Doescher’s treatment fixes these problems. Most notably, it fixes the character of Anakin Skywalker. In Doescher’s version, Skywalker seems like he actually cares about Padme Amidala. This really helps the romance between them. (I know, you would think this would be obvious, but apparently it wasn’t to Lucas.)
That’s not the only improvement–all of the dialogue is much better when done in the style of the Bard.
The irony is that Lucas has always defended his awkward script by calling it “stylized dialogue”. Well, Doescher’s dialogue is even more stylized; but what’s more is that it’s good. It trips off the tongue.
What Lucas should have done was give his story outline–which is very strong, with its political machinations, epic battles, and forbidden romance–to Doescher or someone like him, who could give it a fittingly poetic script to match. Then maybe put the exceptionally talented cast under the direction of a Shakespearean director (say, Sir Kenneth Branagh?) and they would have really had something. It would have been stunning.
The prequels are not bad–they just needed a better script.
Quick! Name that movie about a pilot who gets horribly burned and disfigured. You know, the one where earlier in the story, he’s been trying to save the life of his secret lover. In fact, he’s so desperate that he turns traitor and aids a tyrannical, militaristic government. But even so, he fails–his lover dies, and he becomes a barely-living shell of his former self.
Got it yet?
Actually–as you already guessed from the title of this post–that describes two movies: The English Patient, starring Ralph Fiennes, Kristin Scott Thomas and Juliette Binoche, and Star Wars Episode III: Revenge of the Sith, starring Ewan McGregor, Natalie Portman and Hayden Christensen.
The English Patient was nominated for 12 academy awards, including best picture, which it won. It’s considered a powerful, moving, tragic love story. Revenge of the Sith was a box office hit, but was generally received poorly by critics. The Devil is in the details.
The English Patient (1996)
Revenge of the Sith (2005)
Actually, in this case, the Devil is in how the main character is written and performed. Count Almasy, the lead in The English Patient, is just likable enough that while you don’t exactly forgive him for giving aid to the Nazis, you can believe he truly did it out of his love for Katherine. He really seems like he cares about her. Add to this Ralph Fiennes’s charisma and acting skill, and you have a compelling doomed romance.
Anakin Skywalker, on the other hand, is an entitled jerk from his first scene to his last. He constantly whines about why he hasn’t been given privileges that he has not earned, while simultaneously breaking every Jedi rule. Even his supposed love for Padme never seems like anything other than an excuse to commit further atrocities. He claims to be trying to save her (“from [his] nightmares”), but ultimately kills her himself because of his inability to control his arrogance and rage.
Now, I’ve left out quite a few differences between the two movies. The English Patient is told through flashbacks, and there is another plot running through it parallel to the story of Almasy: the story of Hana, the nurse who finds him after he’s been burned, and her own struggle to deal with the horror of war and death. The only other plot element in Revenge of the Sith is about an evil robot General with four arms. So maybe the main character isn’t the only issue here.
Even so, I still think there is a really strong story in Revenge of the Sith. You can see it whenever McGregor, Portman or Ian McDiarmid are on the screen. It’s just that it kept getting undercut by the massive problems with the way Anakin Skywalker is written and portrayed. (Once he becomes pure evil in the final third of the movie, it really comes together. This is probably because Christensen was better at playing evil, and an evil character is easier to write than a complex one.)
Ralph Fiennes in “The English Patient”
Hayden Christensen in “Revenge of the Sith”
The bottom line is: when Count Almasy gets burned alive, you think: “poor guy, he just wanted to help the woman he loved.” When Anakin Skywalker gets burned alive, you think: “the S.O.B. had it coming.”
We are under a month away from the much-ballyhooed release of “Star Wars VII: Will This Sith Never End?”.
Ok, so that isn’t the real title. But swapping a few letters in that title neatly summarizes my reaction to it. I’m suffering from Star Wars fatigue.
Still, in honor of the upcoming premiere, I decided to re-watch the entire six movie saga. I came away from it with one overriding conclusion–one that won’t surprise my long-time readers, but will shock all others:
The Prequels are better than the Originals.
To this I add another sub-conclusion:
The Phantom Menace is the best of all of them.
And finally, the most controversial point:
The Empire Strikes Back is the worst of all of them.
Yes, that flies in the face of every review you ever read. But reviewers are subject to fads and fashions, and it was fashionable to bash the prequels largely because critics at the time were nostalgic for the originals.
I’ve always thought the prequels were good. But now I’ve realized they are way better than the dreary original trilogy, with its dull characters and repetitive plots.
Start at the beginning, with The Phantom Menace. Yes, Jake Lloyd was weak, but no worse than Mark Hamill. Moreover, everyone else did quite a good job. Liam Neeson portrays Qui-Gon as an arrogant rebel, and Ewan McGregor is great as his put-upon, trying-to-be-respectful-but-also-follow-the-rules apprentice. I also love the constant sniping between Padme and Qui-Gon. I’m going to come back to this movie later, but for now, we’re on to Attack of the Clones.
It was not as good as I remembered. The plot is an incoherent mess, and the romance is a disaster. But, one thing that was pleasantly surprising was how well Natalie Portman did at playing the romance. She couldn’t do well enough to actually create chemistry (alchemy would have been required to get any sparks from Christensen), but her acting in the love scenes is actually quite good.
The big question, other than why Padme marries Anakin, is how did the planet Kamino apparently keep churning out clone armies without anyone noticing? The Kaminoan Prime minister tells Obi-Wan it is “one of the finest” clone armies they’ve ever made, implying there are others. No one follows up on this.
Revenge of the Sith starts out impressively with the massive space battle, drags a bit with the tiresome General Grievous subplot, but builds to a powerful emotional climax in the scene where Padme and Obi-Wan confront Anakin on Mustafar. It’s the best scene in all of Star Wars, with Portman and McGregor both doing a magnificent job, and Christensen (for once) showing some terrifying, insane charisma.
My biggest problem with the prequels was the sexism: the treatment of Shmi, who has no dramatic purpose other than to die, was bad enough; but when Padme (who is a very strong, well-written female lead in Phantom Menace) inexplicably falls in love with the loutish Anakin, it seemed like Lucas was saying “Oh, her and her lady brain! That’s just what chicks do.”
The reason the love story in Attack of the Clones is so bad is because Anakin has no redeeming qualities whatsoever. A former Queen turned Senator and successful military strategist would not fall for somebody who was failing at being a monk and pouting about it.
The plot of Clones makes no sense–the Padme/Anakin romance is about as unromantic as it gets, even if you believe that opposites attract. The mystery of why Count Dooku hired a bounty hunter to sub-contract out the task of assassinating a Senator who was going to vote against the creation of an army to oppose forces Count Dooku himself was leading makes no sense either. Hell, I got confused just writing that.
Revenge of the Sith is better at making some sort of sense, but at the end we are still left wondering what Padme, or the Jedi, or even the Emperor himself, ever saw in Anakin. He is basically worthless to everyone; even the Sith.
But as weak as that is, it was still a more compelling story arc than: idiot blows up a space station–>idiot meets talking frog in swamp–>idiot’s friends blow up second, larger space station. Also, sword fights.
A New Hope looks downright silly. None of what Obi-Wan says to Luke is remotely accurate, and the special effects are horrible. The only likable character in it is Han Solo, and he is only likable because he wants to get out of this mess as fast as possible.
The story of A New Hope makes about as much sense as that of Clones; which is to say, very little. What is the use of a space station that blows up planets? It is perhaps the most worthless weapon imaginable–something the simply exterminated all life, leaving the other stuff intact, would be way more valuable. Moreover, why it had to orbit the planet before firing made no sense, nor did the rebels’ elaborate ceremony at the end.
Then comes The Empire Strikes Back, which is nothing less than a total drag. After a hilariously bad battle on Hoth, we are treated to a half hour of Luke sitting in a dark, dreary swamp, intercut with another half hour of Han and Leia sitting in a dark, dreary ship. It’s the dullest hour in the series. Jar Jar Binks addressing the Senate was more interesting.
So, then eventually there is a lightsaber duel in which Luke’s expression never changes until the end, at which point he sobs like a baby at the revelation that Vader is his father. (Note: great heroes do not break down crying like babies. Though I suppose Vader is to blame for that, too.)
In all the gushing over how great Empire allegedly is, critics lose sight of the fact that it goes absolutely nowhere. It reminds me of Mark Twain’s “rules governing literary art”, stating “that a tale shall accomplish something and arrive somewhere.” Like Twain said of Fenimore Cooper’s work, Empire “accomplishes nothing and arrives in air”.
The only developments in Empire are these:
The Rebel Alliance loses Han Solo, who had been trying to leave ever since he got there.
Luke finds out that Vader is his father, which raises more questions than it answers, and sets us up for the big payoff in Return of the Jedi, when…
…the alliance has to waste time getting Han Solo back, for no apparent reason. The Jedi may preach letting go of attachment, but in practice, their motto is clearly “no man left behind”. (And I do mean “man”, since the misogynist pigs were all too glad to leave Padme in the sand on Geonosis.).
Anyway, the whole Jabba’s palace / rescue Solo sequence had nothing to do with the rest of the story. It served no dramatic or thematic purpose for Han to ever be put in carbonite.
Just remember that: the first third of that movie is dedicated to an irrelevant subplot.
Meanwhile, the Empire has inexplicably tried to replicate their biggest failure: another giant, useless battle station that does nothing except destroy the planets that probably belong to the Empire anyway. Then we have the obligatory lightsaber duel and space battle–a sequence completely upstaged by the similar one in The Phantom Menace.
It all gets blown up, at no cost to anyone, except one Ewok, a couple rebel pilots, and Anakin, who frankly deserved to die ever since he sexually harassed the Senator he was supposedly guarding.
What struck me about the original trilogy was how damn dull it was. Next to the sophistication of the prequels, it was like watching a movie a ten year old might make.
Overall, the prequels were decent, but not as good as I remembered. The originals were almost unwatchable. The people who tell you the original trilogy is better are just wrong. It’s horrible.
Most of the Star Wars movies make no sense. Clones is incoherent, Sith introduces new elements that weren’t foreshadowed in Clones, A New Hope doesn’t match up with anything that comes before or after, Empire is boring and pointless, and Jedi is spent resolving plot problems that Empire caused.
But remember: there is one more movie in the saga, and it actually has a *gasp* coherent plot!
Lucas pretty obviously spent those 15 years between Jedi and Menace writing one story, and it was Menace. After that, he realized he needed two more movies and just made it up as he went along.
In Phantom Menace, for once the plot makes sense: Federation blockades a planet; Queen escapes from planet, Queen returns with plan to liberate planet. This concept of a ruler returning to claim their throne is actually somewhat plausible, and sounds vaguely like something that might possibly happen in a universe that makes sense. (Queen Amidala’s appeal to the Gungans is pretty much a “Napoleon at Grenoble” moment.)
The twist with Padme the handmaiden being the Queen is the subtlest, cleverest piece of writing in the Star Wars movies. And it’s right in front of our eyes the whole time, but cleverly disguised by the Queen’s elaborate costumes. This is better than the “I am your father” twist, because that was only a twist due to Obi-Wan blatantly lying to Luke for absolutely no reason. That’s a cheat on the storyteller’s part. The twist in Menace has foreshadowing, buildup and payoff.
The other standout thing about Menace is how Padme completely outwits both the Jedi–especially the condescending, arrogant Qui-Gon–and the Sith. It’s the only time in all the movies someone actually tricks Palpatine. (Granted, Palpatine also maneuvered Amidala into voting for him, so he still got what he wanted out of it.)
It’s the only time in the movies when a character triumphs not due to ham-handed luck in order to further the plot, but rather due to a character actually crafting and executing a sensible plan. It’s infinitely more satisfying than Luke destroying the Death Star by “trusting his instincts”
Menace is a good movie, hamstrung by bad acting from Jake Lloyd, and an overabundance of Jar Jar Binks antics. And even these aren’t as bad as the subsequent comic relief with C-3PO and R2-D2 in later installments.
I think the only Star Wars movies that work as standalone movies are New Hope and Menace. They have complete story arcs, whereas the others really don’t. Empire doesn’t even have any plot development at all.
My final verdict: The last hour of Menace and the last hour of Sith are the best parts of the entire saga. Ironically, while these are the highlights of the series, there is no logical way to get from one to the other. You would never guess they were from the same series if you watched them in isolation. That’s why a bunch of ridiculous stuff had to happen in Clones as Lucas tried to mash it all together.
Given that, which film is more satisfying? Sith gets a more emotional response, but it also needed more clumsy writer manipulation to do it. So the edge goes to Menace, whose upbeat tone feels more true to the old serials Star Wars allegedly imitates. (Very few old serials ended with the heroine dying in childbirth after being choked by the hero.)
In spite of what old-timers viewing the originals through rose-colored glasses will tell you, The Phantom Menace is the best Star Wars movie. We can only hope and pray that the new movies imitate Menace, and discard the baggage of The Empire Strikes Back and the dated, boring original trilogy.
I just read an interesting article called “The Hidden Artistry of the Star Wars prequels”, by Mike Klimo. It’s a very good (and very long) reinterpretation of the prequels that defends them very cleverly. Klimo argues that they have a lot of hidden symbolism and intentional echoes of the original trilogy, to a degree few realize, designed to create an intricate story structure. And indeed, some of the shots in the prequels are uncannily similar to scenes in the original.
Frankly, though I am a staunch defender of the prequels, not all the arguments persuaded me. I think in some cases the reason for the similarities between the two trilogies is that “George Lucas likes those kinds of shots”, rather than “George Lucas was deliberately telling a subtle and complex visual narrative.” Because frankly, one flaw in the Star Wars series is that the six films do not fit together visually–the switch from Episode III to Episode IV is incredibly jarring, and makes it feel like a completely different series.
Nevertheless, it is a very good article, and raises interesting observations and details, as well as talking about a style of narrative I’d never heard of before. If you have time for a long read, it is quite thought-provoking for anyone interested in movies.
You could argue that Lucas’ attempts to make lightning strike twice with the exact same formula on an audience who had only grown more jaded and cynical since their first viewing of the original trilogy doomed the project from the start. I think if we had come to Star Wars for the first time as kids with Phantom Menace, we’d feel a bit more fondly towards the prequels.
Having just watched all six Star Wars movies again, after not seeing them (except Phantom Menace, which I saw in 2012) for about 8 years, I would say that my impression was still that the prequel trilogy, while flawed, was far better than the original trilogy, which is entertaining but a mess. A New Hope was frankly rather silly. I’ve always felt this way, but this time the feeling was actually more pronounced. The Phantom Menace may have some of the best scenes of the entire saga–each time I see it, I’m impressed by how good it is.
I’ve written at length about why each of the Star Wars prequels are actually good here, here and here. I think people are gradually coming to appreciate them more.
This time of year is always important for the video game industry, as they move their products into stores for the coming holiday rush. Games have become one of the most successful forms of popular entertainment, with recent years seeing multi-million dollar launch events that break records once belonging to Hollywood. Early December is the peak time of year for selling the latest installments in hit franchises to loyal fans.
10 years ago today, the sequel to 2003’s Game Of The Year was released. And not only was it a sequel to an award-winning instant classic; it was set in the Star Wars universe; George Lucas’s billion-dollar space-faring fantasy whose allure has captivated generations. Small wonder, with such a pedigree and promise, that LucasArts was eager to ensure it was released in time for the Christmas shoppers–they wanted to be sure to get everything they could out of this highly-anticipated title.
This eagerness caused them to encourage Obsidian Entertainment to push the release of the game forward, even if it meant not having time to finish the ending as originally planned. The result was that the game, though eagerly bought up by thousands of fans, did not receive quite the same delighted reviews as its predecessor; that it was criticized as incomplete, or incoherent. Its last few hours in particular were perceived as a rushed muddle of action sequences that arrived at a confusing and unsatisfying conclusion.
And so with this moderate, but not spectacular, success behind it, the “Old Republic” franchise moved on; to be resurrected again, briefly, first as a book and then as an MMORPG to go to war against World of Warcraft–a war which, like the Mandalorian Wars that form the background of KotOR II, is a futile and depressing effort from which no combatant ever returns victorious.
Obsidian Entertainment has moved on as well, most notably to the retro-futuristic Mojave wasteland of Fallout: New Vegas. Both developer and franchise have gone their separate ways; and though talk of another Obsidian-made Star Wars game surfaces now and again, it seems likely that, given Disney’s purchase of the galaxy far, far away, the darker and more mature tones Obsidian always brings to their stories may not be as welcome.
So what to make of Knights of the Old Republic II, ten years later? Now that the Star Wars film series has been ended and revived yet again, now that Mass Effect, BioWare’s spiritual successor to KotOR I, has run its course, and left its original fans as bitter as Star Wars fans dismayed at the prequel trilogy; where does that leave Obsidian’s strangely rough, brooding tale of the exiled Jedi who travels the galaxy not to defeat an Empire or rescue a princess, but to come to terms with the effects of war on the human psyche?
In spite of the name, canonical Star Wars has rarely been about war. The original film series depicts an insurrection against a tyrannical empire; but this occurs largely in a couple of battles–primarily, the story is about the Skywalker family. The prequels deal with the run-up to a war in the first two films, and the end of that war in the third, but Lucas shunted the details of the war into comic books. (A few of which were written by KotOR II creative lead, Chris Avellone.)
The Sith Lords, though, is very much about war, though not in the shallow sense of being a Call of Duty clone with a Star Wars coat of paint. KotOR II is about war in the way that The Deer Hunter is about war–it is exploring the mental and spiritual toll that war takes on everyone it touches. Or, as Kreia tells the Exile early in the game: “You are the battlefield. And if you fall, the death of the Republic will be such a quiet thing, a whisper, that shall herald the darkness to come.”
Kreia is always the focal point for any discussion of Knights of the Old Republic II, and even the game’s detractors will usually admit that she is one of the greatest characters in the history of video games. A mysterious old woman, allied neither with the Jedi nor the Sith, yet overwhelmingly knowledgeable about both, she at once fits the Star Wars tradition of the Wise Mentor and violates it utterly. She is a gadfly in the Star Wars universe, questioning everyone and everything; and by the end, the player comes to understand that her rebellion is against the Force itself; the mysterious metaphysical “energy field” which most characters accept with a (sometimes literal) hand-wave, but which she attempts to understand and destroy. Many players find it immensely satisfying to see this brown-cloaked Nietzsche slicing through the pop-philosophy of Lucas’s universe.
Kreia’s occasionally harsh criticism of the player’s actions are emblematic of one of KotOR II‘s distinctive features: namely, that it is not necessarily meant to make the player feel good. In literature, film and television, it is common for a story to leave the audience sad, or contemplative, or shocked. But games are meant to entertain; and to write one that does not simply laud the player for their victories over ever more powerful foes, but instead compels them to think about what they are doing–to think of, as Zez Kai-Ell says in the game’s pivotal scene, “all the death you caused to get here”–was a bold move, indeed.
In this way, KotOR II is the forerunner of another one of the most fascinating games released in recent years–2012’s Spec Ops: The Line. Though different in style and in tone, (not to mention that SO:TL is far more polished and graphically advanced) Yager’s dark satire of military shoot-’em-ups is at its core the same tale as KotOR II: that of a soldier who commits an atrocity and is forced to face the consequences.
But while Spec Ops is a sharp, tightly-plotted tale with every element integrated into its gripping narrative, KotOR II is less minutely-engineered, and more filled with oddities and curious plot threads which lead in unexpected directions–or sometimes nowhere at all, thanks to the content having been cut at the eleventh hour. While this makes the game seem less focused and at times even hard to follow, it also lends it a certain feeling of scope; an epic, vast implied scale that even next-generation open-world RPGs have not matched. There is a hauntingly depressing quality to the sprawling modules of Citadel station, of gloomy isolation to the corridors of Peragus, and of melancholic splendor to the partially restored surface of Telos, that creates a peculiarly memorable and powerful mood.
Of course, it’s impossible to talk about KotOR II‘s plot threads without also discussing The Sith Lords Restoration Project–the fan-made effort to restore the cut content. While interesting in its own right, and a must-play for any fan of the game, the restored content ultimately raises more questions than it answers. Some of it really is integral to the story, but other parts are relevant only as curiosities, and serve only to add unnecessary complications to the game’s already complex plot.
But even with the missing pieces restored, insofar as possible, KotOR II remains a very odd, misfit game–an exile, like its enigmatic, war-worn protagonist. If the original KotOR was an effort at making a playable version of the summer swashbuckling blockbuster epic that Star Wars helped revive, then KotOR II was an attempt at making a playable version of a more mature, David Lean-ish kind of epic. It is not designed for commercial success and records, but for critical success and acclaim. It is Oscar Bait in a medium that does not receive Oscars.
It is possible that being part of such a widely recognized franchise hurt its chances among the very people most likely to appreciate its many virtues. Critics searching for video games that prove the medium is a mature art form, not merely an entertaining diversion, can be too quick to dismiss a “mainstream” game in search of something more unusual. And few entertainment franchises show a more striking disparity between their commercial success and their reputation among critics than Star Wars.
In spite of its less-than-universal acclaim, though, KotOR II has not been completely forgotten by gamers. In 2010, it was included in the book 1001 Video Games You Must Play Before You Die. Kreia still frequently appears on lists like “best video game characters” and “best female antagonists in video games”. But it has not been considered particularly “influential”, either; certainly, it has not become a household name like, for example, Valve’s Half-Life 2, released three weeks earlier.
Much of the plot of Knights of the Old Republic II is concerned with finding that which has been lost–be it knowledge, people, or places. As Kreia explains at the end, the real “lost Jedi” the Exile has been searching for have been there all along–“they simply needed a leader and a teacher”. Similarly, the nightmarish planet of Malachor V–the site of the pivotal battle that is at the heart of the game’s entire plot–had been forgotten by the Sith Lords of times past, before being rediscovered in the Mandalorian Wars and spawning the innumerable stories of victory, heroism, defeat, death and horror that the Jedi Exile encounters on the journey across the galaxy.
And so it is fitting, as the medium matures and gamers and game critics cast about for evidence to prove its legitimacy as an art form, Star Wars: Knights of the Old Republic II: The Sith Lords sits quietly on the fringes of the game universe like Malachor V; not at the center of attention, perhaps, but still well remembered by all who have seen it firsthand.
I received an absolutely wonderful book as a gift from a friend today. It is called The Empire Striketh Back, a re-telling of the story of Star Wars: The Empire Strikes Back as if it were written by William Shakespeare. It is actually written by Ian Doescher, and I must say he did a marvelous job translating the film’s script into the language of the Bard.
There are so many things to love about this–it had me hooked from the “Dramatis Personae” page, done perfectly in the style of the plays. And then the language–well! Let me quote a little bit of the first scene, just to give you an idea:
LUKE: If flurries be the food of quests, snow on,
Belike upon this Hoth, this barren rock,
My next adventure waits.
It is really quite splendid. Probably would have made the movies better if Lucas’s rather awkward dialogue had been re-written this way. I highly recommend it to anyone who has seen the movie (and who hasn’t?) I haven’t enjoyed a parody of Great Literature this much since reading The Classics Reclassified. I highly recommend it.
The great thing about Knights of the Old Republic II, my favorite video game–heck, my favorite work of fiction–is that the fact that each character is crucial to the major thematic points of the game:
Atton alludes to the last Jedi he kills telling him of a place where Force sensitives are sent by Revan to be broken. This is almost certainly Malachor V.
Mira lost her family as a result of the battle, and that is why she became a Bounty Hunter. The Exile’s actions at Malachor shaped her in this way. As Mira says “There’s a lot of lost people out there. Scattered ever since the Mandalorian Wars… if I can find them, maybe, just maybe I can put the Galaxy back together.”
HK-47 says that, as result of the destruction at Malachor, Revan was inspired to build him. So, as he puts it, perhaps the Exile is responsible for his creation.
Visas’s homeworld was destroyed by Nihilus, who was created by Malachor, and whose fleet was hauled from it. This act has clearly left deep physical and psychological scars on Visas.
Yusanis fathered the handmaiden with the Jedi Arren Kae, and he went with her into the Mandalorian Wars, breaking his vow to his wife. This act shames the Handmaiden. Kae (apparently) died at Malachor; making Yusanis enter politics and eventually get assassinated by Revan. He may have been at Malachor, and was obviously deeply affected by the war, hence Brianna’s interest in the Exile, who is the first person she has known since her father who suffered the effects of the war, and her loyalty to Atris, which is to make up for the shame her father’s infidelity brought upon her.
Bao-Dur has feelings of guilt about Malachor that made him come to Telos to aid the recovery. He also lost his arm at Malachor. He still harbors feelings of guilt for creating and using the Mass Shadow Generator.
Mical the Disciple was turned to his path of “historian and scientist” by the decision of the Exile to go to war, when he was not chosen as a Padawan.
The Mandalorians were badly beaten in the battle, necessitating Canderous Ordo (who was also at Malachor) to take up the mantle of Mandalore and reunite the clans on Dxun.
G0-T0 exists for the purpose of rebuilding the galaxy from the war.
Even the psychotic Hanharr has heard of Malachor. As he asks the Exile: “Did you hear [the Jedi] scream as you butchered the Mandalorian tribes? Did you… kill your heart to shut them out?”
From this alone, we can see that most of the Exile’s party members would not be here were it not for the Exile’s fateful decision at Malachor. But that’s not all…
Atris was clearly very close to the Exile in the past, and was affected deeply by her decision to go to war, as well as the resulting horror of the battle of Malachor. This clearly has deep psychological effects on her, possibly contributing to her fall to the Dark side.
Darth Nihilus, the closest thing the story has to an out-and-out villain, is at least partially a creation of Malachor. He is often described the most powerful entity in the game, with his presence being felt everywhere, by everyone from Kreia to the Jedi to GO-TO to General Vaklu. (Some players complain that Nihilus is too easy to defeat in combat, after his buildup. This might have been the point, however–too everyone else, he is an unstoppable force of nature; to the Jedi Exile, he’s a pushover)
In the game’s pivotal scene, when the Exile returns to the Jedi Enclave to meet/fight the remaining Jedi, it is revealed the s/he was also deeply affected by that last battle, and forced to cut his/herself off from the Force to survive.
All this is certainly enough to prove that indeed the ramifications of the Exile’s choice at Malachor are the central point of the game. It requires many playthroughs to find them all, but the case is overwhelming. But then, in a final masterstroke we are shown other, similar decisions and their consequences play out before us, that allow us to piece together the ultimate theme of the story:
The destruction of Peragus serves as an effective opening, because it reminds the Exile, subconsciously, of the annihilation of Malachor. Furthermore, Atris, Lieutenant Grenn, the Ithorians, Colonel Tobin, GO-TO and others all comment on how the lack of fuel will harm Citadel Station. Thus, Exile must come to grips with the “echo” of the destruction of Peragus. This, the game hints, is the first time the Exile has ever truly had to confront the consequences of his/her actions. Thus, by the time she leaves Telos, the Exile has seen or been told of the consequences of two of the more remarkable acts in her life, and Atris even compares the destruction of Peragus to that of Malachor.
The scene in which the Exile chooses either to help or furiously dismiss the beggar on Nar Shaddaa is key. Kreia allows the Exile a glimpse at the consequences of his/her choice, and reveals that it is not always as clear-cut as it may appear.
Nar Shaddaa is home to refugees from both wars.
Dantooine was badly damaged as a result of the Jedi Civil War, which was itself a result of the Mandalorian Wars.
Onderon is relatively unaffected by the actions of the Exile prior to the game (though s/he fought on Dxun) but the Onderonian debate between secession and isolation and remaining in the Republic bears a close resemblance to the Exile’s choice of whether to close his/herself off from the Force or to embrace it.
Telos presents the Exile with an opportunity for redemption, in the form of whether to help the war-ravaged planet recover, or not. (Though, as we will see, the way to do that isn’t as black and white as it seems.) More immediately, in the game’s final act, the Exile is called upon to save Telos from Darth Nihilus. This episode is particularly ingenious, as forces from Onderon and Dantooine arrive to help the Exile, who wouldn’t have done so otherwise.
Of course the recovery efforts on Telos and the Political Situation on Onderon are also interdependent, as the Ithorians are repopulating Telos with the Onderonian’s and Dxun’s beasts.
Korriban presents the Exile with the cave, where s/he must confront the pivotal moments in her past, and reflect on whether s/he would do things differently.
The Ubese warriors in Visquis’s lair are bitter about the bombing the Republic wrought against them in the war, and have thus been made into “weapons”, as Visquis says. This foreshadows the creation of the Sith Lord Nihilus and his hordes by the activation of the Mass Shadow Generator, as well as Revan’s ultimate plan.
Visas, like the Exile, has, as Sion puts it “kept living while the Universe dies” around her. She has seen a planet destroyed, and it has affected her tremendously. (Of course, her planet wouldn’t have been destroyed if… see above.)
The impact of the destruction and subsequent restoration of Telos is seen in many facets of the game, from the separation of Aiada and Lootra on Nar Shaddaa, to the beast rider whose Boma escapes outside of Iziz, to the oft-repeated need for fuel for Citadel Station by everyone from Lt. Grenn to Atris to Col. Tobin, show the echoes of Saul Karath’s attack.
Telos is again threatened towards the end of the game in the battle against Lord Nihilus, and here again, the Exile sees the consequences of his/her decisions (Peragus, Dantooine, Onderon and Malachor) play out.
The entire game builds, subtly yet relentlessly, into an awesome thematic experience that shows all the consequences of Malachor, of Peragus, of Telos, of the Mandalorian Wars and ultimately, as Kreia says: “of all wars, of all tragedies that scream across the galaxy.” Again and again, consequences of actions are shown, leading up to the last planet, where the Exile must walk upon the dead planet of Malachor, and culminating in the ending scene, in which Kreia tells the Exile how his/her choices will impact the planets and people s/he has met throughout the journey. This works well, because the player has already seen the consequences of past choices throughout the game.
But the true genius is not only that the theme is so brilliantly and so pervasively intertwined with the story, but also that it does not carry any judgment. Things may be called “light” and “dark” by characters, but the player can make their own decision. Is the “independence” of Gen. Vaklu or the “cooperation” of Queen Talia better for Onderon? The pragmatic Czerka Corp. or the more spiritual Ithorians better for Telos? And the central question of the game: was the destruction of Malachor justified? It killed many, and ruined the lives of many more. On the other hand, would not countless more have died if the war had not ended, as the Exile can argue? And anyway, if not for Malachor, Mira, Atton, Bao-Dur, Mandalore, Brianna and Visas would not be around to help the Exile on the journey. And perhaps the most widely asked question: Is Kreia a Jedi or a Sith, good or evil? It must be played through many times, and the player must make many different choices, but the game’s theme remains awesomely consistent no matter how the game is played.
People complain about the game’s ending, but frankly, I found it perfectly coherent and satisfying, once I understood all these concepts. It’s actually one of the best endings I’ve ever seen in a video game.
“The fans are all upset. They’re always going to be upset. Why did he do it like this? And why didn’t he do it like this? They write their own movie, and then, if you don’t do their movie, they get upset about it.”–George Lucas
I was thinking a bit more about the Mass Effect 3ending. I may do a post later on with my thoughts on it specifically, but while I was thinking about it, the idea occurred to me that it was so disappointing because it was so anticipated. Fans had years to think about how the Mass Effect series would end; and so whatever happened would likely disappoint them. It is an intrinsically bad ending, don’t get me wrong, but its badness was amplified by how much everyone had been thinking about it.
The same thing happened, for me anyway, with the Harry Potterseries. A big plot point, discussed by fans and even used in the advance marketing of the last book was “is Snape good or evil”? Everybody had two years to think about this question, and we all knew what was going to happen. Even if you bet on the wrong outcome, chances were you’d heard alternate theories that turned out to be correct. It may have made it sell better to promote the debate, but it weakened the book’s dramatic power.
It’s hard to surprise your audience with twists when you are telling a story with long intervals between each installment. The only way out is to not leave clues to what’s coming, but then the endings or plot twists will feel unsatisfying; like they just came out of nowhere. The best plot resolutions have to have been logically set up beforehand.
Sometimes a writer can stumble on some good twist in the middle of a series. For instance, few people see the famous twist in The Empire Strikes Back coming, unless someone has spoiled them on it. I’ve heard that this is because George Lucas only decided to do it after A New Hope was released, so he hadn’t left enough clues to give it away before hand, but was able to satisfactorily retrofit his twist on to the second film with the vague setup given in the first. But he was very lucky.
Lucas also didn’t have the internet to contend with. If he had, some random fan probably would have accurately guessed the ending by pure chance while speculating on some forum. I see this as the inevitable fate of the Half-Lifevideo game series: if they ever do release Half-Life 3, there is no way someone won’t have already guessed what the deal is with the G-Man and posted a huge essay about their theories to be discussed on some forum.
There’s no question that internet fandom has intensified this problem; for it enables like-minded people to interact and ponder their favorite series. I don’t think this was as much of a problem before the internet, even though there were stories that appeared in installments in magazines and the like.
This problem is lessened a bit if you are not doing a sequel that directly continues a particular story. J.J. Abrams was very smart to come up with the alternate timeline business for his new Star Trekmovies, because it pretty much allowed him to do whatever he wanted. And although it still does not really live up to its title, I think a lot of criticism from Falloutfans of Fallout 3 was blunted because it was set far away from the other games. In other words, it’s easier to do a series that is a loosely-related group of stories in a certain setting or around a set of themes than it is to tell one coherent story over installments. And it’s easiest of all to just tell your story in one shot. To bring us back to Mass Effect 3, I’m convinced that had they condensed the story of the whole series into one game–with the same endings–they would have gotten way fewer complaints. On the other hand, they also would have made less money.