Saturday, July 4, 2026

Lando Calrissian and the Unambiguous Cameo

Dark Forces: Soldier for the Empire

Author: William C. Dietz
Illustrator: Dean Williams 
Medium: Novella
Publication date: February 1997
Timeline placement: 0 BBY
 
A blessedly, wonderfully brief novella interspersed with beautiful full-page illustrations, Soldier for the Empire isn't a novelization of the Doom-like Star Wars shooter Dark Forces, but rather a prequel to it, revealing the backstory of player character Kyle Katarn and how he came to join the Rebellion. A stormtrooper officer cadet in training at the Imperial Academy on Carida, Kyle has no great love for the Empire but even less for the Alliance, until he has a run-in with Rebel hottie Jan Ors. He jeopardizes his command by sparing her life during a raid on a Rebel base, only to learn after graduation that his father, Morgan, has been murdered by Rebels. On his way back to his family home on Sulon, a moon of Sullust, Kyle encounters Jan once again aboard the luxury liner Star of Empire. She reveals the truth: Kyle's father was a member of the Rebel Alliance and he was killed by the Dark Jedi Jerec, an Imperial Inquisitor, who then had Morgan's head mounted on a pike over the gates of the city to feed the space crows. Kyle joins the Rebellion on the spot and is tasked by Mon Mothma with infiltrating the Imperial research facility on Danuta and stealing the plans for the Death Star. If you've played the opening mission of Star Wars: Dark Forces, you know he succeeds!
 
The first book in a trilogy (the other two of which actually are video game novelizations), Soldier for the Empire is not a particularly brilliant piece of writing in and of itself, but is more remarkable for the fact that it exists at all. I'm not sure why the Dark Forces games (at the time consisting of the original game and its sequel, Jedi Knight) were singled out for this treatment: a prose prequel, illustrated novelization, and audio dramatization. The Force Unleashed I and II received novelizations, the Shadows of the Empire novel and video game tell different parts of the same story, and X-WingRepublic Commando, Galaxies, and The Old Republic all got tie-in novels in name only, telling original stories about mostly original characters. Where's my KotOR prequel novella about the Battle of Malachor V?
 
Anyway, it's just cool that this book exists at all. The prose is easy to read without being gratingly simplistic, and William Dietz does a good job writing believable military jargon. Primarily a sci-fi and video game tie-in author, Dietz may be best known to modern readers for writing Mass Effect: Deception, a novel reputedly so hated by Mass Effect fans that BioWare issued a public apology and promised to publish a revised edition correcting the book's many canon errors and discrepancies. 
 
This was, of course, a blatant PR lie and the new edition never materialized, but Dietz, who passed away in March of 2026, was no stranger to being thrown under the bus by his publisher, deserved or not. He had previously returned to Star Wars to write Escape from Dagu, a Clone Wars novel about Shaak Ti intended for publication in 2004. Despite being completely finished, including cover art and direct continuity references in other published work, the book was never released and was replaced on the publishing schedule with the newly commissioned Yoda: Dark Rendezvous. Naturally, this stoked much fan speculation over what had become of Escape from Dagu, a small fire on which Pablo Hidalgo dumped gasoline by saying, "Out of curiosity, if Crystal Star had been cancelled in 1994, would you be so eager to read it?" The Crystal Star, of course, is infamous in the Star Wars EU community as "the worst book ever!!!!" so the rumor quickly spread that Dagu had gotten the ax because it was just too unreadably terrible to publish. Two years later, on a different forum, Pablo eventually clarified that he had never actually read Escape from Dagu and hadn't intended to draw a comparison between the two things he compared, but nobody saw that.
 
Whatever the truth of Dagu, Dietz's work on Soldier for the Empire is nothing to write home about, but that cuts both ways. It's solid, workmanlike tie-in writing that gets the job done, and the final chapter, which is just an extended description of Kyle mercilessly gunning down Imperials like he's the player character in an FPS, is memorably hilarious. The biggest issue with Dietz's writing is his tendency to head-hop between multiple characters' points of view within a single scene without transition, which can make for a jarring, disorienting reading experience.
 
The real highlight of the book is the illustrations by Dean Williams, which look great. They don't always necessarily depict what I would have chosen as the most interesting part of the accompanying text, but they're awesome and it's a real shame that Marvel didn't release an Epic Collection of the Dark Forces trilogy. This exclusion has never made sense to me, as their Aliens Epics included Alien: Tribes, an illustrated novella published by Dark Horse the same as Soldier for the Empire and its sister volumes.
 
But whatever.
 
For the continuity nerd, Soldier for the Empire is a rare treat, featuring a rare pre-Jedi Knight appearance by Jerec, whose personal Star Destroyer is commanded by a certain Captain Thrawn, and General Rom Mohc, the main villain of Dark Forces, is a speaker at Kyle's graduation. They don't have a huge amount of page-time, but Jerec's murder of Morgan Katarn is the catalyst behind Kyle's entire journey, and even though these characters rarely appear outside the original works that created them, it's always cool to get these little reminders that they are still active in this universe even during events they don't play a major role in. 
 
Jerec in particular is a fun and sadly underutilized villain. Canonically the third most powerful darksider in the Empire, after Palpatine and Vader, this is his earliest appearance in the Expanded Universe, although he was mentioned by name in the Clone Wars comic Republic #69. Jerec was a member of the Jedi Order, beginning his career as the Padawan of that old witch Jocasta Nu. He achieved the rank of Jedi Master upon training his own Padawan, Ameesa Darys, to Knighthood. Like her Master, Darys would also survive the Jedi Purge to serve the Empire as a member of the Inquisitorius, eventually dying at the hands of the Arden Lyn when she and her fellow Inquisitors awakened the Follower of Palawa from her 25,000-year Force-induced morichro stasis. We are really down the rabbit hole now, boy. 
 
As a Jedi archaeologist, Jerec was frequently away from Coruscant in search of ancient artifacts. Due to such an absence, he missed the entirety of the Clone Wars and the Jedi Purge, returning to Coruscant only to be captured by High Inquisitor Tremayne, another fallen Jedi in the Empire's service. Given the choice between death and the dark side, Jerec unhesitatingly chose the latter, quickly becoming one of the most feared of all the Emperor's servants. Unfortunately for us, though, besides his original appearance as the final boss in Dark Forces II: Jedi Knight, he's relegated to a brief appearance in this Dark Forces prequel and a guest spot in Galaxy of Fear. Oh well, I'll take what I can get.
 
Speaking of which, there's also a quick cameo appearance by Lando Calrissian, who's prowling the Star of Empire looking for unwary marks to deprive of their money in a friendly card game. But we'll get back to him later.
 
Soldier for the Empire (1997) also puts in the vital work of deliberately clarifying, for the first time, the difference between the Death Star plans stolen from Toprawa in the Star Wars radio drama (1981), Jedi Dawn (1993), and, later, Rebel Dawn (1998) and the Death Star plans stolen from Danuta in Dark Forces (1995). Dark Forces had previously paid lip service to the earlier plans theft by name-dropping Operation Skyhook, but Soldier for the Empire codifies the "separate plans" retcon in EU canon: "While the Toprawa plans include the battle station's hull design, and life support infrastructure, the Danuta plans include additional engineering schematics, and ... a complete map to the offensive and defensive weapons emplacements. We need both sets to ensure success."
 
Perfect. They could have just left it there, but no, everyone and their mother needed to put their own little spin on how the Death Star plans were stolen. (Of course, there's still the issue of Mon Mothma claiming that the reason the Danuta research facility has the Death Star plans in the first place is because that's where the station was designed. I thought bugs made it.)
 
But I digress. If you can find it, Soldier for the Empire is moderately worth reading, mostly for its unique status in the Expanded Universe, but especially for fans of the Dark Forces/Jedi Knight games.
 

Dark Forces: Soldier for the Empire, the Official Audio Drama

Author: John Whitman
Medium: Audio drama
Publication date: 1997
Timeline placement: 0 BBY
 
The audio dramatization by Galaxy of Fear author John Whitman. Like Whitman's adaptation of the early Tales of the Jedi arcs, this is my preferred version of the story. Unlike with TotJ, however, the voice cast here does a consistently good job delivering the material. Particularly notable is Allen Hamilton as Jerec, whose slow, overwrought line delivery oozes exaggerated villainy, a perfect match for Christopher Neame's portrayal of the character in Jedi Knight's live-action cutscenes. The depiction of Kyle's awakening to the Force during his encounter with Jerec at his graduation ceremony is also notably well done, showing the sudden expansion of Kyle's senses and consciousness as he takes his first step into a larger world.
 
Mostly faithful to the novella, with a few welcome narrative additions for context and characterization. Lando's cameo is slightly reduced, but improved by the fact that the audio drama has him accompanied on the Star of Empire by Vuffi Raa! But wait, you say, The Lando Calrissian Adventures take place years before this story, and they end with Vuffi Raa leaving Lando to return to his people. That's right, you hyper-observant continuity nut, but also remember that Vuffi Raa promised he would return to visit his friend. That must be what's happening here!
 
This adaptation  also introduces an unnecessary inconsistency regarding the character of Major Horst, an Imperial officer at the Danuta research facility. Created by William Dietz for the novella, he plays a brief role during Kyle's invasion of the base, ending with his death when Jan Ors, piloting Katarn's ship the Moldy Crow, blows up Horst's command car. Major Horst also appears in John Whitman's adaptation of the story, but here he is shot to death by Kyle so the latter can obtain his keycard. Wookieepedia resolves this discrepancy by assuming that there must have been two different characters named Major Horst working the same assignment on the same night.
 
  
While I do like the audio play and prefer it to the novella overall, it's close enough to the book that there isn't a whole lot more to talk about, so I'll point out that Morgan Katarn definitively states that Sulon is the only moon of the planet Sullust. For some reason, though, Wizards of the Coast's Geonosis and the Outer Rim Worlds sourcebook for the Star Wars Roleplaying Game added a second moon, Umnub. Way to make Kyle Katarn's dead father look like an idiot!
 
"If you will not use your head, Katarn... THEN I WILL!" – Lord Jerec as he decapitates Morgan Katarn

Friday, July 3, 2026

The Force Leashed

Interlude at Darkknell

Authors: Timothy Zahn and Michael A. Stackpole
Medium: Novella
Publication date: December 1999 in Tales from the New Republic
Timeline placement: c. 2 BBY
 
In this four-part story, Corellian Senator Garm Bel Iblis teams up with Corellian Security Force officer Hal Horn (son of Jedi Knight Nejaa Halcyon of Jedi Trial fame) to, what else, steal the Death Star plans, or something. The fallout from this escapade provides Armand Isard's daughter Ysanne with the means to betray him and have him killed so she can take his place as Director of Imperial Intelligence.
 
It's a pretty good story, 4/5 Death Stars, stamp of recommendation. But instead let's talk about the continuity cluster-kriff of which this story is the center, as that's the main reason people remember it nowadays. 
 
Interlude at Darkknell is fraught with bizarre continuity references, especially for a story that came out this late (we're talking post-Phantom Menace here). The Rebel Alliance formally exists at this point, having been formed by the union of forces led by Mon Mothma, Bail Organa, and Garm Bel Iblis. But Bel Iblis's internal monologue refers to the Empire as being "newly established," and characters talk about the Republic as if it was only recently overthrown. So you think maybe Zahn and Stackpole wrote this story with the intention of it being set way earlier than its official timeline placement of 0 BBY (we'll get to that, too). This was before The Force Unleashed gave a hard date to the Corellian Treaty and the founding of the Rebellion, so maybe they were working off the assumption that the Rebels had been around for a long time before A New Hope, like the Droids cartoon did.
 
Except there are also references that put Interlude shortly before ANH, like the Rebels learning about the existence of the Death Star. More definitively, Hal Horn explicitly says that his son, Corran, is 18. So it must take place close to ANH regardless of its weird comments about the Empire's age.
 
But wait, there's more! The Thrawn Trilogy Sourcebook (1996) was the original source of Bel Iblis's backstory. It states: "Shortly after declaring himself Emperor, Palpatine had Bel Iblis, his wife, and his two children rounded up and arrested. Bel Iblis was forced to watch Imperial soldiers execute his family, but he managed to escape (although he still refuses to discuss how he accomplished this)." That may be the source of Interlude's confusion over how far into the reign of the Empire it takes place, but for some reason Zahn kept those timeline references but completely changed the circumstances of Bel Iblis's family's death. It still takes place on Anchoron, as stated in Dark Force Rising Sourcebook ("It is commonly believed that Bel Iblis died on Anchoron, but the Empire failed. It did take everything else from the Senator—his family, his profession, and his contacts with mainstream Corellian society. It forced Bel Iblis to become a rebel."), but rather than being arrested and executed in front of him, Bel Iblis's family now dies in a bombing intended to assassinate the Senator before he could make a public speech endorsing the Rebellion. Why?
 
But wait, there's more! The MacGuffin of this story is a datapack (consisting of eight datacards) pertaining to "Tarkin's project." Its exact contents are never revealed, but one could infer that these are the "stolen data tapes" containing the technical readouts of the Death Star. That would contradict about a billion other stories revealing how the Rebels obtained the plans, though, so thankfully The Essential Chronology (2000) clarified that the datapack in Interlude at Darkknell actually contained the location of the Death Star's construction site: the planet Despayre in the Horuz system. This tracks with the story itself, which mentions that that was where the information was stolen from.
 
But wait, there's more! Not satisfied with this tidy resolution, the novel Death Star (2007) blundered its way onto the scene. I generally like its two authors, Michael Reaves and Steve Perry; they're good writers and usually do quality work. But for whatever reason, it seems like they got it into their heads that a novel about the Death Star should clean up all the infamous continuity issues surrounding the theft of the Death Star plans. Unfortunately, they knew about the discrepancies, but apparently were completely ignorant of the work that had already gone into resolving them. In this case, Death Star tries to combine the Darkknell datapack with the technical plans stolen by Kyle Katarn on Danuta in Dark Forces and Soldier for the Empire, claiming that they traveled from Danuta through Darkknell on their way to Rebel hands. 
 
But wait, there's more! Happily for us, Death Star's unforced error was soon completely undermined by The Force Unleashed (2008), which added the final layer of continuity negligence to this bafflingly contentious story. That video game finally showed the formal founding of the Rebellion in 2 BBY, maintaining accurate continuity by including the presence of resistance forces from Corellia, Alderaan, and Chandrila. But it also went completely off the rails by making the central figure behind the Corellian Treaty a heretofore unmentioned OC called Starkiller, and the entire alliance a stupidly counter-productive scheme by the Emperor. More relevant to Darkknell, the Rebel leaders are captured by the Empire and taken to the Death Star itself. The Essential Reader's Companion (2012) officially placed Interlude at Darkknell at 0 BBY, despite referencing the blatant contradiction of Garm Bel Iblis already knowing about the Death Star two years earlier!
 
The Force Unleashed Campaign Guide (2008) had already offered some resolution to this issue, however. In its recounting of Bel Iblis's backstory, it puts the death of his family on Anchoron before the events of The Force Unleashed, moving Interlude at Darkknell at least two years back on the timeline (but no more than three years, because Armand Isard is still alive in Agent of the Empire). The obvious solution, really. Of course, this means that Hal Horn forgot his son's age, but what father hasn't?
 
So despite The Essential Reader's Companion's dating for Interlude at Darkknell, resolving the continuity discrepancy with The Force Unleashed is really no great trick at all. Much more problematic is what TFU does to Bail Organa, who is caught red-handed fomenting Rebellion, arrested by the Empire, taken to the top-secret Death Star project, and threatened with execution by the Emperor himself, only to somehow go back to being a full-time Senator and public figure for a further two years until he gets blowed up on Alderaan. Who's writing this schlock, Christopher Nolan's dad?

Saturday, June 6, 2026

"Cruel Choices": Thoughts on the Endings of Clair Obscur: Expedition 33

Expedition 33: The French JRPG is a phenomenal turn-based roleplaying video game developed by Sandfall Interactive and released in 2025. As is common of the genre, the game offers two possible endings to its complex story, determined by player choice. I had my issues with both of them, but the game has a lot to offer overall, and it's best played knowing as little about it as possible. If you haven't played it and there's any possibility you ever will, I'd ask you to stop reading now. 
 
For games you play after.
 

I. A Life to Love

 
Setting aside any personal preferences for which ending is best, Verso's is pretty straightforward, I think. The Canvas is erased. All the painted beings within it die. Maelle returns to the real world and becomes Alicia again. No longer having a fantasy world in which they can escape from their grief, the Dessendres are left to face it head-on. Reunited as a family, they may finally have the strength to overcome it. And at the end, Alicia must say goodbye not just to everyone she lost in both worlds, but to the life she might have had as Maelle. Her vision of her friends and her other self fades away, leaving her alone and facing an open path.

As a conclusion to the narrative we've just watched play out, Verso's ending is neat, clean, and thematically satisfying. So much of the game is about death and grief and the way people deal with them. All the conflict in the story happens because Verso's mother couldn't deal with her son's death in an emotionally healthy way. She ran away from her grief and hid in a dollhouse of her own design. Alicia wanted to stay in that same dollhouse and live as Maelle, even though it would have killed her. Verso was willing to betray and condemn everyone who cared about him in order to rescue his sister from that fate. By driving her out of the Canvas and then destroying it, he forced her to see the world as it is, not as she wanted it to be. Now she can let go, move on, and make of her future whatever she can. She doesn't get the life she wanted, but no one ever does.

Fin.
 
 

The problem with the dollhouse metaphor, of course, is that in the Canvas, the dolls are people. This is why, despite loving its bittersweet thematic denouement, I can't countenance Verso's ending to the story. It's not a matter of wanting a happy ending or being upset that my favorite characters didn't survive, it's that by making everything come down to a binary choice between Verso and Maelle, we completely lose touch with the characters who held our primary emotional investment for much if not most of the game. This is also an issue in Maelle's ending, but I'll get to that in a moment.

I know that some players see the painted inhabitants of the Canvas as false people, nothing more than NPCs in a game of Sims played by the Painters, but I honestly find this such a blatantly deliberate misreading of the text that it scarcely bears discussion. The game never seriously suggests it, and spends a great deal of time convincing the player of the opposite. There is never any ontological discussion of what it means to be alive, no existential crisis from painted characters questioning their own reality. The only Painter who doesn't see the people of Lumière as sapient, autonomous beings is Clea, and the casual cruelty of her disregard makes complete sense for her cold, pragmatic personality. By contrast, the faded shade of young Verso says that "everything in this Canvas is as much alive as what is outside," while Aline sends Lumière a sign every year to warn them of who she can no longer protect from the Gommage. 

Even Renoir, who spends the entire game trying to destroy the Canvas and everyone in it, treats them as real people. He apologizes to Verso for the tortured life he was painted to lead. He commiserates with Sciel over the loss of her husband and unborn child. He acknowledges that Maelle's friends' arguments for their own existence are sound. He's still going to destroy them, but not because he doesn't see them as real; he simply values his family's lives over anyone else's.

"Burn the whole city," Majesty muses, shaking his head in slow disbelief. "That's pretty extreme for the life of one woman."

"Fuck the city," I tell him. "I'd burn the world to save her."

— Matthew Stover, Heroes Die

Perhaps even more significantly, for the first two acts of the game we are invested exclusively in painted characters. The prologue makes us fall in love with Sophie and acquaints us with the people of Lumière, only to break our hearts with the existential horror of the Gommage. We spend Act I as Gustave, watching our in-game avatar grapple with the trauma of losing the woman he loves, witnessing the violent deaths of all his friends, and almost ending his own life, only for his story, too, to end in tragedy. Then we become Verso, but not really; our Verso is no more real and no less fake than all the other denizens of this world where life is made of chroma. Even Maelle, arguably the central character of the entire game, is a painted construct; she doesn't become "real" until her memories of her life as Alicia return in Act III, though they coexist alongside the memories of her life in the Canvas as Maelle. Both sets of experiences are equally real to her. Lune, Sciel, Monoco, Esquie: every character we can befriend and develop a relationship with is made from paint.

I fundamentally don't understand how someone could experience the vast majority of this story, then argue in good faith that the eleventh-hour reveal means that the game wants us to think that nothing we went through mattered, none of it was real, we were just wasting our time getting emotionally invested in soulless simulacra acting out preprogrammed behaviors, and the correct decision now is to burn down the Canvas and everyone in it.

To me it's a justification to avoid having to weigh one family's emotional well-being against the genocide of the Gestrals, the Grandis, the white Nevrons, Esquie and Francois, and the people of Lumière, but that's the choice the game is asking you to make. You can't reason your way out of it without intentionally missing the point. If Mass Effect 3's Destroy ending didn't require the deaths of EDI and the geth in exchange for destroying the Reapers, everyone would pick it. If Verso's ending didn't require the destruction of the Canvas in exchange for Maelle healthily processing her grief, everyone would pick it. Life keeps forcing cruel choices.

II. A Life to Paint

 
At the end of my game, I sided with Verso, not realizing that doing so would entail destroying the Canvas. My main intention was to save Maelle by getting her to leave the painting, but after seeing Lune's look of total betrayal and melancholic resignation, I knew I must have picked the bad ending. Somehow, though, watching the alternative on YouTube didn't feel any better. 
 
Mfw when he destroys the world after we banged in the woods because he promised he wouldn't try to destroy the world anymore.
 
In contrast to the clear-cut nature of Verso's ending, Maelle's feels asymmetrically vague and ambiguous. It raises many more questions than it answers, some of which have no apparent reason for being asked. 
 

Nobody Likes You When You’re 33

 
Some players insist that there must have been a considerable time skip between Verso's duel with Maelle and his recital before the resurrected population of Lumière, because in the epilogue he looks so much older. Ten or fifteen years easily could have passed, because Verso just looks so darn old!
 

Am I crazy or does he not, like at all? His scar has healed, and he's no longer dying his hair, which we know is naturally white. And those are the only differences I see. The "wrinkles" people talk about just look like the normal facial lines of a mature adult to me. The grayscale filter makes them stand out more, and I feel like there's a good chance the game uses higher resolution textures in cinematics like this one than it does in gameplay, because that's a common thing games do. Maybe he's supposed to be older, but if so, why wouldn't they have made him significantly older to avoid any confusion over whether or not he's aged? 
 
And what about the other characters in the scene? Unless Maelle unpainted Verso's immortality and replaced it with rapid aging (why would she do that?), shouldn't Lune, Sciel, Gustave, and Maelle herself all look older too? Well, some people say that they do. 
 

Am I going insane? 
 

The Boy

 
The primary reason people think there was a lengthy time jump, other than Verso's gray hairs, seems to have to do with the kid Maelle brings to Verso's piano recital at the Lumière opera house. Who is this kid?
 
 
He must be important because the developers put him in the final scene of the game, where he's the only NPC shown directly interacting with the main characters. But who the hell is he, and why is he hanging out with our heroes? The same small handful of fan theories usually come up in answer to these questions.
 
1. "He's Gustave's apprentice, Guillaume." 
 
No he isn't.
 
 
2. "He's Lune and Verso's son."
 
I find this slightly more plausible, but it still doesn't feel right. He does look kind of like Verso, and Lune is the only character besides Maelle who interacts with him, displaying affection and familiarity as he sits between them in the opera house. I know that Verso can briefly be seen wearing a wedding ring in this scene, but the fact that the camera never focuses on it suggests to me that the suit Verso wears for a few seconds at the recital is just a re-textured version of his Renoir's Suit outfit, which includes the ring. Notably, Lune is not wearing a matching ring in this scene.
 
More significantly, Verso and Lune getting married and having a kid doesn't feel like an adequately telegraphed outcome for those characters. She is a romanceable party member, but so is Sciel, and following either path is completely optional. If you didn't romance her, the two of them suddenly being married in the epilogue would come out of nowhere. And even if you did, how many times is she going to forgive him for trying to kill her?
 
The final clue people point to for this theory is the lyrics to "Maelle," the song that plays over the credits following Maelle's epilogue (Verso's gets a different song):
 
Verso dans la nuit 
Lune près de lui 
 
These lyrics are generally translated as "Verso in the night, Lune close to him." Versune ship confirmed canon?
 
Well, the same lyrics appear in "Alicia," the track that plays over the title screen. That's always the same regardless of the ending you eventually get or the romance you eventually pursue, if any. I'd be wary of trying to arrive at any definitive interpretation of the plot based on translated soundtrack lyrics. Who knows which was even written first, the song or the ending? 
 
3. "He's the Young/Faceless Boy, repainted by Maelle as a normal human child."
 
This was the impression I got when I first watched the epilogue, if only because of the cinematic language of the scene transition. We fade to black on Maelle center-frame with her back to the camera, the Faceless Boy—young Verso's soul shard—painting on the right. We then jump ahead an indeterminate amount of time. The shot tracks through the opera house before stopping on Maelle center-frame, her back to the camera, the unknown boy standing on her right. The visual connection is clear, but the narrative logic doesn't follow.
 
When a Painter creates a world in a Canvas, they leave a part of their soul inside it. This is the engine that powers the world, a literalization of the idea of an artist "putting their soul into their art." Verso created his Canvas as a child, so the game visualizes the "sliver" (Clea's word) or "piece" (Renoir's word) of his soul as a small boy continuously painting within a pocket dimension to maintain the existence of the Canvas.
 
I've seen this idea likened to "The Ones Who Walk Away from Omelas," but the comparison doesn't hold water. In that story, Omelas is a utopian city whose people live in perfect luxury and bliss, but that state can only be maintained by the perpetual torture of a child. It's an ethical thought experiment: would you stay in paradise despite knowing the cost, even if it's paid by someone you'll never meet, or would you be one of the few who walk away from Omelas?
 
The inhabitants of the Canvas have no ability to walk away. The Faceless Boy doesn't sustain a perfect city in an imperfect world, he sustains the world entire. If he stops painting, the Canvas and everyone in it will be destroyed.
 
It's also inaccurate to view him as a true human child. He is a piece of the soul of a dead man; what exactly that means or entails is never explained. He manifests in the shape of a child, but he has been painting for thousands of years, and appears to lack the basic human autonomy to stop of his own free will. No one is forcing him to paint, but he doesn't stop until Verso—our Verso, the painted Verso—tells him to. From what we know, every painted Canvas in the Clair Obscur universe has a similar soul fragment powering it. Is the very act of creating a Canvas an immoral act perpetuating eternal slavery? The game never raises this as a conundrum or suggests it to be the case.
 
It's not clear exactly what the connection is between the soul shard you meet at the end of the game and the manifestations of the Faceless Boy you have encountered throughout it. His counterparts of the Fading Man and Fading Woman seem to be psychic or spiritual "echoes" of Renoir and Clea, respectively, left behind from their acts of creation within Verso's Canvas. The Faceless Boy, or Young Boy, looks like the soul shard, but the former can carry on a lucid conversation while the latter is mute; the former appears in various locations across the Canvas, but the latter can never stop painting in his pocket dimension or the Canvas will die.
 
If they aren't exactly the same, though, what they represent is similar enough: lingering aspects of Verso left behind in the Canvas long after his death. As such, I think we can take them both as truthful expressions of the same soul. Painted Verso asks the soul shard if he's tired of painting, to which he assents by nodding his head. People take this as evidence that he is being eternally tormented by maintaining the Canvas and he wants it destroyed so he can stop, justifying Verso's ending. 
 
But this complex interpretation of a simple action is not in agreement with what the Young Boy says when you encounter him in the overworld. There, he shows a more conflicted perspective. He's saddened by the disharmony in the Canvas and repeatedly asks you to stop his sister Clea's various creations from killing people. "Maybe I should continue," he says. "If that were a choice." In most of his encounters, he talks almost exclusively about Clea, and his main source of discontent seems to be how she has soured on the world they painted together as children and now has her Nevrons running around it wreaking havoc. "Stop her paintings from erasing any more," he pleads. If he wanted the whole Canvas erased, why does he only ask you to stop the Nevrons? Is it possible the discordance caused by the Dessendres' family drama playing out in his childhood fantasy world is the source of his tiredness, rather than a weariness of perpetually painting the world in general? Verso never asks.
 
Regardless, the point is that the real Verso's fragment of soul that powers the Canvas must keep painting in his pocket dimension or else the Canvas will be destroyed, as we seen in Painted Verso's ending when he tells the soul sliver to stop. So in Maelle's ending, how could he be at the opera house watching the piano recital?
 
4. "He's just some random kid from Lumière, it doesn't matter."
 
If it doesn't matter then why would the developers put him in the most important scene in the game?

It's frustrating trying to understand what happens in Maelle's ending when this new character is front and center for it and we have no idea who he's supposed to be. 
 

Dead Is Dead

 
Besides the boy, the second most notable attendee of Verso's recital is the long-departed Gustave. 
 
I love Gustave. Gustave is my favorite character in the game. His death was the most shocking thing I've ever experienced in a video game, and when he died it changed the course of the story. But he did die. I watched him die. I mourned for him and watched the other characters mourn for him. I saw how his loss affected Maelle and altered her journey's trajectory. I missed him for a long time, and while I eventually got over it, the game never felt quite the same without him. Then in Maelle's ending he's just there, smiling and laughing and joking like nothing happened, like he never tried to kill himself, like he never died. 

I could live with the ambiguity of Maelle's and Verso's ultimate fates. Is he a puppet being forced to perform against his will? Has she gone mad with power and turned all of Lumière into her reanimated thralls? Anything's possible, but there's room for doubt. But watching Gustave and Sophie stroll into the concert hall, brought back from the dead off-screen without a word, casually nullifying the two moments that defined the tone of the entire game—that felt wrong in a way I can't live with. 

To reiterate, Gustave is my favorite character. I did not want him to die. But he did die, and it meant something. If he can come back just as easily, what does that mean?

What does it mean for Sciel, another character defined by grief, to have her years-dead husband restored to life as if by rubbing a magic lamp? Pierre wasn't killed by Nevrons, Gommaged by Renoir, or murdered by Renoir's painted duplicate. He drowned in an accident. It's sad, but tragedy is a part of life. What kind of life can the people of Maelle's Lumière expect in a world where even natural death is subject to erasure?

As for Sciel, she was so badly devastated by her husband's death she tried to drown herself, only to heap trauma upon trauma when the only one who died was the unborn baby she hadn't known she was carrying. The character we meet and watch develop throughout the game is a product of all that trauma, loss, grief, and guilt. When we, as Verso, help her overcome her fear of swimming, we're helping her forgive herself. Who is Sciel if all the pain that made her who she is can be undone so easily? Who are any of us?

"You know that pain and guilt can't be taken away with the wave of a magic wand. They're the things we carry with us, the things that make us who we are. If we lose them, we lose ourselves. I don't want my pain taken away. I need my pain."
 
— Captain James Kirk

The Avengers could restore everyone dematerialized by the Snap, but they couldn't bring back Loki, Gamora, or Vision (they eventually came back anyway, but, you know, whatever). The story could have been written to allow Maelle to save the people of Lumière who were Gommaged after the defeat of the Paintress while being unable to resurrect the characters who died before that, whose deaths had emotional weight and significance to the narrative. The answer was right there, when Maelle explains why she could restore Lune and Sciel from their freshly Gommaged chroma but could only raise the past expeditioners as a shambling army of undead: "It's old chroma, not pure. It won't be like bringing the two of you back." 

The only way I can see this extensive resurrection following organically from the narrative is if we’re meant to infer that Maelle is repainting the Canvas as Heaven on Earth. Literally, everyone who Gommaged is reborn and reunited with their lost loved ones in a paradise world where they no longer have to experience suffering or death. Personally, I find that idea dramatically inert and uninteresting, but at least it is an idea.

It isn’t the one I think the game was going for, though. The transition to grayscale when Verso comes on-stage, the harsh musical sting and jump-cut to Maelle's disfigured face, Verso's visible discomfort at the piano and the cut to black before he starts to play all suggest something more sinister and disquieting.

My initial read was that Maelle had become the "It's a Good Life"-esque puppet master of Lumière and was using her Paintress powers to force Verso to perform as an unwilling participant in her make-believe perfect world. I've seen it correctly pointed out, however, that exercising such direct control over a person is never shown to be among the Painters' abilities. If it was possible, surely Expedition 33's battles with Aline and Renoir would have gone very differently.

The closest possibility the game shows us is when Clea paints over her chromatic counterpart, a feat that Maelle remarks only Clea is talented enough to have accomplished. But even then, the final product is something that is Clea-rly no longer human.
 
I'd still suck on her toes, though.
 
So what is actually going on in this scene? Is everyone here to watch Verso perform of their own free will? They all just decided to forgive him for pretending to be their friend while secretly plotting to erase the Canvas and kill them all not just once, but twice? Everyone looks so happy but it feels unnatural, performative. Is that just because it's in contrast with the dour tone of the rest of the game, or is it intentionally indicative of something else happening in this scene, something we can't see undulating beneath the surface? 
 
At the end of their duel, Maelle asks Verso, "If you could grow old, would you find a reason to smile?" Like most players, I take this to indicate that she used her Paintress powers to remove the eternal life Aline bestowed on Verso, and when he appears in this last scene he's now a mortal man. So even though Maelle refused to let him die, he still got what he wanted, after a fashion. Maybe his unhappiness at the recital isn't due to Maelle forcing him to perform, but because he was unable to save her from remaining inside the Canvas while her body wastes away in the real world.
 
If Maelle isn't using her powers to control Verso in this scene, maybe the jumpscare shot of her face with the Paintress ink over her eyes isn't meant to be taken literally, but rather to represent how Verso sees her in that moment. From what we're shown earlier in the game, Painters only get those stains on their physical bodies while their minds are inside a Canvas. Maelle's Painted avatar actually looking like that wouldn't make any sense, especially since this shot also shows her missing the eye she lost in the fire (but curiously the accompanying facial burn scars are absent). When Aline was in the Canvas, Renoir said that every day he sees her ink-stained face as her health declines. Maybe that's what Verso's seeing now, and his final tragedy is that despite Lumière being saved, he's helpless to save the person who the real Verso gave his life to protect.
 
(Am I close, Sandfall? Can I get some kind of hint? Who the fuck is that little kid?)
 
Like Verso's, Maelle's ending could have been a bittersweet resolution: some characters are saved but others can't be, Maelle gets what she wants but it will cost her in the long run, the Canvas survives but its future is uncertain. We didn't need to go down the path where maybe Maelle is now a power-drunk demigod exercising absolute control over life and death. 
 
It feels like a complete thematic betrayal. "If you're going to give someone flowers, you should probably do it before they wither and die." The opening line is such a brilliant thesis statement for this game, and Maelle's ending utterly disregards it. "Tomorrow comes"? Not anymore it doesn't. Now it's always Today.
 
I guess they're going to have to come up with a new motto.
  
Maybe that disparity between what the game was about and what Maelle wanted it to be about was the point, but if so, why cloak it in the epilogue's dream-like ambiguity? The issue isn't that Expedition 33 lost, it's that we don't even know if they did. Verso's ending is clear, but Maelle's remains obscure.
 
I'm not upset there wasn't a perfect ending, a good ending and a bad ending, or even a happy ending; I love a story that ends on a nice downer. But I do generally prefer a satisfying ending, even if the satisfaction can only be found in how profoundly unsatisfying it is. Both endings to Clair Obscur: Expedition 33 had things that I loved and things I disliked, but neither satisfied me as a conclusion to everything that had come before.  
 

III. A Life to Dream

 
So, what would my ideal ending have been? I don't mean a perfect ending, where everyone gets what they wanted and lives happily ever after, but an ending that would have been thematically, emotionally, and dramatically satisfying to me.

Maelle leaves the painting, either of her own volition or forced out by Verso. The Canvas may be more Neverland than Wonderland, but it's still a fantasy world, and all children who visit one of those eventually have to grow up and come back to reality. Before she goes, she undoes the last Gommage, restoring Emma, Gustave's apprentices, and the rest of Lumière from their freshly disembodied chroma the same way she did with Lune and Sciel. She's unable to bring back anyone who died before that, however; their chroma has been dispersed too long to retain the impression of their memories and souls. Or maybe she reverses the Gommage first, and then the duel with Verso occurs, expelling her from the Canvas before she can even try to repaint anyone else. 
 
Either way, the point is that Pierre, Gustave, and Sophie can't come back, and their loved ones who have learned to live without them have to go on living without them. At the same time, Maelle has to go on living in the real world, reconnecting with her family as they help one another through their grief and learning to see the world as it is, not as she wants it to be. I think that part of Verso's ending is pretty perfect and wouldn't want to change it.
 
The Canvas survives. The people of Lumière go on, finally getting the opportunity to lead full lives that they've been fighting for for fifty years. There are still Nevrons out there, and the world remains a mess from the Fracture, but at least they now have a chance to live.
 
In Paris, the Canvas is hidden to prevent the Dessendres from meddling with it further. I know Renoir said that Aline would always find it, but did he mean that literally, like it emits some kind of beacon she can always detect with her Paintress powers from anywhere in the world? What if he locked it in a waterproof box and had it sunk somewhere in the ocean? The Canvas survives in Maelle's ending and Aline returning to it never comes up as an issue, so I don't consider it a huge concern either. 

As for Verso, well… to be honest, I don't really care what happens to Verso. I understand why he did what he did, and I sympathize with him, the same as I sympathize with Renoir for prioritizing his desperate need to protect his family above basic morality. But Verso is a liar, manipulator, and betrayer many times over. He murdered Julie, he allowed Gustave to die when he could have saved him, he used Expedition 33 to save his mother and end his curse of immortality, knowing all the time that it would result in their destruction. Then, after apologizing for his treachery and potentially regaining enough of their trust to sleep with Lune or Sciel (or both! Sneaky Verso!), he backstabbed them again, consigning all his friends and lovers to oblivion for the sake of saving someone who didn't want to be saved.

That's what he says, at least, but his final plea should he lose the duel shows his truest motive: "Unpaint me. I don't want this life. Help me." 

He smelled alkali, bitter as tears. The desert beyond the door was white; blinding; waterless; without feature save for the faint, cloudy haze of the mountains which sketched themselves on the horizon. The smell beneath the alkali was that of the devil-grass which brought sweet dreams, nightmares, death.  
 
But not for you, gunslinger. Never for you. You darkle. You tinct. May I be brutally frank? You go on.
 
— Stephen King, The Dark Tower

He can dress it up as concern for his sister, but Verso's main concern, as usual, is for himself. To be unburdened of eternity, he's willing to sacrifice the world. Comparing our two player characters, we were told directly in the prologue: "Gustave is a good person." 
 
Verso is not.
 
He's a wonderful, complicated character, though, so even if I disapprove of his choices, I also can't hate him. If he's stripped of his immortality and left to find peace in a finite life as a normal man, I'm fine with it. If Maelle grants his wish for death and allows him to Gommage after their duel without repainting him, I'm fine with it. And if he has to spend the rest of eternity being forced to play piano for the new Paintress and her entourage of puppet-people, I'm fine with that too. That would never be my preferred conclusion, but I feel worse for Maelle potentially becoming a monster capable of that behavior than I do for Verso suffering the consequences of his own actions. 
 
I don't think any of these proposed changes are too radical of a departure from the endings as written. The game was great overall and I wouldn't want to ruin it by inserting my own stupid ideas into someone else's work. As of this writing, it's been a week since I finished and I'm still thinking about it. The only reservations I came away with, aside from the godawful platforming side quests, involve the endings, specifically Maelle's. I think I might have preferred not being given a choice at all and getting Verso's betrayal as the true, singular ending. I could have lived with that.
 
Allowing the player to choose, however, makes them feel complicit in Verso's genocide of the Canvas. This doesn't feel like it was by design, because making Verso and Maelle the focus of the ending the way the developers did removes all voice and agency from the other characters. They take a backseat to the conflict between the two leads, even though they're faced with the direst consequences of both endings. If Sandfall trusted the player enough to make that decision, I think they should have trusted them enough to fully understand it. In my mind, Maelle's ending is just too vague, its stakes insufficiently explained.
 
That's why, whenever I replay the game, I suspect I'll take Verso's side again, as much as I feel it's an unfair choice. It's not how I would have written it, anyway, but it was never my story to write. As the philosopher Jagger once said, "You can't always get what you want."

Saturday, May 16, 2026

Cry Havet and Let Slip the Arfs of War

Jedi Dawn

Author: Paul Cockburn
Medium: Gamebook
Publication date: September 1993
Timeline placement: 0 BBY
Series: Lost Jedi Adventure Game Books #1
 
You are Havet Storm, 16-year-old aspiring Jedi and protagonist of this Choose Your Own Adventure-style gamebook. Unlike that classic children's adventure series, however, this UK-exclusive publication needlessly over-complicates the concept by adding TTRPG character speccing, inventory management, and dice rolls. What fun!
 
You, Havet, have been on the run ever since your mother's death a year ago from dehydration and old age, your father having been assassinated by the Empire when you were a child. Going through your mother's belongings, you discovered a K-9 series Mechanical Hound containing an orange-bladed lightsaber lightsabre and a message recorded by your grandfather, Morvet Storm... Jedi Knight! Keep in mind that you were born only three years after Order 66, so Granddad must have been out sowing his wild oats long before the Clone Wars even began. He briefly explains the Force to you, his future grandson, but his warning about the dark side is cut off prematurely: "Vader! Has it come to this?" You grab your lightsabre and your robot dog and set out on your adventure.
 
I could conquer the world if I could conquer myself.
 
Now you find yourself on the planet Toprawa in the days before the Battle of Yavin. Depending on the choices you make and the numbers you roll, you can have several different exciting encounters, from fighting that vicious bounty hunter Boba Fett, who is written horribly out of character (although this book came out so early in the EU I suppose it's technically the Boba Fett of Andy Mangels, John Wagner, Daniel Keys Moran, Paul Danner, and John Ostrander who was out of character with Paul Cockburn's depiction), to roofying a blonde.
 
Vermilion hands you a small glass bottle. "Get Facet to drink this if you can; it'll put her to sleep for hours."
 
It takes real willpower to mix Facet's drink first; three parts citrus juice, one part local bitters, ice and just a small vial of sleeping draught to taste. You hand her a long glass, and she drinks deeply.
 
As for you, well, you've finally got your hands on a tube of Star Racer. Nothing is going to stop – 
 
There is a thump behind you, and you jump out of your skin. The tube falls to the floor, and breaks on the tiles under the bar. NO!!! You look round, ready to scream at Facet, but she has fallen from the couch and lies in a heap on the floor. You rush over to check her pulse. She's alive, but her running lights have been switched off – she doesn't stir when you call and only groans slightly as you lift her onto the couch. That sleeping potion must have been strong stuff!
 
No comment.
 
The blonde in question is one Facet Anamor, 17-year-old daughter of the head researcher at Toprawa's Imperial Research Station. Cockburn lovingly describes her as "very pretty (lovely deep blue eyes!), a year or two older than you, and she has a great sense of humor. It turns out she has been waiting to have lunch with a guy she works with. This guy doesn't sound too much like competition – it comes up in conversation that he's a small fat guy in the Records Department – and he can't be too bright to miss a date with a girl like this." Methinks the author was taking his name a bit literally while writing this character.

The Rebel Alliance recruits you to infiltrate the Research Station and steal the plans for the Death Star superlaser. The schematics for the rest of the structure were already stolen by Rebel operatives while the Imperial convoy carrying them was stopped at Toprawa, but they still needed to give you, Havet Storm, something to do.
 
You confront Facet's father, the evil Imperial scientist Druth Anamor, and with a little help from your dog you obtain the superlaser plans and get them into Rebel hands. The final battle ensues, and it falls to you transmit the combined schematics to Princess Leia's ship. In a bit of early EU continuity, Havet Storm is revealed to be the "Rebel voice" Leia speaks to when she receives the Death Star plans early in the 1981 NPR Star Wars radio drama, delivering the iconic line "Come in, Skyhook! Come in, Skyhook!"
 
Your blonde love interest Facet Anamor is revealed to secretly be the brunette Imperial assassin Diamond Cobra, so you get a new girlfriend in the final pages of your adventure, a Rebel soldier named Surna. Maybe you'll be luckier in love come your sequel, The Lost Jedi Adventure Game Books #2: The Bounty Hunter, but that doesn't take place for another two years. In the meantime, you'll have to drink a lot of soda.
 
Despite the RPG mechanics the author wants you to play with, Jedi Dawn reads like a standard Choose Your Own Adventure book in practice. You can just pick your own combat results instead of rolling dice, who cares. There are a lot of different options and viable narrative paths you can choose from, and I'm tempted to read through it again and check out some of the alternative ways the story can unfold, like sucker punching Facet into unconsciousness instead of drugging her. You're the hero now, Havet!

Friday, May 15, 2026

From the Thoroughly Unexciting Adventures of Dannen Lifehold

The Adventures of Dannen Lifehold: Breaking Free

Author: Dave Marron
Medium: Short story
Publication date: February 1994 in Star Wars Adventure Journal #1
Timeline placement: 0 BBY
 
Meet Dannen Lifehold, the least talented and least interesting smuggler in the Star Wars galaxy. Dannen has one more payment to make on his ship, the Lifeline, but crime boss Linkaas, a sentient plant creature, tries to have him killed so he can rook some other sucker into buying the ship on a perpetual installment plan. His thugs are armed with futuristic sci-fi weapons called “rope guns,” which do exactly what they sound like they would. I’ve got to get me one of those for the local college girls. However, Dannen easily escapes with the help of a gang of Silika, three-armed rock aliens who get drunk on mineral water. He then meets a furry named Purr and they go to Alderaan to find their next adventure. Wow, this is pointless!

Thursday, May 14, 2026

The Ultimate Double Cross

Ringers

Author: Laurie Burns
Medium: Short story
Publication date: May 1995 in Star Wars Adventure Journal #6
Timeline placement: 0 BBY
 
A surprisingly refreshing and enjoyable offering from the Adventure Journal, “Ringers” is a police procedural following Imperial Special Investigator Zeck Tambell and his partner, Rizz, who ironically has none. They’re on a potential fraud case involving gambling on the local sport of ringers, where competitors try to throw disks through moving rings. It seems like someone is fixing the competition, but the investigators can’t figure out how. It’s almost like someone in the audience can move objects with their mind…

The two investigators themselves aren’t especially interesting characters, but I wish the EU had produced more stories featuring either them or Imperials occupying a similar niche: normal people conducting the day-to-day business of the Empire without being cartoonishly evil psychopaths or defecting to the Rebellion by the end.  

A story with a cool premise, written well enough. 3.5/5 Death Stars.
 

Wednesday, May 13, 2026

Is My Heart Too Broken?

Tinian on Trial

Author: Kathy Tyers
Medium: Short story
Publication date: November 1994 in Star Wars Adventure Journal #4
Timeline placement: 1 BBY
 
“Tinian on Trial” introduces Kathy Tyers’s OC Tinian I’att, a character Tyers must have loved because she kept bringing her back, even ruining her Bossk story in Tales of the Bounty Hunters in order to do so. Nowhere near as obtrusive here, 17-year-old Tinian (another redhead) lives with her grandparents on the planet Druckenwell and is the heiress to their weapons manufacturing company, I’att Armament. Her boyfriend, Daye Azur-Jamin, has recently helped her grandfather invent a new type of personal energy field that renders stormtrooper armor impervious to blasterfire, as opposed to vulnerable to blunt objects.
 
 
As our story begins, the I’att clan, including Tinian’s Wookiee protector, Wrrlevgebev, is trying to sell this new technology to the Empire, in the person of Moff Eisen Kerioth. Lacking a volunteer to wear the force field-enhanced armor and expose themself to blasterfire, Kerioth demands that Tinian be the subject of the demonstration, because like all adult men he gets off on bullying teenage girls. Despite the  protestations of her grandparents, boyfriend, and Wookiee, Tinian goes along with the moff for the good of her family’s company. Upon seeing that the technology does indeed make stormtrooper armor not completely worthless, Kerioth has his troops murder Tinian’s grandparents and seizes control of the factory. 

Daye and Wrrlevgebev both sacrifice themselves for Tinian, Wrrl giving his life so she can get away and Daye becoming horribly maimed and disfigured when he blows up the factory so it doesn’t fall into the Empire’s hands. Tinian escapes still wearing the stormtrooper armor with the only working prototype of the new energy shield. There’s a gratuitous scene where she hides in a cantina and disguises herself as a singer in the band by getting glammed up and wearing a slinky red cocktail dress made with advanced space technology that automatically enhances her bust and curves. When stormtroopers barge in, the babe onstage is so much hotter than the plain Jane they’re looking for that they don’t give her a second glance, causing Tinian to self-pityingly launch into a performance of Kasey Chambers’s “Not Pretty Enough.” Not the time, girl. 

Later, some guy comes in and announces that no one survived the explosion of I’att Armament. Everyone she loves having been violently killed in a single day, Tinian leaves Druckenwell with the disassembled energy field generator, vowing to dedicate her life to getting revenge on the Empire. But actually that guy was sent by Daye to greatly exaggerate the reports of his death! Daye is going to join the Rebellion and dedicate his life to getting revenge on the Empire, and he decides that it’s kinder for him to allow Tinian to believe that everyone she loves has been violently killed in a single day than to let her know he’s alive.

What.
 
My only previous exposure to this character is the aforementioned Tales of the Bounty Hunters, which made me dislike her for upstaging Bossk in his own story. She’s much more likable and sympathetic here, though, so I’m tentatively looking forward to her appearances in Kathy Tyers’s further Adventure Journal stories. Like many modern YA romance heroines, she’s self-deprecating and insecure about her looks, yet has every male character ready to get themselves killed to protect her, and when she cleans up she’s a knockout. I have a feeling some people might read something uncharitable into that, but it’s fine.
 

Tuesday, May 12, 2026

All Your Bass Are Belong to Us

Rebel Bass

Author: Kathy Tyers
Medium: Short story
Publication date: September 2001 in Star Wars Gamer #6
Timeline placement: 2 BBY
 
"Rebel Bass" tells the story of 16-year-old Ryley Ancum and his garage band Far Cry, which uses their music to send coded messages to undercover Rebel Alliance operatives, or something. Like most stories written in publications for the Star Wars Roleplaying Game, it's a "slice of life" narrative about random nobodies in the Star Wars galaxy who have no relevance to the core saga and will never appear in another story. And to be clear, there's nothing wrong with that. In fact it makes perfect sense for the RPG, where you yourself take on the role of a random nobody in the Star Wars galaxy who has no relevance to the core saga. The sourcebooks and other publications released for the Star Wars Roleplaying Game, especially when West End Games held the license, were responsible for most of the nitty-gritty worldbuilding that transformed the loose fantasy rules of George Lucas's movies into a grounded, verisimilar sci-fi universe.
 
But as much as I appreciate the detail and thoroughness of that level of setting construction, by and large the "man on the street" viewpoint isn't the appeal of Star Wars for me. Star Wars is big, bombastic, epic in its literal definition. There are intimate personal stories that can be told, but those moments of emotional poignancy are usually expressed between flashes of a lightsaber blade or the scream of a starfighter's laser cannons. I'd rather read this story than most of the ones published in the Adventure Journal, because 1) it's much shorter, and 2) it's written by an actual published novelist rather than an amateur cutting their teeth and therefore isn't completely painful to read, but it's still so fucking boring. I understand why it was written but reading it as a standalone story divorced from the broader context and culture of the Star Wars RPG, it has nothing of value or interest to offer me. 2 out of 5 Death Stars.

Monday, May 11, 2026

Drake Does It All for the Wookiee

When the Domino Falls

Author: Patricia A. Jackson
Medium: Short story
Publication date: August 1994 in Star Wars Adventure Journal #3
Timeline placement: 2 BBY
 
Drake Paulsen returns, this time in a story that feels like two stories crammed into one. Drake helps a female Wookiee named Nikaede evade Imperial slavers in an okay adventure that primarily exists to flesh out Patricia Jackson's supporting cast of OCs. Meanwhile, in a completely unrelated twist, Drake's father dies off-screen and Drake has to come to terms with that in a tacked-on ending. Nikaede then swears a life debt to Drake because if you invent a Wookiee character they have to owe someone a life debt, I guess. The Essential Reader's Companion places this story the year after its predecessor, but a full year can't have passed because Drake is still 15. 
 
Better than the previous Paulsen parable, but I still don't find any of these characters particularly compelling. Drake Paulsen is a nice kid, I guess, but why do I want to read about him? 2.5 out of 5 Death Stars.

Sunday, May 10, 2026

Into the Grave

Out of the Cradle

Author: Patricia A. Jackson
Medium: Short story
Publication date: May 1994 in Star Wars Adventure Journal #2
Timeline placement: 3 BBY
 
First appearance of Drake Paulsen, another of Patricia Jackson’s recurring OCs. Also features not one but two Corellian YT-1300 light freighters, as well as a repeat of the old smuggler’s trick of hiding illegal weapons in a shielded compartment meant for irradiated space tools that Jackson already used in “The Final Exit.” And like Thaddeus “Thunderbolt” Ross before him, Drake spends a lot of time nervously thumbing open his holster’s safety strap, with no mention of it being fastened again between unsnaps.

The main purpose of this story seems to be RPG worldbuilding for the Coynite species of the planet Coyn. Did you know that, in the Coynite tongue, la’chu means “little fox” (wait why are there foxes), but chu’la means “cunning little fox” or “the fox who cannot be caught”?