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#rise of the empire
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- Attack of the Clones, 2002
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star-wars-forever · 10 months
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firerose · 6 months
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Animated Morgan makes me question my sexuality……..in a am bisexual way…………
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ruubesz-draws · 3 months
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Showing off the babies
(I watched Ultraman Rising! It was good!)
Bonus:
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From this
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turtledudeextreme16 · 2 months
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Literally every ninjago season in a nutshell 💀
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Credit to original poster (not sure who)
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kingoffantasy516 · 22 days
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Ok you know what, let's spread some positivity. Reblog this if you actually like Star Wars
And I am refering to all of star wars and not just select parts of it. Even if you have issues with parts of it, you still enjoy it.
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startheskelaton · 1 month
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Gaming and texting
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felassan · 2 months
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Edge – The Future of Interactive Entertainment magazine, issue #401 (October 2024 issue) – Dragon Age: The Veilguard story
The rest of this post is under a cut for length.
Update: this issue of this magazine is now available to buy from UK retailers today. it can be purchased online at [this link]. [Tweet from Edge Online] also, Kala found that a digital version of the magazine can be read at [this link].
This post is a word-for-word transcription of the full article on DA:TV in this issue of this magazine. DA:TV is the cover story of this issue. When transcribing, I tried to preserve as much of the formatting from the magazine as possible. Edge talked to BioWare devs for the creation of this article, so the article contains new quotes from the devs. the article is written by Jeremy Peel. There were no new screenshots or images from the game in the article. I also think that it contains a few lil bits of information that are new, like the bits on companions' availability and stumbling across the companions out and about on their own in the world e.g. finding Neve investigating an abduction case in Docktown.
tysm to @simpforsolas and their friend for kindly telling me about the article!!
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[image source]
Article introduction segment:
"[anecdote about Edge] We were reminded of this minuscule episode in Edge's history during the creation of this issue's cover story, in which we discuss the inspiration behind Dragon Age: The Veilguard with its creators at BioWare. Notably, director John Epler remembers the studio experimenting with a number of approaches during the early phase of development before eventually locking in to what the game was supposed to be all along, above all else: 'a single-player, story-focused RPG'. As you'd expect from BioWare, though, that was really just a starting point, as we discovered on p54." BioWare draws back the Veil and ushers us into a new Dragon Age
"BEHIND THE CURTAIN BioWare's first true RPG in age age is as streamlined and pacey as a dragon in flight. By Jeremy Peel Game Dragon Age: The Veilguard Developer BioWare Publisher EA Format PC, PS5, Xbox Series Origin Canada Release Autumn
The Dragon Age universe wasn't born from a big bang or the palm of an ancient god. Instead, it was created to solve a problem. BioWare was tired of battling Hasbro during the making of Baldur's Gate and Neverwinter Nights, and wanted a Dungeons & Dragons-like setting of its own. A small team was instructed to invent a new fantasy world in which the studio could continue its groundbreaking work in the field of western RPGs, free of constraints.
Well, almost free. BioWare's leaders mandated that the makers of this new world stick to Eurocentric fantasy, and include a fireball spell - since studio co-founder Ray Muzyka had a weakness for offensive magic.
Beyond that, BioWare’s storytellers were empowered to infuse Dragon Age with their own voices and influences, leaning away from D&D’s alignment chart and towards a moral grayness that left fans of A Song Of Ice And Fire feeling warm and cozy.
In the two decades since, the world of Thedas – rather infamously and amusingly, a shortening of ‘the Dragon Age setting’ that stuck – has taken on a distinct flavor. It’s something director John Epler believes is rooted in characters.
“There’s definitely some standard fantasy stuff in Dragon Age, but everything in the world, every force, is because of someone,” he says. “The idea is that every group and faction needs to be represented by a person – someone you can relate to. Big political forces are fine as background, but they don’t provide you with those interesting story moments.”
Dragon Age: The Veilguard bears out that philosophy. The long-awaited sequel was first announced with the subtitle Dreadwolf, in reference to its antagonist, Solas – an ancient elf who once stripped his people of immortality as punishment for betraying one of their own. In doing so, Solas created the Veil, the thin barrier through which wizards pull spirits and demons invade the waking world. In other words, many of Dragon Age’s defining features, from its downtrodden elves to the uneasy relationship between mages and a fearful church, can be traced right back to one character’s decision.
“The world exists as it does because of Solas,” Epler says. “He shaped the world because of the kind of character he was. That’s, to me, what makes Dragon Age so interesting. Everything can tie back to a person who to some degree thought they were doing the right thing.”
Perhaps BioWare’s greatest achievement in slowburn character development, Solas is a former companion, an unexploded bomb who sat in the starting party of Dragon Age: Inquisition, introverted and useful enough to get by without suspicion. Yet by the time credits rolled around on the Trespasser DLC, players were left in no doubt as to the threat he presented.
Determined to reverse the damage he once caused, the Dreadwolf intends to pull down the Veil, destroying Thedas as we know it in the process. The next Dragon Age game was always intended to be his story.
“We set that up at the end of Trespasser,” Epler says. “There was no world where we were ever going to say, ‘And now let’s go to something completely different.’ We wanted to pay off that promise.”
Yet almost everything else about the fourth Dragon Age appears to have been in flux at one time. In 2019, reporter Jason Schreier revealed that an early version, starring a group of spies pulling off heists in the Tevinter Imperium, had been cancelled two years prior. Most of its staff were apparently moved onto BioWare’s struggling Anthem, while a tiny team rebooted Dragon Age from scratch. That new game was said to experiment with live-service components.
“We tried a bunch of different ideas early on,” Epler says. “But the form The Veilguard has taken is, in a lot of ways, the form that we were always pushing towards. We were just trying different ways to get there. There was that moment where we really settled on, ‘This is a singleplayer, story-focused RPG – and that’s all it needs to be’”.
Epler imagines a block of marble, from which BioWare was attempting to carve an elephant – a character- and story-driven game. “We were chipping away, and sometimes it looked more like an elephant and sometimes it didn’t”, he says. “And then we eventually realized: ‘Just make an elephant’. When we got to that, it almost just took shape by itself.”
2014’s Dragon Age: Inquisition was an open-world game commonly criticized for a slow-paced starting area which distracted players from the thrust of the plot. The Veilguard, in contrast, is mission-based, constructed with tighter, bespoke environments designed around its main story and cast. “We wanted to build a crafted, curated experience for the player,” Epler says. “Pacing is important to us, and making sure that the story stays front and center.”
Epler is very proud of Inquisition, the game on which he graduated from cinematic designer to a lead role (for its DLC). “But one of the things that we ran into on that project was an absentee antagonist,” he says. “Corypheus showed up and then disappeared. You spent ten hours in the Hinterland doing sidequests, and there wasn’t that sense of urgency.”
This time, The Veilguard team wants you to constantly feel the sword of Damocles dangling above your head as you play – a sense that the end of the world is coming if you don’t act. “There’s still exploration – there’s still the ability to go into some of these larger spaces and go off the beaten path to do sidequests,” Epler says. “But there’s always something in the story propelling you and the action forward, and allowing you to make decisions with these characters where the stakes feel a lot more immediate and present. And also, honestly, more real.”
No sooner have you finished character creation than Dragon Age: The Veilguard thrusts you into a choice. As your protagonist, Rook, steps into focus on the doorstep of the seediest bar in town, you decide whether to threaten the owner for information or make a deal. Brawl or no, you’ll walk out minutes later with a lead: the location of a private investigator named Neve Gallus, who can help you track down Solas.
You proceed into Minrathous, the largest city in Thedas and capital of the Tevinter Imperium – a region only alluded to in other Dragon Age games. It’s a place built on the backs of slaves and great mages, resulting in tiered palaces and floating spires – a kind of architecture unimaginable to those in the southern nations.
“When your Dragon Age: Inquisition companion Dorian joins you in Orlais, in one of the biggest cities in Thedas, he mentions that it’s quaint and cute compared to Minrathous,” Corinne Busche, game director on The Veilguard, says. “That one bit of dialogue was our guiding principle on how to realize this city. It is sprawling. It is lived-in. Sometimes it’s grimy, sometimes it’s bougie. But it is expansive.”
Immediately, you can see the impact of BioWare’s decision to tighten its focus. Around every other corner in Minrathous is an exquisitely framed view, a level of spectacle you would never see in Inquisition, where resources were spread much more thinly. “When you know that you’re gonna be heading down a canyon or into this plaza where the buildings open up, you have those perfect spots to put a nice big temple of Andraste or a mage tower,” art director Matthew Rhodes says. “You get those opportunities to really hit that hard.”
BioWare’s intention is to make strong visual statements that deliver on decades of worldbuilding. “People who have a history with Dragon Age have thought about what Minrathous might be like,” Rhodes says. “We can never compete with their imagination, but we can aim for it like we’re shooting for the Moon.”
The people of Tevinter use magic as it if were electricity, as evidenced by the glowing sigils that adorn the dark buildings – street signs evoking Osaka’s riverfront or the LA of Blade Runner. They’re just one of the tricks BioWare’s art team uses to invite you to stop and take in the scene. “A lot of what you start to notice when you’re the artist who’s been working on these big, beautiful vistas and neat murals on the walls is how few players look up,” Rhodes says. “We design props and architecture that help lead the eyes.”
For the really dedicated shoegazers, BioWare has invested in ray-traced reflections, so that the neon signage can be appreciated in the puddles. There are also metal grates through which you can see the storm drains below. “The idea behind that is purely just to remind the player often of how stacked the city is,” Rhodes says. “Wherever you’re standing, there’s guaranteed to be more below you and above you.”
One of BioWare’s core creative principles for The Veilguard is to create a world that’s actually worth saving – somewhere you can imagine wanting to stick around in, once the crises of the main quest are over. To that end, the team has looked to ground its outlandish environments with elements of mundanity.
“A guy’s normal everyday life walking down the streets of this city is more spectacular than what the queen of Orlais is seeing, at least in terms of sheer scale," Rhodes says. “One of the things we’ve tried to strike a balance with is that this is actually still a place where people have to go to the market and buy bread, raise their kids, and try to make it. It’s a grand and magical city, but how do you get your horses from one place to the next? Where do you load the barrels for the tavern? It’s really fun to think of those things simultaneously.”
Normal life in Minrathous is not yours to behold for long, however. Within a couple of minutes of your arrival, the very air is ripped open like cheap drapes, and flaming demons clatter through the merchant carts that line the city streets. A terrible magical ritual, through which Solas intends to stitch together a new reality, has begun.
“We wanted the prologue to feel like the finale of any other game we’ve done,” Busche explains. “Where it puts you right into this media-res attack on a city and gets you really invested in the action and the story right away. When I think back to Inquisition, how the sky was literally tearing open – the impact of this ritual really makes that look like a minor inconvenience.”
Our hero is confronted by a Pride demon, imposing and armored as in previous games, yet accented by exposed, bright lines that seem to burst from its ribcage. “They are a creature of raw negative emotion,” Busche says. “So we wanted to actually incorporate that into their visual design with this glowing nervous system.”
When a pack of smaller demons blocks Rook’s route to the plaza where Neve was last seen, battle breaks out, and The Veilguard’s greatest divergence from previous Dragon Age games becomes apparent. Our rogue protagonist flits between targets up close and evades individual sword swings with precision. In the chaos, he swaps back and forth between blades and a bow. He blends light and heavy attacks, and takes advantage of any gap in the melee to charge up even bigger blows.
“Responsiveness was our first-and-foremost goal with this baseline layer of the combat system,” Busche says. Unless you’re activating a high-risk, high-reward ability such as a charged attack, any action can be animation-cancelled, allowing you to abort a sword swing and dive away if an enemy lunges too close. “We very much wanted you to feel like you exist in this space, as you’re going through these really crafted, hand-touched worlds,” Busche says. “That you’re on the ground in control of every action, every block, every dodge.” Anyone who’s ever bounced off a Soulslike needn’t worry: The Veilguard’s highly customizable difficulty settings enable you to loosen up parry windows if they prove too demanding.
Gone is the overhead tactical camera which, for some players, was a crucial point of connection between Dragon Age and the Baldur’s Gate games that came before, tapping into a lineage of thoughtful, tabletop-inspired combat. Epler points out that the camera’s prior inclusion had an enormous impact on where the game’s battles took place. “We actually had a mandate on Inquisition, which was, ‘Don’t fight inside,’” he says. “The amount of extra work on getting that tactical camera to work in a lot of those internal environments, it was very challenging.”
Gone, too, is the ability to steer your comrades directly. “On the experiential side, we wanted you to feel like you are Rook – you’re in this world, you’re really focused on your actions,” Busche says. “We very much wanted the companions to feel like they, as fully realized characters, are in control of their own actions. They make their own decisions. You, as the leader of this crew, can influence and direct and command them, but they are their own people.”
It's an idea with merit, albeit one that could be read as spin. “It’s not lost on me,” Busche says. “I will admit that, on paper, if you just read that you have no ability to control your companions, it might feel like something was taken away. But in our testing and validating with players, what we find is they’re more engaged than ever.”
There may be a couple of reasons for that. One is that Dragon Age’s newly dynamic action leaves little room for seconds spent swapping between perspectives. “This is a much higher actions-per-minute game,” Busche says. “It is more technically demanding on the player. So when we tried allowing you full control of your companions as well, what we’ve found is it wasn’t actually adding to the experience. In fact, in some ways it was detrimental, given the demanding nature of just controlling your own character.”
Then there’s The Veilguard’s own tactical layer, as described by BioWare. Though the fighting might be faster and lower, like a mana-fuelled sports scar, the studio is keen to stress that the pause button remains as important to the action as ever. This is, according to Busche, where the RPG depth shines through, as you evaluate the targets you’re facing and take their buffs into account: “Matching elemental types against weaknesses and resistances is a big key to success in this game.”
You pick between rogue, warrior and mage – each role later splitting again into deeper specialisms – and draw from a class-specific resource during fights. A rogue relies on Momentum, which is built up by avoiding damage and being highly aggressive, whereas a warrior is rewarded for blocking, parrying, and mitigating damage.
Those resources are then used on the ability wheel, which pauses the game and allows you to consider your options. The bottom quadrant of the wheel belongs to your character, and is where three primary abilities will be housed. “Rook will also have access to runes, which function as an ability, and a special ultimate ability,” Busche says. “So you’re bringing five distinct abilities with you into combat.”
The sections to the left and right of the wheel, meanwhile, are dedicated to your companions. Busche points to Lace Harding, the returning rogue from Inquisition, who is currently frozen mid-jump. “She is her own realized individual in this game. She’s got her own behaviors: how she prioritizes targets, whether she gets up close and draws aggro or stays farther back at range. But you’ll be able to direct her in combat by activating her abilities from the wheel.”
These abilities are complemented by positional options at the top of the wheel, where you can instruct your companions to focus their efforts on specific targets, either together or individually. Doing so will activate the various buffs, debuffs and damage enhancements inherent in their weapons and gear. “So,” Busche explains, “as you progress through the first two hours of the game, this full ability wheel is completely populated with a variety of options and different tactics that you can then string together.”
BioWare has leaned into combos. You might tell one companion to unleash a gravity-well effect that gathers enemies together, then have another slow time. Finally, you could drop an AOE attack on your clustered and slowed opponents, dealing maximum damage. The interface will let you know when an opportunity to blend two companion abilities emerges – moments BioWare has dubbed ‘combo detonations’.
“I like to think about this strategic layer to combat as a huddle,” Busche says, “where you’re figuring out how you want to handle the situation, based on the information you have on the encounter, and how you and your companions synergize together.”
Deeper into the game, as encounters get more challenging, Epler says we’ll be spending a lot of time making “very specific and very focused tactical decisions”. The proof will be in eating the Fereldan fluffy mackerel pudding, of course, but Busche insists this shift to fast action isn’t a simplification. “What really makes the combat system and indeed the extension into the progression system work is that pause-and-play tactical element that we know our players expect.”
The autonomy of The Veilguard’s companions doesn’t end with combat. BioWare’s data shows that in previous games players tended to stick with the same two or three beloved comrades during a playthrough. This time, however, you’ll be forced to mix your squad up at regular intervals.
“We do expect that players will have favorites they typically want to adventure with,” Busche says, “but sometimes certain companions will be mandatory.” Others may not always be available – part of the studio’s effort to convince with three-dimensional characters. “They do have a life outside of Rook, the main character,” Busche says.
"They'll fall in love with people in this world. They’ve had past experiences they’ll share with you if you allow them in and get close to them.”
Being separated from your companions, rather than collecting them all in a kind of stasis at camp, allows you to stumble across them unexpectedly. Busche describes an instance in which, while exploring the Docktown section of Minrathous, you might bump into Neve as she investigates an abduction case. “If I go and interact with her, I can actually stop what I’m doing, pick up her arc and adventure with her throughout her part of the story,” Busche says. “What’s interesting is that all of the companion arcs do ultimately tie back to the themes of the main critical path, but they also have their own unique challenges and villains, and take place over the course of many different intimate moments.”
Some parts of a companion’s quest arc involve combat, while others don’t. Some are made up of large and meaningful missions – as lavish and involved as those along the critical path. “While they are optional, I would be hesitant to call them side content in this game,” Busche says. If you choose not to engage with some of these companion-centered events, they’ll resolve on their own. “And it might have interesting implications.”
The Veilguard promises plenty of change, then, even as it picks up the threads of fan-favorite characters and deepens them, honoring the decades of worldbuilding that came before it. This is perhaps the enduring and alluring paradox of Dragon Age: a beloved series which has never had a direct and immediate sequel, nor a recurring protagonist. Instead, it’s been reinvented with each new entry.
“It’s a mixed blessing to some degree,” Epler says. “The upside is always that it gives us more room to experiment and to try new things. There are parts of the series that are common to every game: it’s always an RPG, it’s always about characters, and we always want to have that strategic tactical combat where you’re forced to make challenging decisions. But at the end of the day, I think what makes Dragon Age Dragon Age is that each one feels a little bit different.”"
Q&A Matthew Rhodes Art director
Q. Early BioWare RPGs were literary, with the emotions and detail mostly happening in dialogue boxes. How have you seen the studio's approach to visual storytelling evolve? A. This has been my entire career. When I first showed up at BioWare, it was at the tail end of Jade Empire, and then I was working on Dragon Age: Origins and early Mass Effect. The games had taken that next step out of sprites and 2D models, and it was like: 'How do we say more? How do we communicate more clearly?' During those early days, a lot of games depended on words to fix everything for you. As long as your character was talking bombastically, you could lend them everything that they needed. But as time went on it also became a visual medium, and it's been this long journey of trying to establish art's seat at the table. I've worked with some great writers over the years, and art is also an essential part of the storytelling. From Dragon Age: Inquisition on, I've been trying to stress with my teams that we are a story department.
Q. Is part of that also letting writers know that your storytelling assistance is available, to help them show rather than tell? A. On The Veilguard, that principle has been operating the best I've seen it. Where you would need a paragraph of dialogue in one of those exposition moments where a character just talks to you, we could sell that with a broken statue or a skeleton overgrown with vines. We've had more opportunities to do that on The Veilguard than most of the projects I've ever worked on combined.
To a hammer, every problem looks like a nail, and so in every department, writing will try to solve it with more words, and art will try to solve it with more art. I've bumped up against moments where it's like, 'As much as we could keep hammering on this design, I think this is actually an audio solution.' And then you take it to audio, and you don't get that overcooked feeling where each team is just trying to solve it in their silo. It's a really creatively charged kind of environment.
[main body of article ends here]
Additional from throughout the article --
Image caption: “Spotlights shine down from the city guards’ base as they pursue you through the streets of Minrathous.”
Image caption: “While most of your companions can be sorted into comfortingly familiar RPG classes, The Veilguard introduces two new varieties: a Veil Jumper and a private investigator.”"
Image caption [on this Solas ritual concept art specifically]: “The name previously given to the game – Dreadwolf – was a direct reference to Solas. Your former companion, now on his own destructive mission, still features, despite the name change.”
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"RATIONAL ANTHEM The hard lesson BioWare drew from Anthem was to play to its strengths. “We’re a studio that has always been built around digging deep on storytelling and roleplaying,” Epler says. “I’m proud of a lot of things on Anthem – I was on that project for a year and a half. But at the end of the day we were building a game focused on something we were not necessarily as proficient at. For me and for the team, the biggest lesson was to know what you’re good at and then double down on it. Don’t spread yourselves too thin. Don’t try to do a bunch of different things you don’t have the expertise to do. A lot of the people on this team came here to build a story-focused, singleplayer RPG."
Image caption: “In combat you no longer control your companions directly – this is a faster-paced form of fighting – but you are able to direct them in combat, and can even blend their abilities in ‘combo detonations’.”
Image caption: “You’ll be exploring new regions across Tevinter and beyond – Rivain is a certainty, and that’s only accessible via Antiva travelling overland.”
Image caption: “There are three specializations per character class; on the way to unlocking them you’ll acquire a range of abilities.”
Text in a side box:
"MEET YOUR MAKER “Full disclosure: Dragon Age has traditionally not done skin tones well, especially for people of color,” Busche says. “We wanted to do a make-good here.” In The Veilguard’s character creator, you can adjust the amount of melanin that comes through in the skin, as well as test various lighting scenarios to ensure your protagonist looks exactly as you intend in cutscenes. “Speaking of our first creative principle – be who you want to be – we really feel these are the kinds of features that unlock that for our players,” Busche says. “We want everyone to be able to see themselves in this game.” For the first time in the series, your body type is fully customizable too, with animations, armor and even romantic scenes reflecting your choices."
Image caption: “Your companions are a mix of old and new – Lace Harding is a familiar face. Veil Jumper Bellara is new, with a new occupation, while Davrin is a new face with a familiar profession – he’s a Warden.”
Image caption: "Arlathan Forest is home to the ruined city of the elves, now a place of wild magic, Veil Jumpers and (allegedly) spirits".
Image caption: "Bellara is driven by a desire to learn more about the elves, rediscovering the shattered history and magic of her people."
[source: Edge – The Future of Interactive Entertainment magazine, issue #401 (October 2024 issue) - it can be purchased online at [this link].]
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galaxyhanart · 4 months
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JAY NINJAGO LIVING RENT FREE IN MY SKULL FOREVER
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gffa · 2 months
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I'm about a fifth of the way through Star Wars: The Rise and Fall of the Galactic Empire and I am chewing so hard on this book. It's my favorite genre of "fictional history told through an in-universe lens" (sort of along the lines of the Propaganda book or the Scum & Villainy book) and so far it is working so hard to pull everything together and put it into one coherent narrative and doing a surprisingly good job of it so far. There's so much going on that all has to be woven together--not just the events of any given novel/comic/game/show, but the unreliable nature of Star Wars as a universe, that the Empire didn't just erase knowledge of the Jedi, they were erasing anything they didn't want people to know about, so how can you parse out the truth of things? You can't, not fully, but you can make your best guesses, based on the evidence you do manage to dig up. It starts off by looking at Palpatine as a man (and has a really great take on him that I feel fits with what it means to be a dark sider, where you can see the cackling villain that Ian McDiarmid clearly had a blast with, but also the dissatisfaction and desperate dark hunger for something more and how he seemed to have a surprisingly thin skin on certain things, like you see how this guy was a brilliant villain, but also how he was not living a satisfying, happy life), as well as an Emperor, it theorizes about how he wanted to rule the galaxy and yet seemed completely uninterested in actually ruling it, and tied it together really well with the sequels. I'm now getting into the minutiae of how the various Moffs and Admirals and Governors ran the Empire, how it was set up to make them compete against each other, and showing how it sucked even good people in (by forcing them into impossible to choose circumstances, so that they would be complicit in the actions of the Empire) and I continue to want to chew on every single page of it. It's written by a historian--and you can tell, there's so much affection for the process of trying to understand the shape of the history of the galaxy--and really shows Star Wars as one big continuous narrative, from the prequels to the originals and to the sequels, and does some deep fucking diving, like I recognized characters from the Titans Rebels comics even! Like, goddamn, Dr. Kempshall, did you actually read all of this stuff or did you lean hard on the story group? Because, either way, this book is trying to pull in absolutely everything of the story of how the Empire rose, how it operated, and how it fell, and why that's important as a story.
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I'm finally writing my star wars fic. I feel confident in doing so now that I've read 200 of the EU books (and annotated them). I didn't feel comfortable going off of only the few star wars books and comics I had read before doing my massive reading project because I wanted to make sure I do my ROTS fix-it right. I've pinpointed where I want to start to diverge from canon (because the Republic would have fallen whether Anakin fell to the dark side or not by the time ROTS is happening) and I think I'm going to set the fix it right before Yoda Dark Rendezvous, that way the threat of multiple worlds turning against the Jedi is still there BUT there is still enough political stability to reasonably take down Sidious. I know many people think that any changes have to begin before the battle of Geonosis to be able to take down Sidious, but I want Anakin's disability to still be there, so Anakin and Obi-wan need to still fight Dooku. I also Ahsoka because she is one of my favorite characters so it has to take place farther along into the clone wars. Despite Ahsoka being there, I will probably stick more closely to the 2003 clone wars specials as they're my favorite star wars animated media. This has been a year of prep for beginning writing this fic but I'm finally ready. Yes I reread several star wars books I had read previously just so I could annotate them for this fic. Yes I did the same for the comics. Yes all this star wars interaction gave me the urge to replay the old battlefront games and yes they were just as good as I remember them being when I was 5.
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nikinikori · 26 days
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PLANET OF THE APES
Ape & Human + Relationship Aspects
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padmestrilogy · 5 months
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may the fourth be with you!
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jeronandor · 2 months
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there is some really great rogue one/andor stuff in chris kempshall's the rise and fall of the galactic empire
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ruubesz-draws · 2 months
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Minus One meets Emi
Emi is fine... just shooked
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unfinishedslurs · 2 months
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The boy stops in his tracks. “I know you,” he says, tilting his head curiously. He’s not tall, but he’s regal nonetheless, dressed all in white. Something about him makes Leia’s hair stand on end, and although she hides it she feels a stirring in her own chest. I know you like I know my own soul, she thinks wildly, and wonders where it came from. Has she gone insane?
“That’s nice,” she says, and shoots him anyway.
He deflects it in a flash of light, a glowing blue laser sword appearing in his hand like magic. She’s only seen one of those before, and it’s Vader’s. If this boy is anything like Vader, she realizes, she’s in deep shit.
She’s smart enough to know when she’s outmatched. Leia makes the tactical decision to run for her life.
Later, as she’s getting the hell out of there, she wonders why he didn’t try to stop her.
She remembers being young and tugging on her mothers skirts, demanding to know why their guest was so sad. “Does he not like it here?” She’d asked, and then, trembling, because Kenobi always seemed saddest around her. “Is it…because of me?”
“Oh, Leia,” her mother sighed, lifting her into her arms. “It’s not that, I promise.”
“Then what is it?”
“Master Kenobi lost a child under his care, years ago.” Breha’s eyes grew deeper, darker. “It was not his fault, but he blames himself. You remind him of that child, that’s all.”
Leia had quieted at that, contemplative.
The next time she’d seen Master Kenobi, she had given him a hug. He didn’t seem to know what to do with that, so she resolved to give him more of them. “He’s lonely,” she’d told her mother. “No one should be lonely.”
Looking at Obi-Wan Kenobi now, the memory seemed so far away. He’d aged thirty years in the ten it had been.
He looks, Leia thinks with a small twinge of regret, very lonely.
“Leia,” he greets. “It’s been a long time.”
Out of the corner of her eye, Leia sees a glint of white.
Kenobi freezes in his tracks. “Luke?” He whispers, and through the distance Leia can hear it as if he’d been speaking directly into her ear.
Master Kenobi lost a child under his care, her mother whispers in her head. He blames himself.
In an instant, Leia understands everything.
Kenobi is still staring at the boy he’d lost so long ago when Vader cuts him down.
Later, as she’s pacing around on the Falcon to Han muttering darkly about Princesses and supernatural abilities, she rememberers the way the boy collapsed, as if all his strings had been cut. Vader was too occupied with him to even look at her as she shot at him desperately.
Luke. She hates him more than she hates herself.
“They know where you are,” he hisses frantically. “They’re coming for you. You have to run.”
“Wait!” Leia quickly pulls up their sonar. Nothing yet, but it would explain the distant queasiness she’d felt since they’d landed. She tended to trust her gut. “How do you know? How much time do we have?”
“Not important, and not enough,” he says. “I have to go, and so do you. You need to leave yesterday.”
“How do I know I can trust you? I don’t even know who you are.”
He pauses. “Call me Skywalker.”
“That’s not an answer, Skywalker.”
“Yes it is.”
She opens her mouth to argue, but there are faint voices on the other end, drawing nearer.
“Shit,” Skywalker mutters. “I have to go. I’ll be in contact, okay? Don’t ever tell me where you are, or where you’re heading. Vader and Palpatine aren’t shy about reading minds. Just leave as soon as you can, and figure out the rest.”
“But—“
It’s too late. The comm has disconnected.
She stares down at it, disbelieving. How would the Empire know they’re here? Why should she trust a stranger who somehow got her personal comm code?
Gut feeling or not, on paper this was a perfect location. Supplied, armored, and most importantly, extremely well hidden. There was no real reason to think it would possibly be found out.
It’s probably a trap. Almost definitely a trap.
Han sticks his head in the door, a sour look on his face. “Hey Princess, can you tell these idiots—“
She makes a decision then and there.
“We’re leaving.”
“What?”
“We’re evacuating, effective immediately.” She pushes past him, and he follows so close he’s nearly stepping on her heel.
“Why? I think it’s pretty cozy here. Actual sunlight doesn’t hurt, either.”
“Apparently too cozy.” She grabs the first person she sees, a pilot who stares at her with wide eyes. “Emergency evacuation. Spread the word to pack everything you can and leave, I’ll let you know where we’re headed when we��re in orbit.”
He salutes and scurries off.
“Woah, hey now.” Han snatches at her elbow until she turns around to face him. “What’s going on?”
“There’s a new informant. He told me the Empire knows we’re here. They’re coming for us.”
“And you trust this person because…”
“I don’t have a choice,” she snaps. Someone runs past them, holding three packs filled to the brim with rations. “It’s either he’s lying and we’re not in danger, or he’s telling the truth and we’re going to die if we don’t listen. It’s not exactly hard math.”
It could be a trap of course, but he hadn’t suggested any sort of direction or destination to follow, and Leia wasn’t inclined to share. Especially not after his tidbit about Vader and Palpatine reading minds.
He squints at her. “That’s not it.”
“What?”
“I don’t believe you,” he insists. He’s so infuriating. Leia doesn’t know why she hasn’t kicked him out yet.
“I don’t know what you’re talking about.”
“Yes you do, and you’re either gonna tell me why, or find a different transport when we head out of here.”
“Who said I was riding on your hunk of junk?” She demands. She actually was planning on going with them, since the Falcon has more than enough room for all the supplies that can’t fit in the other ships and none of the trustworthiness of the other pilots, but Han doesn’t need to know that.
“Well?”
Damn him. Damn him for knowing how to read her. She doesn’t know when she let that happen.
“I feel it,” she admits, defeated. “Something tells me he’s trustworthy. We’ll wait and see if it’s right.”
He studies her. She holds her head high, but inside she’s jittery at the scrutiny. They don’t have time for this.
“Yeah, all right,” Han finally says.
“Really?”
“Yes, really.” He rolls his eyes, like she’s not acting absolutely insane by putting all her trust in a random man she’s never even met. “Now come on, Princess, weren’t you the one who said we had to hurry?”
What is it about this man that makes it impossible to tell whether she wants to punch him or drag him into the nearest supply closet? They don’t have time to find out.
“So there’s good news and bad news.”
“Bad news first,” she demands.
“They know there’s a mole.”
“Shit.” Of course they know, how could they not? She should have been more careful, less obvious about the correlation of their movements with the Empire’s plans. “The good news?”
“They’ve tasked me with hunting down this ‘pathetic rebel spy,’” Skywalker says, humor in his voice. “That should buy me some time.”
Leia can’t quite stop the snort she lets out. “Seriously?”
“Yep. You’re speaking to a professional mole-hunter, here.”
“Well congratulations on the promotion, Skywalker.”
“Thank you,” he says grandly. Then, quieter, “It won’t last, Princess. They’ll find out eventually.”
“I know. Just hang in there, it will be over soon.”
“Will it?” He asks, suddenly sounding very young. She realizes that she has no idea how old he is. She doesn’t know anything about the man who has saved them more times than she cared to admit, and the idea rattles her until they sign off.
Later, she looks up the name Skywalker in their archives. There are a few results, but only one sticks out.
Anakin Skywalker, Jedi Knight and hero of the Clone Wars. Killed at the hands of Darth Vader. There are gossip articles too, speculations on his relationship with the pregnant Senator Padmé Amidala, who died around the same time Skywalker did. The baby, it seems, died with her.
Unless he didn’t.
It’s ridiculous. It’s impossible. The idea is so ludicrous that Leia almost rejects it entirely.
But it makes sense. By the Maker, it makes sense.
The child of Anakin Skywalker, it seems, would be a powerful Force user indeed. Powerful enough for Kenobi to take the baby and run. Powerful enough for the Emperor to want him for his own gain. Powerful enough to send Vader after Kenobi and take the boy himself.
Maybe even powerful enough to shield his mind from Vader and Palpatine’s intrusions.
Powerful enough to hide the fact that he’s a spy.
Leia sinks into her chair, covering her face as she laughs.
Maybe Luke isn’t so bad after all.
“No, no, no,” she mutters, digging through the smoking wreckage of the TIE fighter. “Don’t be dead, please don’t be dead.”
“Princess…” Han lays a hand on her shoulder that she immediately shrugs off.
“No, he’s not dead. He’s not. Luke!”
A faint cough answers her, and she’s so relieved to hear it she could cry. Behind her, Han starts bellowing for a medic and, “Some damn help here, do you expect us to move all this ourselves?”
“Luke, it’s me,” she sobs. “It’s Leia. You’re at the Rebel Base. You’re safe.”
More coughing, and there’s a worrying rasp to his voice when he says, “You know…my name?”
“I figured it out.”
“Smart.” This time, the coughing is so bad Leia and Han both wince.
“Shit, kid,” Han says, moving another piece of rubble. “Don’t talk. We’re gonna get you out of here, all right?”
“Stand back,” Luke chokes out.
“What?”
“Stand back. Please.”
Han protests, but something in Leia knows they should listen to him. She drags him back, and motions everyone else to fall back with them. They do, albeit reluctantly.
“Clear,” she calls, hoping Luke can hear her.
The TIE explodes.
“Fuck!” Han goes back in, Leia on his heels with the terrifying feeling that she’d just allowed Luke to die, before they both stop in their tracks. Around them, the broken pieces of the TIE are floating.
And curled up in the middle is a man dressed all in white.
“Luke!” She pushes past Han to start dragging him out, and after another moment of staring around them, he helps her.
As soon as they get clear, the pieces fall to the ground with a clatter. Luke falls limp with them.
Han is still looking at the TIE. “Can you do that?” He asks quietly.
Leia pauses her examination of the unconscious man in front of her to glare at him. “Is that what you’re most concerned with right now? Really?”
“Excuse me for asking, Princess!”
“It’s white,” Luke grumbles, pulling at his hospital gown bitterly. “I hate wearing white.”
“Should I be offended?”
He rolls his eyes. “Don’t even. You look great and you know it. I just feel like I never left.”
“Well,” she says gingerly. “I guess it’s a good thing you got sick of it. If we went around in matching outfits all the time, people might think we’re twins.”
He snorts. “Yeah, right.”
#star wars#star wars fanfiction#luke skywalker#han solo#leia organa#imperial luke skywalker#exactly when luke was taken by the empire is totally up to speculation it could honestly be anywhere from newborn to 5#as for why luke has his dad’s blue lightsaber here instead of like a red one or smth- well you see your honor I thought it would be a slay#but also when you think about it for more than 5 seconds you’re like actually yeah that’s sick and twisted of palpatine and vader actually#you’re carrying your fathers most treasured weapon#you don’t know your father once fought the rise of the very empire you stand to inherit with that blade. you don’t know who he defended#you don’t know your father brought about the end of the republic with that same weapon#he killed the younglings with it. he fought his closest companion with it#you’re carrying what was once your fathers most treasured weapon. you are your fathers most treasured weapon#just as your father is a weapon now#also I didn’t make it clear but obi-wan has his ‘strike me down and I become stronger’ moment like he still dies on purpose to cause proble#but when he saw luke he couldn’t look away. he had to see him with living eyes one last time#can u tell I had So Many Thoughts on everyone else’s perspective in this fic too#han is having a constant crisis in the background because 1) force is real 2) princess is annoying AND pretty which sucks for him#in particular and 3) pretty princess is learning to use the force and is hot while doing it. Chewie is laughing at him. life is hell#good lord did not mean to put an entire essay in the tags. i love their super special twin powers (cosmic entity that binds their souls)#edit: GUYS I FORGOT TO NAME THE FUCKING AU#AND WHEN I TRY AND FIX IT IT GLITCHES OUT ON MEEE 😭😭😭
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