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Shame, Perhaps; Consequence, Not So Much – How Star Wars Glosses Over Accountability

One of the most controversial topics when it comes to The Rise of Skywalker is how “Bendemption” turned out; more specifically, the fact that he dies. I was disappointed with Ben’s redemptive arc, but here is the thing: I am more unhappy with how the Star Wars franchise deals with redemption in general than I am with this singular film. I have been noticing more and more that there is a serious lack of accountability and responsibility across the franchise as a whole.

For a franchise about the good and evil within all of us, there is a serious lack of material that grapples fully with the consequences of characters’ dark actions. We see this in The Clone Wars and Star Wars Rebels, in the sequels, even in Darth Vader’s original redemption. This is an issue I have with Star Wars that’s been bouncing around in my head for a few months now and I think we need to be discussing it.

So…let’s talk about Vader. In the context of the original trilogy, Vader’s sacrifice works as a redemptive act because the thing that kills him is also the thing that redeems him. In the context of the original trilogy alone, Vader saving Luke is a selfless act—but this is not necessarily true when you add the context of the prequels and even the extended canon.

It is in Revenge of the Sith, in Vader’s corruption, where the context of new information most impacts Vader’s eventual redemption: now, Vader turns to the light and kills Palpatine for the same reason he turned to the dark side in the first place. He joins to save his wife and child, then leaves to save his now-grown children. When you factor this in, it takes away from the idea that Vader renounces the darkness in favor of the light. To be honest, I don’t hate this change in motivation. I like giving Vader’s decision a little more ambiguity. It makes him being a Force ghost feel more like a second chance and less like him getting to do the thing that Obi-Wan and Yoda worked their asses off for because he killed the guy he had spent the past twenty years plotting to kill.

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Second Look: Press B to Join the Dark Side – On Jedi Gaming in the New Canon

Second Look is Eleven-ThirtyEight’s biannual tradition of highlighting some of our most interesting pieces from recent months. Every day this week you’ll find a different older piece back on our front page for another moment in the spotlight. – Mike, EIC

The first gameplay footage from Jedi: Fallen Order dropped recently, and it was…well, if I had seen it when I was twelve, I would have been very excited for this game. Most of the issues I have are things that you can see anywhere else on the internet, issues with out-of-date mechanics and unengaging combat. Instead, here, I wanted to talk about something different, how the game seems lackluster as a Star Wars story.

The developers have made a few things very clear about the game. It is a linear, story-driven, Jedi action adventure RPG about a Padawan who survives Order 66. A story we’ve all heard before—but just because you’ve heard it before doesn’t mean you can’t explore it from a new and exciting angle. You could explore the conflict between the dark and light as it relates to what he must do to survive conflicts with his Jedi teachings.

Except, they aren’t. The devs have said there is no light/dark moral system. There are no consequences to running into every situation swinging your lightsaber like a madman. It sounds like the game pretty much forces you to play that way. The devs also say they liked that the character was on the run because it meant that they could have you go into situations and kill without thinking about it. So rather than using the moral dilemmas involved in being a Jedi forced to fight stormtroopers who are essentially lawmen doing their jobs, we ignore that and go straight to being an indiscriminate killer.

The thing that puts me the most off of this game is the use of the Force in the trailer. For someone who never even completed their Padawan training, you do some crazy things with the Force: picking people up with your mind; running faster than blaster fire; even stopping blaster bolts in midair. Abilities we have seen used rarely, and when they are used, it’s by incredibly powerful individuals.

So why does this game have a Padawan that is freely using powers that most Jedi Masters struggle with? Simple, the game is a power fantasy. Most video games are power fantasies, with the story written around the fantasy rather than a story being written, then a game built around the story. There is nothing wrong with this; I’ve never complained about any game doing it before, so why does it rub me the wrong way when this particular game is a power fantasy? Is it possible that the Jedi and the Force are anti-power fantasy?

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Press B to Join the Dark Side – On Jedi Gaming in the New Canon

The first gameplay footage from Jedi: Fallen Order dropped recently, and it was…well, if I had seen it when I was twelve, I would have been very excited for this game. Most of the issues I have are things that you can see anywhere else on the internet, issues with out-of-date mechanics and unengaging combat. Instead, here, I wanted to talk about something different, how the game seems lackluster as a Star Wars story.

The developers have made a few things very clear about the game. It is a linear, story-driven, Jedi action adventure RPG about a Padawan who survives Order 66. A story we’ve all heard before—but just because you’ve heard it before doesn’t mean you can’t explore it from a new and exciting angle. You could explore the conflict between the dark and light as it relates to what he must do to survive conflicts with his Jedi teachings.

Except, they aren’t. The devs have said there is no light/dark moral system. There are no consequences to running into every situation swinging your lightsaber like a madman. It sounds like the game pretty much forces you to play that way. The devs also say they liked that the character was on the run because it meant that they could have you go into situations and kill without thinking about it. So rather than using the moral dilemmas involved in being a Jedi forced to fight stormtroopers who are essentially lawmen doing their jobs, we ignore that and go straight to being an indiscriminate killer.

The thing that puts me the most off of this game is the use of the Force in the trailer. For someone who never even completed their Padawan training, you do some crazy things with the Force: picking people up with your mind; running faster than blaster fire; even stopping blaster bolts in midair. Abilities we have seen used rarely, and when they are used, it’s by incredibly powerful individuals.

So why does this game have a Padawan that is freely using powers that most Jedi Masters struggle with? Simple, the game is a power fantasy. Most video games are power fantasies, with the story written around the fantasy rather than a story being written, then a game built around the story. There is nothing wrong with this; I’ve never complained about any game doing it before, so why does it rub me the wrong way when this particular game is a power fantasy? Is it possible that the Jedi and the Force are anti-power fantasy?

Read More