal with.

    Apparently the Mystic’s vision was to help the Sith get to this point, just so he could be defeated by the Jedi Knight who in turn would escort the Commando so that the Commando could willingly sacrifice herself to seal away Sel-Makor.  Are you f-ing kidding me with this contrived crap? So this was all a big set up to throw the Commando lady in the glowing hole?  Couldn’t we have just done that from the start? God I hate the fricking Voss.  So much so that when presented with the option of letting the Commando sacrifice herself or take Sel-Makor’s offer of power to throw the Mystic in instead to fuel the ancient evil, I fricking pushed the Mystic in!  Take that you prophetic jerk.

    Course then I had to fight the Commando and kill her. But you know what? I’m fine with that.  She was jerk. The Mystic was a jerk. The Sith was a jerk. Now they’re all dead. I’m leaving!

    Interlude II

    It’s time to find another Jedi Master Gone Bad. This time we’ve got Warren Sedoru hiding out on a Republic Cruiser. You run in, kill a few packs of mobs and bam! You’ve reached him.  Seriously, this interlude is oddly short but hey if it means one less spaceship I have to run around, I’ll take it. However, unlike Leeha, Warren seems to be enjoying himself immensely.  He’s taken the ship’s crew as hostages and plans to execute them in front of you.  Even when you defeat him and save the day, he proudly announces that he truly enjoys the Dark Side and its emotion fueled passions.  He mocks any desire to attempt to ‘cure’ him and says that now that he’s tasted the darkness that there is no way that he would ever want to go back.

    This presents you with your choice: he is utterly unrepetent, he wants to continue down the path of the Dark Side even if you send him to be brought back to the Light.  Do you still try? Or do you declare this whole thing to be a worthless cause and just kill him?  It’s actually a pretty good question since until this point you haven’t really met someone that you had the option to save who was wholly unwanting of some sort of redemption.  Even the Sith on Tatooine was morally at odds with his path, preferring honorable combat over dirty tricks and ensuring victory by destroying the only means of stopping a doomsday device without giving you a chance to win it from him.  But Warren doesn’t want to be saved. He doesn’t want to go back at all, and states that he will very much fight against it.  So the choice to kill him is clearly the less risky option here, since if you do send him back to Tython and he doesn’t revert to the Light Side, you’ve got a devoted Sith running amok on the Jedi homeworld.

    Regardless of what you choose, Sedoru does let slip that the Emperor’s next target to kick off the grand ritual of murder is the planet Corellia.  Since the war has erupted in full on that world, it’s pretty much just up to the Emperor to make sure it becomes the bloodiest battle of the entire war to get what he wants.

    Corellia

    So how do you stop a mad Emperor set to exascerbate an already in progress war? Well, to start with you’ll need an army.  Satele Shan, Master of the Jedi Order, has appointed you to be the Supreme Commander of all Jedi forces on Corellia.  This is where things get epic.  You start by rallying your troops from around the the city.  For the most part there will be just stand ins and random Jedi you recruit that were here fighting… UNLESS you actually saved a ton of people from the Prologue, Chapter One and Chapter Two.  Then all those people you helped, redeemed or saved will be the Jedi you’ll be fighting along side with in these battles. Even some of the Dark Side choices get revisited here. Like Bengel Morr, the former padawan of Master Orgus that you squared off against back on Tython in the Prologue, who you were given the choice of either redeeming as a Jedi, killing, or allowing him to go off and build power for you as your devoted dark side servant.  Well, if you chose that last one, here’s the pay off. At the complete opposite end of the leveling spectrum.  He shows up with a massive amount of weapons for your soldiers.

    Throughout most of Corellia you are forced to make decisions on what to do with this newly acquired force of Jedi.  Normally, your objective will be set by the story but you’ll have two options on where to send your troops (because splitting up always worked in Scooby Doo and certainly isn’t one of the reasons Obi-Wan bit the dust).  There will be options like A) Stop the Sith from stealing weapons from a factory or B) Raid the corporate offices under a bribe from the executive to retrieve her personal assets.  Another is something like A) Help save wounded people at the Hospital or B) Assault the Sith while they are caught off guard celebrating all the Republic troops they just killed.  So in some of these cases it’s kind of obvious which would be the good or bad choice, and then some – like the latter – provide different objectives based on priorities.  Do you save civilians or strike a crippling blow to the enemy in the short window you have a sneak attack in? It can be quite the interesting dilemma.  But it’s not like these choices ever affect anything anyway.

    On top of the possibility of running into people you’ve met and helped along your journey showing up, there are of course a bunch of other old faces that appear.  Doctor Godera, the master mind behind all those secret projects in Chapter One is here to lend a hand with a miniaturized version of Chapter One’s ultimate doomsday weapon: The Devastator. Of course, General Var Suthra is there helping coordinate the military along with your Jedi soldiers.  Sadly, things are not great for your non-Jedi friends as Godera bites the dust while your disable the Mini-Devastators but does manage to track down our last Jedi-Turned-Sith who is piloting a star cruiser in a suicide run to destroy the entire city.

    You break into the ship and fight your way through it.  I won’t lie, by this point in just this story – not to mention all the other class storylines I’ve played through to this point – I feel like I could navigate every and any Imperial or Republic starship blindfolded.  I do not know why this is apparently the all time favorite set piece to use, but Bioware apparently loves them some starships.  That or the fact that there are only a handful of rigid layouts mean easy to copy-and-paste templates with less original artwork needed to be done for these dramatic moments.  I suppose that’s probably just the sacrifice of having 8 distinct class storylines along with World Stories and side quests.  Most of the ship layouts in the expansions that only have faction specific or wholly neutral storylines are far more diverse.  So while you don’t have all those unique stories, you also don’t have to run around the same starship layouts over and over.  Dunno if that’s a fair trade off to everyone, but hey it is something to keep in mind as the game moves forward.

    As you finally square off with our final Evil Sith-Jedi – Tol Braga himself.  Meanwhile down on the planet, Var Suthra commands the forces to buy you enough time.  The battle with Braga is definitely one of those major action pieces.  Both the fight is enjoyable intense and the cut scene action handled well.  Braga is vicious in his actions, faced with the futility of his plan to convert the Emperor, he seems to want nothing more than just to die.  If that means letting the Emperor destroy the universe with him, so be it.  When you defeat him, you get the standard kill or save choice.  Unlike the repentant Leeha or the stubborn Warren, Braga begs you to finish him so that he won’t have to live with himself.  The choice is of course yours.  This decision is just yet another isolated case in a vacuum that won’t matter in the grand scheme.

    However, what DID matter in the grand scheme was all those missions you sent your Jedi forces on during the course of the story here on Corellia.  See, if you took bribes, acted vengefully, and were all around abusive with your power (read: took all the dark side choices) then your forces have dwindled, the military denied access to resources, and the enemy allowed to run off with more powerful toys.  The final fight to hold off the Imperials is an uphill battle that costs lives.  Namely, the life of General Var Suthra.  That’s right, depending on your choices across Correllia will decide whether a named, plot relevant NPC lives or dies.  There is no immediate choice that affects this.  No (Save Him) or (Kill Him) choice to be found.  Just if you chose the dark side choices leading up to this, the military will be out-gunned and out-manned in the final confrontation and the General will die.  If you chose the Light Side options, the opposite will occur.

    Holy crap guys.  Your choices actually affect things not directly related to that choice?  Like there are repercussions beyond the immediate numbers game of Light and Dark points?   That almost sounds like a BioWare game.  See, this right here is the kind of stuff I am hoping to see more of in things like Knights of the Fallen Empire.  Where your choices have outcomes that may not be immediately apparent but also make sense why that would happen.  If you send your Jedi to loot the CEO’s office for her instead of stopping the Imps from raiding the weapons factory, then the Imps will have better guns than you!  I won’t lie, the first time I played through the Jedi Knight I was your typical Lawful Good Paladin of Justice Jedi (One of my favorite character tropes) and I just thought Var Suthra was meant to live.  It didn’t even occur to me he COULD die, since he was a major character in all three chapters and never turned villain.  It wasn’t until my second playthrough as the complete asshole dark side Jedi that I found out that yeah, people actually die based on your choices.  It’s not a de facto win.  That was an awesome surprise here.

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    Grand Finale

    With the three Sith Jedi dealt with and the Emperor’s plans put on hold, there is really only one thing left to do: Kill the Emperor.  No, we are going to go parlay with him, or make him see the error of his ways.  Tried that, and look where that got us?  Instead, Lord Scourge will help us land in the heart of the Imperial capital of Kaas City on Dromund Kaas and have your team fight their way through the city to find a shuttle that will get you to the Dark Temple.  It really feels intense as Imperials spawn all around you, and the cut scene as you board the shuttle feels really dramatic with everyone wishing you luck and hoping you come back.  Oh, did I not mention they weren’t coming?  Yea, since the Emperor can do his whole mind control thing, it was judged best to not have anything living come with you.  Luckily, you have a lil’ droid buddy to help out.  T7 to the rescue!

    The Dark Temple of course is crawling with guards and soldiers, and at one point there was a cool puzzle you could do in the temple to get a full set of gear.  Apparently, the puzzle was removed at some point, but all you originally did was push six buttons to change the light pattern on the ground until it made the Imperial logo.  The puzzle didn’t have an obvious hints to how to solve it, and the lights would randomly flicker which is why I suppose they took it out.  But if you just played around with it a bit, it became obvious pretty quick that you could make the Imperial logo with it and then it was just working out how many times to push each button to get the right layout.  It was a cute distraction.  It rewarded you with a set of level 50 gear for T7, so if you hadn’t used the droid since Coruscant like me, you could actually bust him out without the lil’ guy dying instantly.  Fear not about the puzzle being removed though, because the gear is still present in the form of a broken down droid on the spiral stairway up to the Emperor.

    There is a moment where T7 will inform you that one of your crew – who all split up to help distract forces from dogpiling on you – has bit off more than they can chew.  I don’t know if this changes based on affection or something, because I can’t remember who it was on my first playthrough (I want to say it was Rusk) but this time it was Doc. You can choose to go help them, or stick to the mission and go fight the Emperor.  The only thing you really for going is an additional scene, some Light Side points and I believe some affection gains.

    The good stuff begins when you get up to the Emperor and finally reveal that he is…  some random old wrinkly dude with red eyes.  Well, it’s no shock twist but we can’t all have that can we?  The battle with the Emperor is actually pretty awesome and is up there with some of the harder bosses to down at the end of the storyline.  In fact, the first time I fought him I was dying constantly until someone online showed me this little trick to defeating the Emperor:  at the top of the platform where his throne is, there are big pillars.  Use those pillars to constantly break his line of sight.  Everytime he casts anything just dive behind to the opposite side to make him stop, when it comes around smack him some and then repeat.  His only attacks will be instants and they are far from his horrible AOEs and Super Damaging Thunderblasts. You just dance around the pillar.  The second time I guess T7 or the gear he gets was buffed somewhat because the little droid actually lived for most of the fight and tanked the Emperor.  I didn’t need to resort to the pillar dance until around the 20% mark.  When you finally beat him, you can try to finish him or offer him a chance to convert like before.  It really doesn’t matter because a giant rock crushes him and he dies anyway (Okay, so both the Jedi Knight and Consular end with a rock crushing the final boss? Apparently all you need to kill a super powerful Sith is a boulder.  Why do we have lightsabers again?).

    After that you get your big damn reward ceremony in front of everyone and get many thanks from anyone who didn’t die.  If you are a Light Sided Jedi, then Satele will reward you the position of Master (only two acts behind the Consular you meat-headed Jedi Jock) but if you are a Dark Side Jedi, Satele says that despite your deeds and her desire to reward you with the position for them, your journey has welcomed darkness into your heart and she cannot.  However, the military steps up and says that you did a ton for them (which makes sense, many of the dark side choices place military tactical strategies above compassion and trust) and they award you the title of Honorary General.  Which would be cool until you realized that the Honorary prefix pretty much makes this whole title business mean diddly and squat.  Either way, your character gets the ‘Master’ title since back in the beta, people complained about not becoming a Master because they made dark side choices (Anakin Skywalker, SWTOR Beta Tester) so they replaced the dark side title of ‘General’ with just everyone getting ‘Master’.  A shame really. I always liked how Jedi in the prequels were automatically on par with Generals and even were called such.  That option sounded cool.  Oh well.

    Looking Back/Final Thoughts

    The Jedi Knight story is a classic epic space opera tale.  You start as a simple student with some special ‘Main Character’ sense about you, and then rise of to save the Republic from a devastating super-weapon, only to then take things up a notch in assaulting the secret fortress of the Emperor and then finally stopping the Emperor himself. The whole thing just builds and it never feels like it stalls out in terms of plot progression at any point.  I’ve gone on record to call the Jedi Knight the ‘essential Star Wars experience’ and I mean it.  Pretty much everything you may have enjoyed about the Star Wars movies – original or prequels – is in here at some point.  Heck at times you are pretty much hitting the same journey as Luke Skywalker note for note.

    The Jedi Knight also sets up a great deal of the world building for the expansions and patches that followed.  The defeat of the Emperor becomes a major plot point that resurfaces at the end of the Makeb story and is a major component of Shadows of Revan leading up to the Emperor’s attempted resurrection on Ziost. All of this is set in motion by the events of the Jedi Knight.  Now you might note that I did say the ‘defeat’ and not the ‘death’ of the Emperor.  That’s because you don’t kill him. Not really.  For those confused about how this happens, you’ll want to play the Sith Warrior storyline or read my reviews starting here.  Essentially, the Emperor you face is the Emperor’s Voice. One aspect of the Emperor.  Technically his second voice, since the first one in this timeline of events died on Voss and then this new one took its place and now its dead.  Dang. The Emperor keeps losing his Voice. Maybe he should try gargling?  This also plays in the difference between what the Republic sees on Makeb versus what the Imperials see on Makeb, because Saresh announces that you killed the Emperor, but Marr reveals that he may be dead but it’s just as likely that he’s in hiding and regaining strength.

    For these reasons alone, I always recommend the Jedi Knight as a ‘must play’ for those interested in the story.  While the Sith Warrior gives some ideas on how Emperor Vitiate actually functions as an entity, it’s the Knight that details his motivations, goals, and the way he operates as an enemy.  Oh and after Ziost, I have no doubt we’ll be seeing him again.  So I recommend this storyline wholeheartedly.  It may be a bit cliche, but let’s be honest – so is all of Star Wars.  If we didn’t want classical tropes in a space setting, we would have stuck to Star Trek or Lord of the Rings.

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    <– Chapter Two || JEDI KNIGHT ||