An impressively constructed RPG with some serious storytelling issues.
My favorite moment in any piece of Star Wars media comes early in Return of the Jedi. When Luke Skywalker attempts to rescue Han Solo from the clutches of Jabba the Hutt, he must face a hideous beast called the Rancor. It’s an ugly, unsympathetic monster, the kind that lives in a dank, bone-filled cave and devours innocents for the amusement of its master. Naturally, Luke handily defeats the creature and is soon whisked away to new adventures and trials. But not everyone can part with the dead quite so quickly, and a fat, half-dressed man begins to weep for the fallen Rancor. Whether this man considered the creature a pet or a friend is unclear, and the moment not only hilariously undermines our expectations for the scene, but also achieves something legitimately sweet and sad as we consider a loss that is literally alien to us.
This is the way I think Star Wars works best, in individual moments that achieve something at once bizarre, awe-striking, and unselfconsciously goofy. I’m thinking of things like the cantina scene, the twin sunset, Luke’s first moments with Yoda. So it’s a shame that for all its flights of fancy, Star Wars interprets creativity in the most literal way possible, as in, “making a bunch of shit up”; there is almost no experimentation with form throughout the saga, no interest in the abstract or thematic beyond its much-ballyhooed Joseph Campbell legwork. Continue reading