text:
The Ones Who Walk Away from Omelas
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"The Ones Who Walk Away from Omelas"
First book edition
Author
Ursula K. Le Guin
Country
United States
Language
English
Published in
New Dimensions, volume 3
Publication type
Anthology
Media type
Print
Publication date
1973
"The Ones Who Walk Away from Omelas" is a 1973 short story by American writer Ursula K. Le Guin. With deliberately both vague and vivid descriptions, the narrator depicts a summer festival in the utopian city of Omelas, whose prosperity depends on the perpetual misery of a single child.[1]
"The Ones Who Walk Away from Omelas" was nominated for the Locus Award for Best Short Fiction in 1974[2] and won the Hugo Award for Best Short Story in 1974.[3]
Contents
[hide]
1 Publication
2 Synopsis
3 Background and themes
4 References
5 Sources
Publication[edit]
Le Guin's piece was originally published in New Dimensions 3, a hard-cover science fiction anthology edited by Robert Silverberg, in October 1973. It was reprinted in Le Guin's The Wind's Twelve Quarters in 1975, and has been frequently anthologized elsewhere.[4]
It has also appeared as an independently published, 31-page hardcover book for young adults in 1993.[5]
It was republished in the second volume of the short-story anthology The Unreal and the Real in 2014.[6]
Synopsis[edit]
The only chronological element of the work is that it begins by describing the first day of summer in Omelas, a shimmering city of unbelievable happiness and delight. In Omelas, the summer solstice is celebrated with a glorious festival and a race featuring young people on horseback. The vibrant festival atmosphere, however, seems to be an everyday characteristic of the blissful community, whose citizens, though limited in their advanced technology to communal (rather than private) resources, are still intelligent, sophisticated, and cultured. Omelas has no kings, soldiers, priests, or slaves. The specific socio-politico-economic setup of the community is not mentioned, but the narrator merely explains that the reader cannot be sure of every particular.
Self-admittedly, the uncertain narrator reflects that "Omelas sounds in my words like a city in a fairy tale, long ago and far away, once upon a time. Perhaps it would be best if you imagined it as your own fancy bids, assuming it will rise to the occasion, for certainly I cannot suit you all."[7] The narrator even suggests that, if necessary, the reader may include an orgy in their mental picture of Omelas.
Everything about Omelas is so abundantly pleasing that the narrator decides the reader is not yet truly convinced of its existence and so elaborates upon one final element of the city: its one atrocity. The city's constant state of serenity and splendor requires that a single unfortunate child be kept in perpetual filth, darkness, and misery.
Once citizens are old enough to know the truth, most, though initially shocked and disgusted, ultimately acquiesce with that one injustice which secures the happiness of the rest of the city. However, a few citizens, young and old, silently walk away from the city, and no one knows where they go. The writing ends with "The place they go towards is a place even less imaginable to most of us than the city of happiness. I cannot describe it at all. It is possible it does not exist. But they seem to know where they are going, the ones who walk away from Omelas."
Background and themes[edit]
Le Guin stated that the city's name is pronounced "OH-meh-lahss".[8] Le Guin hit upon the name of the town on seeing a road sign for Salem, Oregon, in a car mirror. "[… People ask me] 'Where do you get your ideas from, Ms. Le Guin?' From forgetting Dostoyevsky and reading road signs backwards, naturally. Where else?"[9]
"The central idea of this psychomyth, the scapegoat", writes Le Guin, "turns up in Dostoyevsky's Brothers Karamazov, and several people have asked me, rather suspiciously, why I gave the credit to William James. The fact is, I haven't been able to re-read Dostoyevsky, much as I loved him, since I was twenty-five, and I'd simply forgotten he used the idea. But when I met it in James' 'The Moral Philosopher and the Moral Life,' it was with a shock of recognition."
The quote from William James is:
Or if the hypothesis were offered us of a world in which Messrs. Fourier's and Bellamy's and Morris's utopias should all be outdone, and millions kept permanently happy on the one simple condition that a certain lost soul on the far-off edge of things should lead a life of lonely torture, what except a sceptical and independent sort of emotion can it be which would make us immediately feel, even though an impulse arose within us to clutch at the happiness so offered, how hideous a thing would be its enjoyment when deliberately accepted as the fruit of such a bargain?[9][10]
Introducing the short work in her 2012 collection The Unreal and the Real, Volume Two, Le Guin noted that The Ones Who Walk Away from Omelas "has a long and happy career of being used by teachers to upset students and make them argue fiercely about morality."[8]
It has been at times analyzed as a postmodernist work.[11]
References[edit]
Jump up ^ Spivack, Charlotte, Ursula K. Le Guin, (Boston: Twayne Publishers, 1984), page 159.
Jump up ^ "Locus Awards Nominee List". The Locus Index to SF Awards. Archived from the original on 2012-04-19. Retrieved 2011-05-12.
Jump up ^ "1974 Hugo Awards". The Hugo Awards. Retrieved 2011-05-12.
Jump up ^ Internet Speculative Fiction Database. Bibliography: The Ones Who Walk Away From Omelas
Jump up ^ Le Guin, Ursula K. The Ones Who Walk Away from Omelas, Creative Education, 1993. ISBN 9780886825010
Jump up ^ Le Guin, Ursula K., The Unreal and The Real Volume 2, Gollancz, 2014, ISBN 978-1473202856
Jump up ^ Boyd, Jason. "Forty years later, Omelas still haunts". The Nerdclave. Retrieved 2014-05-18.
^ Jump up to: a b Le Guinn, Ursula K. (2012). The Unreal and the Real: Selected Stories of Ursula K. Le Guin. Volume Two: Outer Space, Inner Lands. Easthampton, MA: Small Beer Press. p. iv. ISBN 9781618730350.
^ Jump up to: a b Kennedy, X.J., and Dana Gioia (ed.): An Introduction to Fiction, 8th ed., page 274. Longman, 2004. ISBN 0-321-08531-0.
Jump up ^ James, William. "The Moral Philosopher and the Moral Life". April 1891.
Jump up ^ Agosta, Vincent. Returning to Omelas: A formal Analysis of Ursula K. Le Guin’s “The Ones Who Walk Away from Omelas” and its Relationship to Traditionalist Narrative Structure and Postmodernism.
Sources[edit]
Bloom, Harold, ed. (1986). Ursula K. Le Guin (1st ed.). New York, NY: Chelsea House. ISBN 0-87754-659-2.
Cadden, Mike (2005). Ursula K. Le Guin Beyond Genre: Fiction for Children and Adults (1st ed.). New York, NY: Routledge. ISBN 0-415-99527-2.
Le Guin, Ursula (1975). The Wind's Twelve Quarters (1st ed.). New York, NY: Harper & Row. ISBN 0-06-012562-4.
Spivack, Charlotte (1984). Ursula K. Le Guin (1st ed.). Boston, MA: Twayne Publishers. ISBN 0-8057-7393-2.
[show]
v
t
e
Locus Award for Best Short Story
1971 - 1980
"The Region Between" by Harlan Ellison (1971)
"The Queen of Air and Darkness" by Poul Anderson (1972)
"The Ones Who Walk Away from Omelas" by Ursula K. Le Guin (1973)
"The Deathbird" by Harlan Ellison (1974)
"The Day Before the Revolution" by Ursula K. Le Guin (1975)
"Croatoan" by Harlan Ellison (1976)
"Tricentennial" by Joe Haldeman (1977)
"Jeffty Is Five" by Harlan Ellison (1978)
"Count the Clock that Tells the Time" by Harlan Ellison (1979)
"The Way of Cross and Dragon" by George R. R. Martin (1980)
1981–2000
"Grotto of the Dancing Deer" by Clifford D. Simak (1981)
"The Pusher" by John Varley (1982)
"Sur" by Ursula K. Le Guin (1983)
"Beyond the Dead Reef" by James Tiptree, Jr. (1984)
"Salvador" by Lucius Shepard (1985)
"With Virgil Oddum at the East Pole" by Harlan Ellison (1986)
"Robot Dreams" by Isaac Asimov (1987)
"Angel" by Pat Cadigan (1988)
"Eidolons" by Harlan Ellison (1989)
"Lost Boys" by Orson Scott Card (1990)
"Bears Discover Fire" by Terry Bisson (1991)
"Buffalo" by John Kessel (1992)
"Even the Queen" by Connie Willis (1993)
"Close Encounter" by Connie Willis (1994)
"None So Blind" by Joe Haldeman (1995)
"The Lincoln Train" by Maureen F. McHugh (1996)
"Gone" by John Crowley (1997)
"Itsy Bitsy Spider" by James Patrick Kelly (1998)
"Maneki Neko" by Bruce Sterling (1999)
"macs" by Terry Bisson (2000)
2001–present
"The Missing Mass" by Larry Niven (2001)
"The Bones of the Earth" by Ursula K. Le Guin (2002)
"October in the Chair" by Neil Gaiman (2003)
"Closing Time" by Neil Gaiman (2004)
"Forbidden Brides of the Faceless Slaves in the Nameless House of the Night of Dread Desire" by Neil Gaiman (2005)
"Sunbird" by Neil Gaiman (2006)
"How to Talk to Girls at Parties" by Neil Gaiman (2007)
"A Small Room in Koboldtown" by Michael Swanwick (2008)
"Exhalation" by Ted Chiang (2009)
"An Invocation of Incuriosity" by Neil Gaiman (2010)
"The Thing About Cassandra" by Neil Gaiman (2011)
"The Case of Death and Honey" by Neil Gaiman (2012)
"Immersion" by Aliette de Bodard (2013)
"The Road of Needles" by Caitlín R. Kiernan (2014)
"The Truth About Owls" by Amal El-Mohtar (2015)
"Cat Pictures Please" by Naomi Kritzer (2016)
"Seasons of Glass and Iron" by Amal El-Mohtar (2017)
[show]
v
t
e
Hugo Award for Best Short Story (1961–1980)
"The Longest Voyage" by Poul Anderson (1961)
"Hothouse" by Brian W. Aldiss (1962)
"The Dragon Masters" by Jack Vance (1963)
"No Truce with Kings" by Poul Anderson (1964)
"Soldier, Ask Not" by Gordon R. Dickson (1965)
""Repent, Harlequin!" Said the Ticktockman" by Harlan Ellison (1966)
"Neutron Star" by Larry Niven (1967)
"I Have No Mouth, and I Must Scream" by Harlan Ellison (1968)
"The Beast that Shouted Love at the Heart of the World" by Harlan Ellison (1969)
"Time Considered as a Helix of Semi-Precious Stones" by Samuel R. Delany (1970)
"Slow Sculpture" by Theodore Sturgeon (1971)
"Inconstant Moon" by Larry Niven (1972)
"Eurema's Dam" by R. A. Lafferty / "The Meeting" by Frederik Pohl and C. M. Kornbluth (1973)
"The Ones Who Walk Away from Omelas" by Ursula K. Le Guin (1974)
"The Hole Man" by Larry Niven (1975)
"Catch That Zeppelin!" by Fritz Leiber (1976)
"Tricentennial" by Joe Haldeman (1977)
"Jeffty Is Five" by Harlan Ellison (1978)
"Cassandra" by C. J. Cherryh (1979)
"The Way of Cross and Dragon" by George R. R. Martin (1980)
Complete list
Retro
1955–1960
1961–1980
1981–2000
2001–present
[show]
v
t
e
Works by Ursula K. Le Guin
Earthsea
Novels
A Wizard of Earthsea (1968)
The Tombs of Atuan (1971)
The Farthest Shore (1972)
Tehanu (1990)
The Other Wind (2001)
Short stories
"The Word of Unbinding" (1964)
"The Rule of Names" (1964)
"Dragonfly" (1997)
"Darkrose and Diamond" (1999)
Tales from Earthsea (collection) (2001)
"The Daughter of Odren" (2014)
Adaptations
Earthsea (miniseries) (2004)
Tales from Earthsea (film) (2006)
Related
Universe
Characters
Earthsea Revisioned (1993)
Hainish
Cycle
Novels
Rocannon's World (1966)
Planet of Exile (1966)
City of Illusions (1967)
The Left Hand of Darkness (1969)
The Dispossessed (1974)
The Word for World Is Forest (1976)
Four Ways to Forgiveness (1995)
The Telling (2000)
Short stories
"The Dowry of the Angyar" (1964)
"Winter's King" (1969)
"Vaster than Empires and More Slow" (1971)
"The Day Before the Revolution" (1974)
The Shobies' Story (1990)
"The Matter of Seggri" (1994)
"A Man of the People"
"Coming of Age in Karhide" (1995)
"Mountain Ways" (1996)
"Old Music and the Slave Women" (1999)
Related
Planets
Gethen
Werel (Alterra)
Werel (Voe Deo)
Shing
Ansible
Other
fiction
Novels
The Lathe of Heaven (1971)
The Eye of the Heron (1978)
Malafrena (1979)
The Beginning Place (1980)
Always Coming Home (1985)
Annals of the Western Shore (Gifts (2004)
Voices (2006)
Powers (2007))
Lavinia (2008)
Short stories
"The Ones Who Walk Away from Omelas" (1973)
"The Wife's Story" (1982)
Paradises Lost (2002)
Collections
The Wind's Twelve Quarters (1975)
Orsinian Tales (1976)
The Compass Rose (1982)
Buffalo Gals and Other Animal Presences (1987)
A Fisherman of the Inland Sea (1994)
Unlocking the Air and Other Stories (1996)
The Birthday of the World (2002)
Changing Planes (2003)
Children's books
Catwings (series) (1988–1999)
Non-fiction
The Language of the Night (1979)
Dancing at the Edge of the World (1982)
Lao Tzu: Tao Te Ching (1997)
Steering the Craft (1998)
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text:
Star Wars: Knights of the Old Republic
From Wikipedia, the free encyclopedia
Jump to: navigation, search
Star Wars:
Knights of the Old Republic
Developer(s)
BioWare
Publisher(s)
LucasArts
Director(s)
Casey Hudson
Producer(s)
Casey Hudson
Designer(s)
James Ohlen
Programmer(s)
David Falkner
Writer(s)
Drew Karpyshyn
Composer(s)
Jeremy Soule
Series
Star Wars: Knights of the Old Republic
Engine
Odyssey Engine
Platform(s)
Xbox
Windows
Mac OS X
iOS[1]
Android
Release
Xbox
NA: July 15, 2003
EU: September 12, 2003
Microsoft Windows
NA: November 19, 2003
EU: December 5, 2003
(Steam)
WW: September 5, 2009
Mac OS X
NA: September 7, 2004
(Mac App Store)
NA: February 18, 2011
iOS
NA: May 30, 2013
Android
WW: December 23, 2014[2]
Genre(s)
Role-playing
Mode(s)
Single-player
Star Wars: Knights of the Old Republic is a role-playing video game set in the Star Wars universe. Developed by BioWare and published by LucasArts, the game was released for the Xbox on July 15, 2003, and for Microsoft Windows on November 19, 2003. The game was later ported to Mac OS X, iOS, and Android by Aspyr, and it is playable on the Xbox 360 and Xbox One via their respective backwards-compatibility features.
The story of Knights of the Old Republic takes place almost 4000 years before the formation of the Galactic Empire, where Darth Malak, a Dark Lord of the Sith, has unleashed a Sith armada against the Republic. The player character, as a Jedi, must venture to different planets in the galaxy in order to defeat Malak. Players choose from three character classes and customize their characters at the beginning of the game, and engage in round-based combat against enemies. Through interacting with other characters and making plot decisions, the alignment system will determine whether the player's character aligns with the light or dark side of the Force.
The game was directed by Casey Hudson, designed by James Ohlen, and written by Drew Karpyshyn. LucasArts proposed developing a game tied to Star Wars: Episode II – Attack of the Clones, or a game set thousands of years before the prequels. The team chose the latter as they thought that they would have more creative freedom. Ed Asner, Ethan Phillips, and Jennifer Hale were hired to perform voices for the game's characters, while the soundtrack was composed by Jeremy Soule. Announced in 2000, the game was delayed several times before its release in July 2003.
The game received critical acclaim upon release, with critics applauding the game's characters, story, and sound. It was nominated for numerous awards, and is considered one of the best games ever made. A sequel, Star Wars: Knights of the Old Republic II – The Sith Lords, developed by Obsidian Entertainment at BioWare's suggestion, was released in 2004. The series' story continued with the 2011 release of Star Wars: The Old Republic, an MMORPG developed by BioWare.
Contents
[hide]
1 Gameplay
2 Story
2.1 Characters and locations
3 Production
3.1 Development
3.2 Technical
3.3 Sound
3.4 Release
4 Reception
5 See also
6 References
7 External links
Gameplay[edit]
Players choose from three basic character classes at the beginning of the game, and later choose from three Jedi subclasses. Beyond class, a character has "skills" stats, tiered "feats", and later on, tiered Force powers, similar to magic spells in fantasy games. Feats and Force powers are unlocked every level-up, while the player is given skill points to distribute among their skills every level.
Combat is round-based; time is divided into discrete rounds, and combatants attack and react simultaneously, although these actions are presented sequentially on-screen. The number of actions a combatant may perform each round is limited. While each round's duration is a fixed short interval of real time, the player can configure the combat system to pause at specific events or at the end of each round, or set the combat system to never automatically pause, giving the illusion of real-time combat. Combat actions are calculated using DnD rules. While these are not displayed directly on the screen, the full breakdown for each action (including die rolls and modifiers) is accessible from a menu.
For much of the game, the player can have up to two companions in their party. These companions will participate in combat. They can be manually controlled by the player, or act autonomously if the player does not give them any input. Outside of combat, the companions will randomly engage the player or each other in dialogue, sometimes unlocking additional quests. They will also participate in conversations the player has with other non-player characters.
Non-combat interaction with other characters in the game world is based upon a dialogue menu system. Following each statement, the player can select from a list of menu responses. The dialogue varies based on the gender and skills of the main character.
The alignment system tracks actions and speech—from simple word choices to major plot decisions—to determine whether the player's character aligns with the light or dark side of the Force. Generosity and altruism lead to the light side, while selfish or violent actions will lead the player's character to the dark side, which will alter the character's appearance, turning their eyes yellow and their skin pale.
In addition to the standard role-playing gameplay, there are several minigame events that come up over the course of the game. The player can engage in swoop racing to gain money, and sometimes interplanetary travel will be interrupted by enemy starfighters, which begins a minigame where the player controls a turret to shoot down the opposing starcraft. The player can also engage in a card game known as pazaak, which is similar to the game of blackjack, to gamble money.
Story[edit]
The story takes place approximately 4,000 years before the rise of the Galactic Empire. Darth Malak, a former Jedi, Dark Lord of the Sith and Darth Revan's former apprentice, has unleashed a Sith armada against the Republic. Malak's aggression has left the Jedi scattered and vulnerable; many Jedi Knights have fallen in battle and others have sworn allegiance to Malak.
The game opens with the player's character—the player can choose a face and be male or female (canonically a male[3])—awakening aboard a Republic ship, the Endar Spire, which is under attack by Malak's forces over the city world of Taris. Republic soldier Trask Ulgo soon arrives and informs the player character that they are under attack. Fighting their way to the escape pods, Trask and the player character are soon confronted by Sith Lord Darth Bandon. With no other options, Trask sacrifices himself while the player continues to make their way to the escape pods. The player character soon meets up with Carth Onasi, a skilled pilot and Republic war hero, and they escape the doomed warship.
Crashing on the surface of Taris, the player character is knocked unconscious and Carth pulls them away from the wreckage. After suffering a strange vision, the player character awakens in an abandoned apartment with Carth, who explains that Taris is currently under martial law by Malak's forces who are currently searching for the Jedi Knight Bastila Shan, known for her mastery of battle meditation, a Force technique which strengthens one's allies and weakens one's enemies during battle. Carth and the player character go in search of her and manage to meet new companions along the way, such as the Twi'lek street urchin Mission Vao and her Wookiee companion Zaalbar. The group eventually finds and rescues Bastila from the Black Vulkar gang. With the help of utility droid T3-M4 and Mandalorian mercenary Canderous Ordo, the group escapes Taris aboard the Ebon Hawk, moments before the planet surface is decimated by Malak's fleet in a vain effort to kill Bastila.
While taking refuge at the Jedi Academy on Dantooine, the player's character trains to be a Jedi, discovers a "Star Map", and learns of the "Star Forge", the probable source of Malak's military resources. The player's character and their companions search planets across the galaxy—Dantooine, Manaan, Tatooine, Kashyyyk, and Korriban—for more information about the Star Forge, gaining new companions along the way such as the Cathar Jedi Juhani, assassin droid HK-47, and 'Grey' Jedi Jolee Bindo. Through the course of their travels, the player will eventually discover their character's true identity—the brainwashed Darth Revan, whom the Jedi Council on Dantooine took in and subjected to memory modification so that he would no longer be a threat to the galaxy, the various visions they had been experiencing being Revan's memories. Darth Revan had been injured when attacking a Republic planet because Darth Malak turned his ship's guns on his former master, intent on usurping him. Because Bastila was aboard Revan's ship with a Jedi strike force, she was able to heal him and bring him to the Jedi Council on Dantooine. Her actions lead to the force bond between her and Revan, which plays a role later in the game.
Depending on the character's alignment, upon ultimately reaching the Star Forge they either defeat the Sith (the light-side path) or usurp control from Malak (the dark-side path). A light-aligned character is hailed as a savior and hero; a dark-side character stands before the remaining Sith forces as the new Dark Lord of the Sith.
Characters and locations[edit]
Further information: List of Star Wars: Knights of the Old Republic characters
Eventually joining the main character's quest are veteran Republic pilot Carth Onasi, the Twi'lek teenager Mission Vao and her Wookiee companion Zaalbar, the Jedi Bastila Shan, 'Grey' Jedi Jolee Bindo, utility droid T3-M4, Mandalorian mercenary Canderous Ordo, and assassin droid HK-47 if he is bought. Juhani, another Jedi, may also join the party if she is not killed fighting the main character. Several of these characters, including Canderous Ordo, HK-47 and T3-M4, also appear in the sequel, Star Wars: Knights of the Old Republic II – The Sith Lords. Republic soldier Trask Ulgo is also playable briefly on the Endar Spire. Antagonists include Black Vulkar gang leader Brejik, crime boss Davik Kang, bounty hunter Calo Nord, Zaalbar's twisted brother Chuundar, Malak's Sith apprentice Darth Bandon, Sith Admiral Saul Karath, Sith Overseer Uthar Wynn, Rakatan tribe leader The One, and Darth Malak, the Dark Lord of the Sith. On several planets the main character deals with Czerka Corporation, a company operating on several planets that allied itself with the Sith, engaged in slave trade and other nefarious practices. Major allies that help the player's party along the way are Hidden Bek gang leader Gadon Thek, Jedi Masters Vandar Tokare and Zhar Lestin, game hunter Komad Fortuna, Zaalbar and Chuundar's father Freyyr, Uthar's Sith apprentice Yuthura Ban, Republic representative Roland Wann, the Rakatan tribe "The Elders", and Republic Admiral Forn Dodonna.
Action takes place on the planets Tatooine, Dantooine, Kashyyyk, Korriban, Manaan, Rakata Prime, and Taris; aboard the Republic cruiser Endar Spire and Saul Karath's ship Leviathan; and on the Star Forge space station. A space station near Yavin is a playable location in the PC, Mac OS X, and mobile versions of the game and is available to Xbox players via download from Xbox Live. Travel between these locations happens aboard the freighter Ebon Hawk, which is also a playable location.
Production[edit]
Development[edit]
In July 2000, BioWare announced that they were working with LucasArts to create a Star Wars role-playing video game for the PC and next-generation consoles.[4] Joint BioWare CEO Greg Zeschuk commented that "The opportunity to create a richly detailed new chapter in the Star Wars universe is incredibly exciting for us. We are honored to be working with the extremely talented folks at Lucas Arts, developing a role-playing game based upon one of the most high-profile licenses in the world."[5] The game was officially unveiled as Star Wars: Knights of the Old Republic at E3 2001. At this point, the game had been in development for around six months.[6] "Preproduction started in 2000, but the discussions started back in 1999," LucasArts' Mike Gallo said, "The first actual e-mails were in October or November of '99. That's when we first started talking to BioWare. But some really serious work finally started at the beginning of 2000."[7]
“ The thing that seems to stand out is that the current game is almost exactly what we envisioned almost three years ago. ”
— Project director Casey Hudson in April 2003[8]
The decision to set the game four thousand years before Star Wars: Episode I – The Phantom Menace was one of the first details about the game made known.[4] LucasArts gave BioWare a choice of settings for the game. "LucasArts came to us and said that we could do an Episode II game," BioWare CEO Raymond Muzyka said. "Or LucasArts said we could go 4,000 years back, which is a period that's hardly been covered before."[9] BioWare chose to set the game four thousand years before the films as it gave them greater creative freedom.[9] They aimed to create content similar to that from the films but different enough to be a definite precursor.[10] Concept work had to be sent to "the ranch" to be approved for use. Muzyka noted that very little of their content was rejected: "It was more like, 'Can you just make his head like this rather than like that.' So it was all very feasible. There were good suggestions made and they made the game better, so we were happy to do them. It was a good process really and I think we were pleasantly surprised how easy LucasArts was to work with."[9] Zeschuk said that "Overall, we were really happy with the results. We felt like we had enough freedom to truly create something wonderful."[10]
Gallo said that BioWare and LucasArts were aiming for a gameplay time of around sixty hours: "Baldur's Gate was 100 hours of gameplay or more. Baldur's Gate 2 was 200 hours, and the critical-path play through Baldur's Gate 2 was 75 hours... We're talking smaller than that [for Knights of the Old Republic], dramatically, but even if it's 60 percent smaller, then it's still 100 hours. So our goal for gameplay time is 60 hours. We have so many areas that we're building--worlds, spaceships, things like that to explore--so we have a ton of gameplay."[7]
Project director Casey Hudson said that one of the greatest achievements and one of the greatest risks was the combat system. "We wanted to create something that combined the strategic aspects of our Baldur's Gate series and Neverwinter Nights but which presented it through fast, cinematic 3D action," Hudson said. "That required us to make something that hadn't really been done before."[10] The developers intended to make the game have more open-ended gameplay. Gallo compared some situations to Deus Ex: "You have several ways to get through an area and you might need a character who has a specific skill to do that."[7]
Technical[edit]
LucasArts and BioWare settled on developing Knights of the Old Republic for the PC and Xbox. The Xbox was chosen over other consoles because of BioWare's background of developing PC games and greater familiarity with the Xbox than other consoles: "We could do the things we wanted to do on the Xbox without as much effort as we'd need to do it on the PS2 or GameCube," Gallo said.[7] Other factors included the console's recent success and the opportunity to release one of the Xbox's first RPGs.[7] BioWare had previously developed MDK2 for the Dreamcast and PlayStation 2. Hudson said that "Having experience in developing for other consoles gave us the proper mindset for implementing this game on the Xbox, and, by comparison, the Xbox was relatively easy to develop for."[10]
Hudson did, however, note that there were some challenges during development. One of the difficulties was in deciding how much graphical detail to provide. "Since our games generally have a lot of AI and scripting, numerous character models, and huge environments, we stress the hardware in a very different way than most games," Hudson said.[10] This made it difficult to predict how well the game would run.[10] The game uses the Odyssey Engine, based on the Aurora Engine (previously developed by BioWare for use in Neverwinter Nights) but completely rewritten for Knights of the Old Republic.[7] It was highly detailed for its time: grass waves in the wind, dust blows across Tatooine and puffs of sand rise as the player walks across the seabed.[9]
Hudson noted that the differences between consoles and PCs mean that the graphics would have to be modified. "You typically play console games on a TV across the room while PC games are played on a monitor only inches away."[10] Console games put effort into close-up action and overall render quality; PC games emphasize what can be done with high resolutions and super-sharp textures. Hudson also noted that the difference between a game controller and mouse-and-keyboard setup influenced some design decisions.[10] The PC version features an extra location the player can visit and more NPCs, items and weapons; these additions were later made available on the Xbox version through Xbox Live. The PC version supports higher display resolutions (up to 1600x1200) and has higher-resolution textures.[11]
Sound[edit]
While the main game, graphics engine and story were developed by BioWare, LucasArts worked on the game's audio.[7] Knights of the Old Republic contains three hundred different characters and fifteen thousand lines of speech. "One complete copy of the Knights of the Old Republic script fills up 10 5-inch binders," voice department manager Darragh O'Farrell noted.[12] A cast of around a hundred voice actors, including Ed Asner, Raphael Sbarge, Ethan Phillips, Jennifer Hale, and Phil LaMarr was assembled. "Fortunately, with a game this size, it's easy to have an actor play a few different characters and scatter those parts throughout the game so you'll never notice it's the same actor you heard earlier," O'Farrell said.[12]
Voice production started six months before the game's beta release. The voice production team were given the script 90% complete to work with. "There were a few changes made during recording, but most of the remaining 10 percent will be dealt with in our pickup session," O'Farrell said, "The pickup session is right at the end of the project, where we catch performance issues, tutorial lines, verbal hints, and anything else that we might have overlooked."[12] A game the size of Knights of the Old Republic would typically take seven weeks to record; two weeks of recording all-day and all-night meant LucasArts were able to record all voices in five weeks. Actors were recorded one at a time, as the non-linear nature of the game meant it was too complicated and expensive to record more than one actor at a time.[12]
Most of the dialogue recorded was spoken in Galactic Basic (represented by English); however, around a tenth of the script was written in Huttese. Mike Gallo used Ben Burtt's Star Wars: Galactic Phrase Book & Travel Guide to translate English into Huttese. "The key to recording alien dialogue is casting the right actor for the part," O'Farrell said, "Over the years I've had actors take to Huttese like a fish to water, but the opposite is also true. In the past I've had to line-read (when an actor copies my performance) 150-plus Huttese lines to an actor in order to make it work."[12]
Award-winning composer Jeremy Soule was signed to compose the game's score.[13] "It will be a Star Wars score, but it will all be original, and probably the things that will remain will be the Force themes and things like that," Gallo said.[7] Soule was unable to write a full orchestral score for Knights of the Old Republic due to technical limitations: "At the time we only had an 8 megabit per second MIDI system. That was state of the art... I had to fool people into thinking they were hearing a full orchestra. I’d write woodwinds and drums, or woodwinds, horns and drums, or strings and drums and brass. I couldn’t run the whole orchestra at once, it was impossible."[13]
Release[edit]
When announced at E3 2001, Knights of the Old Republic was originally scheduled for a late 2002 release.[6] In August 2002 it was announced on the game's forums that its release had been delayed: the Xbox version was to be released in spring 2003 and the PC version in summer 2003.[14] A further delay was announced in January 2003, with both versions of the game expected to be released in fall 2003.[15] Zeschuk attributed the delay to BioWare's focus on quality: "Our goal is to always deliver a top-notch gameplay experience, and sometimes it can be very difficult to excel in all areas. We keep working on tackling each individual issue until we feel we've accomplished something special."[10]
The Xbox version of Knights of the Old Republic went gold on July 9, 2003 with a release date of July 15.[16] It sold 250,000 copies in the first four days of its release, making Knights of the Old Republic the fastest-selling Xbox title at the time of its release.[17] Following the game's release, it was announced that free downloadable content would be available through Xbox Live at the end of the year.[18] The PC version of the game went gold on November 11, 2003 and was released on November 18.[19] It was re-released as part of the Star Wars: The Best of PC collection in 2006.[20]
The game was released on Steam on May 14, 2012 for Mac OS X. The game was released for the iPad on May 30, 2013. The iPad version includes the Yavin Station DLC that was previously released for Xbox and PC. The game was released as DRM-free download on GoG.com in October 2014.[21]
The game was also launched on Android's Google Play Store on December 22, 2014.
In October 2017, Microsoft made the Xbox One console backward compatible with the Xbox version of the game, as part of a 13 game curated catalog.
Reception[edit]
Reception
Aggregate score
Aggregator
Score
Metacritic XBOX: 94/100[22]
PC: 93/100[23]
Review scores
Publication
Score
CVG 9/10[30]
Eurogamer 9/10[24]
Game Informer 9.5/10[28]
GamePro 4.5/5[32]
GameSpot 9.1/10[25]
GameSpy 5/5[29]
IGN 9.5/10[27]
In the United States, Knights of the Old Republic's computer version sold 470,000 copies and earned $14.7 million by August 2006, after its release in November 2003. It was the country's 32nd best-selling computer game between January 2000 and August 2006.[33] The game's Xbox release received a "Silver" sales award from the Entertainment and Leisure Software Publishers Association (ELSPA),[34] indicating sales of at least 100,000 copies in the United Kingdom.[35] By July 2006, the Xbox release had sold 1.3 million copies and earned $44 million in the United States alone. Next Generation ranked it as the 38th highest-selling game launched for the PlayStation 2, Xbox or GameCube between January 2000 and July 2006 in that country. Combined sales of Knights of the Old Republic console releases reached 2 million units in the United States by July 2006.[36]
Star Wars: Knights of the Old Republic received "universal acclaim" according to review aggregator Metacritic, and won numerous awards, including Game Developers Choice Awards' 2004 game of the year,[37] BAFTA Games Awards' best Xbox game of the year, and Interactive Achievement Awards for best console RPG and best computer RPG.[38]
Knights of the Old Republic has seen success as the game of the year from many sources including IGN, Computer Gaming World, PC Gamer, GMR, The Game Developers Choice Awards, Xbox Magazine, and G4.[38] Computer Games Magazine named it the best computer game of 2003, and presented it with awards for "Best Original Music" and "Best Writing". The editors wrote, "The elegance and accessibility that BioWare made part-and-parcel of this game should be the future standard for this genre."[39] According to the review aggregator Metacritic the PC version received an average score of 93 based on 33 reviews.[40] In total, the game has won over 40 game of the year awards from various publications. Interactive Achievement Awards awarded it for Best Story and Best Character Development.[38] IGN gave KotOR additional awards in Best Sound (Xbox category), Best Story (PC category), Xbox RPG of the Year 2003, PC RPG of the Year 2003, Xbox Game of the Year 2003, PC Game of the Year 2003, and Overall Game of the Year 2003 across all platforms. In 2007, IGN listed it at #27 on its list of the Top 100 Games of All-Time.[41] In 2010, IGN placed the game at #3 on its Best games of the Decade (2000–2009), beaten by Shadow of the Colossus and Half-Life 2.[42]
At the 2004 Game Developers Choice Awards, HK-47 won the category of "Original Game Character of the Year".[43] In 2007, the plot twist in KotOR was ranked number two in Game Informer's list of the top ten video game plot twists of all time[44] and number 10 on ScrewAttack's "Top 10 OMGWTF Moments".[45] The game is also part of The Xbox Platinum Series/Classics for sales in excess of 1 million units.[46]
The Los Angeles Times listed Knights of the Old Republic as one of the most influential works of the Star Wars Expanded Universe.[47] In 2010, Game Informer named the game the 54th best game on their Top 200 Games of All Time list.[48] In November 2012, Time named it one of the 100 greatest video games of all time.[49]
See also[edit]
Star Wars portal
Video games portal
List of Star Wars video games
References[edit]
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^ Jump up to: a b c d Bishop, Stuart. "Interview: Bump in the Old Republic Knights". ComputerAndVideoGames.com. Retrieved July 6, 2009.
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^ Jump up to: a b c d e "Star Wars: Knights of the Old Republic Q&A (Apr 23, 2003)". GameSpot. Retrieved July 7, 2009.
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Jump up ^ Parker, Sam. "Knights of the Old Republic delayed". GameSpot. Retrieved August 26, 2009.
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Jump up ^ Reiner, Andrew. "GI KOTOR review". GameInformer. Archived from the original on December 23, 2005. Retrieved April 10, 2009.
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Jump up ^ Caoili, Eric (November 26, 2008). "ELSPA: Wii Fit, Mario Kart Reach Diamond Status In UK". Gamasutra. Archived from the original on September 18, 2017.
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External links[edit]
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One of These Nights (song)
From Wikipedia, the free encyclopedia
Jump to: navigation, search
For other uses, see One of These Nights (disambiguation).
"One of These Nights"
Netherlands picture sleeve, unusually crediting "The Eagles"
Single by Eagles
from the album One of These Nights
B-side
"Visions"
Released
May 19, 1975
Format
7"
Genre
Soft rock, disco[1][2]
Length
4:55 (album)
3:28 (single)
Label
Asylum
Songwriter(s)
Don Henley, Glenn Frey
Producer(s)
Bill Szymczyk
Eagles singles chronology
"Best of My Love"
(1974) "One of These Nights"
(1975) "Lyin' Eyes"
(1975)
"Best of My Love"
(1974) "One of These Nights"
(1975) "Lyin' Eyes"
(1975)
"One of These Nights" is a song written by Don Henley and Glenn Frey and recorded by the American rock band Eagles. The title track from their One of These Nights album, the song became their second single to top the Billboard Hot 100 chart after "Best of My Love" and also helped propel the album to number one. The single version was shortened from the album version of the song, removing most of the song's intro and most of its fade-out, as well. Henley is lead vocalist on the verses, while Randy Meisner sings high harmony (not lead) on the refrain. The song features a guitar solo by Don Felder that is "composed of blues-based licks and sustained string bends using an unusually meaty distortion tone."[3]
Contents
[hide]
1 Background
2 Personnel
3 Charts
3.1 Weekly charts
3.2 Year-end charts
4 References
5 External links
Background
The song was a conscious attempt by the band to write something different from a country-rock and ballad-type song. Don Henley said: "We like to be a nice little country-rock band from Los Angeles ... about half the time." He added: "We wanted to get away from the ballad syndrome with "One of These Nights." With Don Felder in the band now, we can really rock."[2] Frey said that they "wanted 'One of These Nights' to have a lot of teeth, a lot of bite—a nasty track with pretty vocals."
The writing was influence by R&B music and disco; according to Frey, he was listening to Spinners and Al Green records when he started writing the song. Frey started the writing process by composing the music, and Henley then started with the lyrics.[2] Frey said: "I just went over to the piano and I started playing this little minor descending progression, and he comes over and goes, 'One of these nights'."[4] After that, Frey said: "What usually happens is when we get the thing fused together, he gets involved in the music and I get involved in the lyrics."[2] While they were recording the album in Miami, the band also shared a studio with the Bee Gees, and according to Henley, the "four-on-the-floor" bass-drum pattern is a nod to disco.[5]
In the liner notes of The Very Best Of, Frey had this to say about the song:
“ We had Don Henley's voice, which allowed us to go in a more soulful direction, which made me exceedingly happy ... A lot of things came together on One Of These Nights – our love of the studio, the dramatic improvement in Don's and my songwriting. We made a quantum leap with "One Of These Nights." It was a breakthrough song. It is my favorite Eagles record. If I ever had to pick one, it wouldn't be "Hotel California"; it wouldn't be "Take It Easy." For me, it would be "One Of These Nights."[6] ”
Frey also said that the song is about putting things off. "We've all said, 'One of these nights I'm gonna do something -- get that girl, make that money, find that house.' We all have our dreams – a vision we hope will come true someday. When that 'someday' will come is up to each of us."[7]
On the recording, Frey said: "We cut the basic track in Miami in December at Criteria Studios. We took it to L.A., put all the drone guitars and Felder's solo on in L.A., and went back to Miami to put the vocals on in March."[2]
The B-side, "Visions", features lead vocals by guitarist Don Felder, the only Eagles song to do so.
Personnel
Don Henley – lead vocals, drums
Glenn Frey – piano, backing vocals
Don Felder – lead guitar, rhythm guitar
Randy Meisner – bass guitar, backing vocals
Bernie Leadon – rhythm guitar, backing vocals
Charts
Weekly charts
Chart (1975)
Peak
position
Australia KMR 33
Belgium (Ultratop 50 Flanders)[8] 8
Canada Top Singles (RPM)[9] 13
Canada Adult Contemporary (RPM)[10] 18
Netherlands (Single Top 100)[11] 7
New Zealand (Recorded Music NZ)[12] 5
UK Singles (Official Charts Company)[13] 23
US Billboard Hot 100[14] 1
US Adult Contemporary (Billboard)[15] 20
Year-end charts
Chart (1975)
Rank
Canada Top Singles (RPM)[16] 87
Netherlands [17] 74
New Zealand [18] 15
US Billboard Hot 100[19] 9
References
Jump up ^ Masley, Ed (September 30, 2014). "10/1: 5 essential Eagles albums- 'Hotel to 'Border'". The Arizona Republic. Retrieved May 23, 2015.
^ Jump up to: a b c d e Paul Gambaccini (August 28, 1975). "Eagles Fly High With Disco 'Night'". Rolling Stone.
Jump up ^ Prown, Pete; Newquist, HP (1997). Legends of Rock Guitar: The Essential Reference of Rock's Greatest Guitarists. Milwaukee, WI: Leonard. p. 119. ISBN 978-0-7935-4042-6.
Jump up ^ Travis Smiley. "Glenn Frey Tribute – Part 1". PBS.
Jump up ^ Browne, David (June 10, 2016). "Eagles' Complete Discography: Don Henley Looks Back". Rolling Stone.
Jump up ^ The Very Best Of (CD). Eagles. Warner Music Group. 2003. R2 73971.
Jump up ^ ""One of These Nights" - The Eagles". Super Seventies.
Jump up ^ "Ultratop.be – Eagles – One of These Nights" (in Dutch). Ultratop 50.
Jump up ^ "Top RPM Singles: Issue 4019a." RPM. Library and Archives Canada.
Jump up ^ "Top RPM Adult Contemporary: Issue 4016." RPM. Library and Archives Canada.
Jump up ^ "Dutchcharts.nl – Eagles – One of These Nights" (in Dutch). Single Top 100.
Jump up ^ "Charts.org.nz – Eagles – One of These Nights". Top 40 Singles.
Jump up ^ "Eagles: Artist Chart History". Official Charts Company.
Jump up ^ "Eagles Chart History (Hot 100)". Billboard.
Jump up ^ "Eagles Chart History (Adult Contemporary)". Billboard.
Jump up ^ "Item Display – RPM – Library and Archives Canada". collectionscanada.gc.ca.
Jump up ^ "Jaaroverzichten – Single 1975" (in Dutch). Single Top 100. Hung Medien. Retrieved March 13, 2018.
Jump up ^ The Official New Zealand Music Chart – NZ End Of Year Charts 1975
Jump up ^ Musicoutfitters.com
External links
Lyrics of this song at MetroLyrics
Preceded by
"The Hustle" by Van McCoy and the Soul City Symphony Billboard Hot 100 number-one single
August 2, 1975 (one week) Succeeded by
"Jive Talkin'" by The Bee Gees
[hide]
v
t
e
Eagles
Don Henley
Timothy B. Schmit
Joe Walsh
Glenn Frey
Bernie Leadon
Randy Meisner
Don Felder
Studio albums
Eagles
Desperado
On the Border
One of These Nights
Hotel California
The Long Run
Long Road Out of Eden
Live albums
Eagles Live
Hell Freezes Over
Farewell 1 Tour-Live from Melbourne
Compilation albums
Their Greatest Hits (1971–1975)
Eagles Greatest Hits, Vol. 2
The Very Best of the Eagles
Selected Works: 1972–1999
The Very Best Of
Eagles
Singles
"Take It Easy"
"Witchy Woman"
"Peaceful Easy Feeling"
"Tequila Sunrise"
"Outlaw Man"
"Already Gone"
"James Dean"
"Best of My Love"
"One of These Nights"
"Lyin' Eyes"
"Take It to the Limit"
"New Kid in Town"
"Hotel California"
"Life in the Fast Lane"
"Please Come Home for Christmas"
"Heartache Tonight"
"The Long Run"
"I Can't Tell You Why"
"Seven Bridges Road"
"Get Over It"
"Love Will Keep Us Alive"
"Hole in the World"
"How Long"
"Busy Being Fabulous"
Other songs
"Desperado"
"Ol' '55"
"The Last Resort"
"In the City"
Tours
Long Road Out of Eden Tour
History of the Eagles Tour
Related
Discography
Poco
Linda Ronstadt
Flying Burrito Brothers
Common Thread: The Songs of the Eagles
History of the Eagles
Heaven and Hell: My Life in the Eagles (1974–2001)
Book
Category
Retrieved from "https://en.wikipedia.org/w/index.php?title=One_of_These_Nights_(song)&oldid=839902782"
Categories:
1975 singles
Disco songs
Eagles (band) songs
Billboard Hot 100 number-one singles
Songs written by Glenn Frey
Songs written by Don Henley
Asylum Records singles
Song recordings produced by Bill Szymczyk
1975 songs
Hidden categories:
CS1 Dutch-language sources (nl)
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Singlechart usages for Flanders
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