Nearly four thousand years before the Death Star, fugitive Padawan Zayne Carrick's quest to clear his name runs afoul of forces beyond his control--forces he and his friends have helped to unleash! Con artist Gryph sees the Mandalorian Wars as a chance to make a quick credit, but Zayne sees a terrible tragedy on the horizon--one where only an act of self-sacrifice can save the ungrateful Republic! But the real key to the future of the galaxy may lie with none other than Zayne's fellow fugitives, the genius Camper and the beautiful Jarael, who have just fallen prey to the forces they've spent a lifetime running from!
Collecting: Star Wars: Knights of the Old Republic 13-18
New York Times bestselling author John Jackson Miller has spent a lifetime immersed in science fiction. His Star Trek novels include the Discovery – Die Standing, the acclaimed novel Discovery — The Enterprise War, the Prey trilogy, and Takedown. His Star Wars novels include A New Dawn, Kenobi, Knight Errant, Lost Tribe of the Sith, and the Knights of the Old Republic comics, available from Marvel as Legends: The Old Republic.
He’s written comics and prose for Halo, Iron Man, Simpsons, Conan, Planet of the Apes, and Mass Effect, with recent graphic novels for Battlestar Galactica, Dumbo, and The Lion King. Production notes on all his works can be found at his fiction site.
He is also a comics industry historian, specializing in studying comic-book circulation as presented on his website, Comichron.. He also coauthored the Standard Catalog of Comic Books series.
This was another fantastic entry in the Knights of the Old Republic comic line. Jarael and Camper break off from Zayne and Gryph, so now instead of following one storyline, we get to see two. We see Jarael and Camper's homeworld and learn what Camper has been running from. Meanwhile, Zayne and Gryph end up serving food to soldiers until Zayne has a terrible vision.
Miller and the gang continue to bring their best into this series. The characters are fantastic, the art great, the dialogue snappy, the story full of twists and turns, never giving you a dull moment. This team has tapped into what made Star Wars FUN in the first place, and they never let themselves get complacent.
Fans of the video game will squeal to see Squint reappear and Carth (I did thanks to my buddy reader, Iset!). If you aren't familiar, you won't "get it", but the characters were well done, as is the case for every character in this comic.
I must take a moment to talk about the women of KOTOR. All too often in Star Wars novels, we get token females (and Leia). And while I do think there could be more females in the Republic army/navy (it is unclear the sex in the Mandalorian army), the fact remains the women of KOTOR are done fantastically. Jarael does not need to be constantly saved. She isn't motivated solely by a love interest or all the men around her. She can have conversations with women without resorting to slut-shaming. Similarly, we have Raana and Q'anilia, the two Jedi Counselors who are part of Lucien's Inner Circle. TWO. Out of FIVE. Fantastic ratio! And these women are complex - not just goodie-goods or femme fatales.
This is definitely a top-notch sequel, one that I greatly enjoyed. A part of me IS afraid that with so many good comics, how can Miller possibly keep it up, but I am not letting that from holding me back! I have Volume 4 on my nightstand right now!
Only complaint is these guys either do not know how to draw women or just don't understand dimensions of a womens body. Please see Jarael and how she defines gravity. I get that she is not human, but... Otherwise book book.
This one concerns itself more with plotlines and characters I don't care quite as much as the ones of previous volumes, which is a shame. Still good, though - builds up some stuff for later volumes, I suppose, though I wouldn't know yet.
Another KOTOR Comics volume in rearview mirror as my reread of this amazing series continues! That being said... this one doesn't hold up as well as I remember. But it's still really solid! Days of Fear, Nights of Anger is a 6 issue volume containing two story arcs- "Days of Fear" and "Nights of Anger"- so we will look over each one.
THE STORY: In the opening, we see Zayne Carrick and Marn Hierogryph part ways with Jarael and Camper on Ralltiir following their bank heist on Telerath. Jarael and Camper want to go back into hiding- they have their own problems to run away from, and would rather not be caught up with Zayne Carrick while he has the Republic and the Jedi order on his tail.
"Days of Fear" is focused on Zayne and Marn. With Jarael and Camper's departure, they can no longer hitch a ride on the Last Resort- so Marn hires a trandoshan pirate named Slyssk to steal a new ship. After some hilarity, they wind up on serocco running a mess hall for the Republic Garrison. But Zayne is beset with a vision in the force of terrible things to come- and decides to risk everything to do what is right.
"Nights of Anger" is focused on Jarael and Camper. Following their departure, Camper falls increasingly ill. Jarael heads to her species' homeworld of Arkania, hoping for medical treatment from Adascorp. The corporation's leader, Arkoh Adasca, agrees to take him in, but has some nefarious plans of his own.
THE BAD: Most of my problems come from "Nights of Anger"- this story arc was less interesting than I remember it being. It's more of a slow burn that just sets up another big bad superweapon and puts pieces together to prepare for the following story arc, "Daze of Hate". While there was still some solid character work that I will get too later, the plot was honestly kind of bland for issues #16-18.
The only problem I have with "Days of Fear" is that Jarael and Camper don't get much to do after the opening scene. I could also say that Dustin Weaver's artwork is somehow a noticeable step down from his work on Flashpoint, but it still wasn't outright bad.
THE GOOD: "Days of Fear" was still another great outing for the series, and "Knights of Anger" still had plenty to like. Starting off with Days of Fear, the opening was amazing. You really get to see how much of a bond has been developed between this group of misfits- for Jarael, Zayne has truly become her friend, and even Gryph has started to grow on her. But still, she can't take care of Camper if she's running with a padawan and a con artist on the run, and the sadness that Jarael feels towards leaving them behind is very effectively conveyed. But even without Jarael, Zayne and Gryph still make for a highly entertaining duo. The introduction of Slyssk leads to some hilarious moments, and Slyssk makes for a fun character who plays against type for his species. While Gryph gets plenty of great comedic moments in issues #13-15, it's Zayne Carrick who once again really shines here. The lengths he is willing to go to do the right thing and save lives is just amazing- but it leads to a brilliant blend of tension and tragic drama. And for the icing on the cake, John Jackson Miller gives sizeable roles to some familiar faces from the KOTOR games! Carth Onasi is GREAT here- he feels exactly like a younger version of the character from the first KOTOR game should feel, and he has an amazing dynamic with Zayne. Saul Karath makes for a solid side villain too. Sure he's not with the Sith yet, but he's still a nasty adversary for Zayne Carrick to deal with- and you just can't help but get mad at the guy when he gets in Zayne's way.
Despite my complaints about "Nights of Anger", it still offered great character work. Lord Adasca on the surface is a stock villain, but he still has a memorable presence thanks to the creep factor from John Jackson Miller's dialogue and the artwork from artist Harvey Tolibao and colorist Michael Atiyeh (Note: Brian Ching does the art for issue #16). More is teased about Jaraels' mysterious origins, but I do find it refreshing that this story arc doesn't have her feel like a prisoner. She trusts Adascorp and sees them as benevolent, despite knowing that this is the last place Camper wants to be- so it helps in building to Lord Adasca's master plan. Speaking of Camper, he's the one who really gets fleshed out in "Nights of Anger"- we finally learn about what he has been running from, and why. We also learn what has been ailing him this whole time, and it leads to a pretty good reveal that shows how cunning Lord Adasca is- and hence shows why he is a threat.
THE CONCLUSION: "Days of Fear" gets 4.5 stars, while "Nights of Anger" gets 3.5 stars. Hence the final rating perfectly averages out to 4 stars. "Days of Fear, Nights of Anger" was hit and miss by KOTOR comics standards, but when you compare it to other star wars content that's not saying much. "Nights of Anger" still has some excellent moments, and it doesn't waste its time. Sure its' slow, but that's because Nights of Anger is building up plot threads and character beats that are going to pay off pretty quick in the next two arcs. And "Days of Fear" is up there with "Commencement" and the other high points in the series, there's no doubt about that.
Yeah this volume had its slow points, but the high points reach the usual levels of brilliances for Johan Jackson Miller's KOTOR comics. And besides- Miller's only biding his time here before some fantastic payoffs in "Daze of Hate" and "Knights of Suffering".
John Jackson Miller is back on the script, with Brian Ching, Dustin Weaver, and Harvey Tolibao on the art work, as per the previous volume’s set up. Miller keeps the story moving and the twists turning by splitting up our ragtag band of Zayne Carrick and friends… and then throwing them both into their own separate dangers. Brilliant. Way to crank up the tension and risk in this series even further. I can’t help but laugh and admire Miller’s cunning in the same breath.
Zayne’s story manages to be both humorous and charming, and moving and gut-wrenching at the same time. Zayne and Gryph find an interesting way to go into hiding in plain sight, all whilst turning a tidy profit, but shit gets real when Zayne has a terrifying vision of Mandalore’s mercilessness. Zayne, showing remarkable maturity for his age and situation, decides that his personal problems being on the run from the Jedi pale in comparison to what’s coming, tells his friends to get out whilst he warns Republic command. The problem is that the guy in charge is Admiral Karath, and the last time Zayne was seen by Karath it looked very much like Zayne might’ve been a Mandalorian collaborator. What follows is… well, it sure tugs on the heartstrings. Be prepared with the tissues. Loved the artwork on this one, as per usual. Although I slightly prefer Ching to Weaver, Weaver still does a great job of realising the characters. And, KOTOR fans, Carth puts in an appearance in this one.
For Jarael and Camper’s story, on which Ching and Tolibao collaborate, we see a return to Arkania, and an explanation of all this Arkanian offshoot business. We also explore just why Camper and Jarael were found in a Taris junkyard when we first met them. Amidst all Zayne’s problems it’s easy to forget that they also were trying to “hide under a rock”, as Jarael puts it to Zayne in volume one. And so, as if things weren’t hot enough in this series, Miller stirs that KOTOR pot again and introduces a whole new set of players and goals. I have to say, I adore the complexity of this series. It’s just so realistic and authentic – multiple competing parties each with their own motivations, ethos, and objectives, sometimes working in tandem, sometimes diametrically opposed. It really laces the whole series with tension throughout that doesn’t let up. You wouldn’t think you could sustain such tension for so long. Well, maybe if you’ve read A Song of Ice and Fire. But you sure can, if you’ve got a good writer at the helm and plenty of well thought out, deep characters. Miller mixes that with an epic backstory and a dose of deception to create a fantastic story for Camper and Jarael. Again, can’t fault the art work here from Ching and Tolibao.
As this volume comes to a close, you begin to see these new players, cleverly hinted at in the previous volume, have an effect and begin to tie together some of the disparate strands of this era – the Jedi Covenant, Republic Command, the Revanchists, Mandalore, Adascorp, and of course, one Jedi fugitive by the name of Zayne Carrick, are all drawn together, leaving us on a huge cliffhanger anticipating their appearance together in the next volume.
Tuntuinpa hyvälle painaa pitkästä aikaa "read" nappia, vaikka kyseessä onkin vain sarjakuva. Nämä sarjakuvat ovat oikeesti hyviä, vaikka eiväthän ne sisällä niin paljoa tapahtumia ja yksityiskohtia kuin toivois. Toisaalta välillä se on vaan hyvä asia sillä näin loppuun palaneena kuin itse tällä hetkellä olen niin kaipaa vain jotain jonka mukana saa heittää aaivot narikkaan ja viihtyä vaan lukemansa parissa ja sitä tämän sarjakuvan lukeminen juurikin oli.:) nyt elokuvien pariin ja taas alkaa tämä iän ikuinen ongelma, että mistä tämän maratonin aloittaisi, alkuperäisistä vai kattoakko järjestyksessä. Ihme miten noinkin simppelistä asiasta saa noinkin vaikean jutun tehtyä. :D
The Front Lines and Jaerel's Homeworld 16 July 2012
I think I will put the spoiler alert tag on this commentary simply because I really cannot say much about this graphic novel without talking about what is going on and how the plot is developing. Hopefully the commentaries on the first two novels of this series has given potential readers an appetite to read these novels (if they are willing to fork out the money for them) though I suspect that most hard core Star Wars fans who don't mind reading comic books have probably already read them and own them. Me, I own the whole series simply because it is difficult to get one's hands on a copy other than purchasing them from overseas, first of all because here in Australia they are practically double the price, and also not all of them are available in the local comic shop.
This novel is divided into two sections and I notice that this is the way that the series progresses for a while, though the second section ends in a cliff hanger. The book begins with Zane, Gryph, Jaerel, and Camper heading their separate ways. Jaerel and Camper go off back into hiding, fleeing from the as yet unknown organisation seeking them out, and Zane and Gryph go off intending to clear their names, but then settling down to a life a crime. As Gryph says at the beginning, he doesn't care whether he is wanted or not, and in fact prefers to be wanted because he is a criminal and a criminal that is wanted is a criminal that has succeeded (though somebody should remind him that a criminal that has been caught is a criminal that has failed). Anyway, as far as he is concerned, nobody will recognise him because everybody of his race looks alike.
Anyway, after they manage to acquire a ship they discover that it is actually a mess ship and is compelled to join an armada that is going out to meet the Mandalorian invasion fleet. The fleet has broken through the front line and is now invading the Old Republic planet by planet. Upon arriving at the base, Gryph suddenly discovers that there is a lot of money to be made feeding troops, but ends up becoming so caught up in making a profit that it appears that he is too late when the Mandalorians arrive. Zane, meanwhile, has a vision of the planet being destroyed by the Mandalorians, and attempts to warn the Republic Admiral, only to be arrested and locked up.
The second part of the novel goes back to Jaeral and Camper where we discover that Camper has fallen seriously ill and Jaeral is forced to return to her home planet (or actually go to her home planet of Arkadia for the first time) to attempt to seek medical help. Here we learn a lot about the Arkadians, namely that they are a race that excels in biological and genetic sciences, and that the race is divided into the purebloods and off shoots. The difference is that the off shoots are clones, but the clones that have not developed all that well as while they may be smarter and stronger, what they make up in those areas they lose in their immune system, meaning that they are much more prone to diseases. We also discover who are after Camper and Jaerel and what they are up to.
I have been thinking a bit about the idea of cloning recently, namely because of the Ancient Mesopotamian texts that I have read. Some people believe that we are clones that were created by a race of aliens, and I suspect they point to the Mesopotamian texts as evidence of this. While it is feasible, I must suggest that if we were created in a cloning vat then our creators are incredibly skilled scientifically and technologically. The main reason goes beyond the simple beauty of the human body to its functionality. Consider our ability to be able to reproduce. While it is argued that it is possible for a clone to reproduce, we are generally talking about creatures already in existence, however when we are looking at the creation of a new entity then creating the ability to reproduce would be quite difficult. In any case, I am not a biologist or a geneticist and as such really have no knowledge of the subject. Further, it should be noted that Dolly was the only successful attempt out of over 200 attempts at creating a clone.
This entire review has been hidden because of spoilers.
A much better volume than the previous two, possibly due to the second half which follows the characters of Jarael and Camper, who we learn a lot more about.
However, even the story with Zayne comes through towards the end. Apparently getting seperated from the ever more ridiculous Gryff is a good thing. I really do not see how running a cafeteria and being an idiot qualify you to be a crime lord, so the less we see of this ever less interesting character, the better.
After a bit of a lull, the pace steps up a bit, though there's still a lack of any really big moments. The plot is still building up, but now it feels like big things are about to happen. Zayne and Jarael are taking completely different and separate paths and unfortunately Zayne is mostly a spectator in his part of the story, lookin on as Admiral Karath and Carth Onasi are having their adventure. Jarael and Camper are joined by Rohlan Dyre, whose role is pretty minor, but is still an interesting turn in the story.
It is not necessarily deep but it is still good entertainment for Star Wars-fans and fans of Knights of the Old Republic video game. However, this volume felt a little like an intermezzo in the overall story arc...
This volume contains two arcs: Days of Fear, and Nights of Anger.
Average Score 4.75 stars
Days of Fear After getting rich from the events on Telerath, it sadly no longer makes sense for Jarael and Camper to continue flirting with the danger and heat that Zayne and Gryph bring to the table. Especially since they are running from something themselves.
Their departure was quite emotional and I could really feel Zayne's sadness. With Jarael and Camper taking the Last Resort with them, Zayne and Gryph now need a ship. They are on Ralltir and Gryph hires a Trandoshan named Slyssk to steal them a ship which ended up with a hilarious sequence of events and they ended up with more than just a ship. Gryph and Zayne were kind of fighting about their future together but the times that they were on the same wavelength lead to some great moments.
Due to someone's incompetence, Zayne and friends get mistaken for Republic cafeteria workers and end up at a Republic Staging Area near the Mandalorian front on Serroco feeding Republic troops including the likes of Carth "I don't want to talk about it" Onasi from KOTOR the video game. Zayne is haunted by a vision and tries to warn Admiral Karath of the upcoming Mandalorian assault but Karath does not believe him, seeing through his disguise (or lack thereof) and he comes up with a solid theory about Zayne that is wrong but makes sense from his perspective. The fate of Serroco is out of Zayne's control and it really kept me engaged because of the sense of impending doom.
Meanwhile, this arc gave us little taste of what's happening on the Last Resort to setup the next arc. Eejee Vamm, a Duros with a cybernetic implant like Lobot has informed Lord Adasca that he has found Camper by hacking into Telerath's security footage. Next thing we know, an HK-42 droid jumps out of a box on the Last Resort and tries to capture Camper alive. "Rohland" mysteriously comes out of nowhere to fend off the killer droid. He claims that he wanted to escape the Last Resort but it was never left unguarded so he decided to show himself when he heard commotion. Camper's health is deteriorating and Rohland offers medical help. He claims to be so good with first aide because Mandalorians who don't learn how to use their medpacks are the ones who don't make it.
This arc was fantastic just like all of its predecessors. It begins a new chapter in the character's lives. Zayne and Gryph just can't seem to catch a break. Karath and Carth were great additions to the story. I really like how Karath was so blinded by his beliefs while Carth wasn't at the end of the day. Seeing Carth as somewhat of a hero was new for me given his meme worthy dialogue options in the KOTOR video game. Carth's trust issues from the game were not holding him back in this series. Slyssk is not your typical Trandoshan and I love how Zayne and Gryph took advantage of that. I've also been really keeping a close eye on Rohland. I didn't on my first read through and regretted it. There's a lot more to this guy than meets the eye.
5 stars.
Nights of Anger Camper is in poor condition and Rohland says that they need to bring him to someone who knows Arkanian Gerontology. Unfortunately, Adascorp, the company Camper has been running from, seems to be the only option. Jarael, being a Arkanian Offshoot who grew up offworld, does not seem to understand the history of Arkania. As she arrives to the planet, she is quickly removed from the Adascopolis where the purebloods run the show. She meets some other offshoots who go into great detail about Arkanian lore which is great. As she disguises herself to enter the medcenter to get Camper's blood analyzed, she is quickly found by Lord Adasca who offers to help.
So Camper, Rohland, and Jarael are being loosely held by Lord Adasca. He has a master plan and seems to be playing his cards right. Jarael for once is completely oblivious to her situation because Lord Adasca is so darn cunning. Camper obviously knows what's going on but there's nothing he can do to improve the situation... yet. As for Rohland, I'm not sure what his angle is. Lord Adasca treats him fairly well but also factors him into his master plan.
This arc was a lot to take in. The Arkanian lore was great and still leaves more to be desired... particularly with Jarael and Camper's mysterious past. Lord Adasca seems to be a competent villain and his creepiness and cunning really helps sell him as one. This seems to be largely setup for the next arc but that doesn't mean it's bad. I really did not fully understand the very end though. I hope the next issues clear things up for me. Although this is a reread, I do not remember much from this arc and the following one. All the pieces are laid out for me and I'm excited to see how things play out.
Okay, so getting back into this we see Camper and Jarael parting ways, leaving Zayne and Gryph. Gryph used Zayne's fathers money to “buy” a ship which is delivered just as the Republic Fleet is departing. The ship in question happens to have been stolen and is a mess ship for the fleet, so the two, along with the Transdoshan who stole it, hop over to Serroco to serve chow to the Republic soldiers as they away the Mandalorians.
Zayne has a Force Vision of the Mandie's destroying the planet instead of engaging the Republic Fleet and decides to warn them. In doing so, the Admiral has discovered who he is and has him arrested.
Adascorp has located Camper and hides an HK unit on their ship who incapacitates Camper and is about to kill Jarael when Rohlan appears and saves the day.
I like the story arc here. Zayne's willing to sacrifice himself to save a world he know's nothing about, and Jarael's devotion to Camper is again displayed.
Nights of Fear:
With Camper out of commission, Jarael heads to Arkanian, a planet known for its advanced science and medicine. She ends up with Lord Adasca who owns Adascorp, the company Camper was running from. They heal Camper while keeping him separated from Jarael while making her think he's still out of commission.
It turns out years ago, Camper was a scientist for Adascorp when they discovered these creatures that travel through space eating anything and everything and Camper knows how to control them.
Meanwhile, Zayne's vision comes true and the Mandalorian's are decimating the Fleet. After boarding the flag ship, a handful flee on a transport ship.
Apparently Adascorp needs both Camper and Jarael for some reason that we'll find out in the next issue.
Another very strong TPB. Zayne and Gryph are still my faves (and always will be) and I have no complaints about their side of things. However, much as I liked finding more about the mysterious Camper and those who were looking for him, I found this portion much weaker and the momentum of previous stories all but disappeared. But I will give it the benefit of the doubt until I crack open the next TPB.
We split into two separate storylines as our group splits into two. One going off to fight in the war with Mandalor and in the other we finally see what Jareal and Camper have been hiding from on their home planet. It's all great stuff. The art is really good too, rotating between Brian Ching, Dustin Weaver and Harvey Taliboa. I'd forgotten how much better the Star Wars comics were at Dark Horse than they are now at Marvel.
4🌟/5🌟 Tenhle díl trochu zpomalil, proto nižší hodnocení, jinak je ale tahle série stále zábava. Navíc krásná kresba jako ve volume 2, jsem ráda, že se nevraceli ke stylu volume 1.
BTW: Víte, že kreslíř tohoto komiksu Harvey Tolibao teď právě dělá krásnou kresbu dalšímu SW komiksu High republic Adventures? Obojí doporučuji 👍
It's not as strong as the earlier volumes, but the art is as good as ever, and the plot progresses at a good pace, so I won't complain. There's a decent amount of worldbuilding about Arkania in this volume, if you're into that.
Honestly the story keeps getting more and more intricate and i really love following the characters. it was also a very pleasant surprise seeing some kotor characters appear in this!
The excellent characters are the main strength here. But for some reason I still can't quite get into the story. It is entertaining, but not exactly gripping.
Background:Knights of the Old Republic: Days of Fear, Nights of Anger was released in six issues from January to July 2007. The trade paperback came out in January 2008. It was written by John Jackson Miller and pencilled by Brian Ching, Dustin Weaver, and Harvey Tolibao (the exact same crew from the previous arc).
Days of Fear, Nights of Anger takes place shortly after the conclusion of Flashpoint (my review here), still 3,963 years before the Battle of Yavin. New major characters include a Trandoshan named Slyssk, a Republic pilot named Carth Onasi, and Lord Adasca of Arkania. Space slugs (like from The Empire Strikes Back) make a brief appearance.
Summary: Zayne and Gryph are reluctantly parting ways with the Arkanians Jarael and Camper, now that their mutual interest has run its course. Zayne and Gryph end up as "fringers" accompanying the Republic fleet to a planet that is soon to become the front line against the Mandalorian onslaught. Jarael and Camper, with recalcitrant droid Elbee and Mandalorian stowaway Rohlan, find themselves forced to confront Camper's past as an employee of the Arkanian company Adascorp, a past that he has spent half his life fleeing.
Review: Three trade paperbacks in, and I want nothing more than to see Knights of the Old Republic developed into a full-blown television series. This is amazing, thrilling, funny storytelling set in a fully-realized, fleshed-out universe populated by a whole host of awesome characters. Any TV show that was as successful as this comic would be on a level with a "Firefly" or an "Avatar: The Last Airbender," with the added bonus of being pure Star Wars. Not that this needs to happen, because these stories are so well put together narratively and visually that I already feel like I'm watching them, but it would still be pretty great.
But I digress. This book is divided into two arcs (each forming half of the title), but one focuses mostly on Zayne and Gryph, and the other mostly on Jarael and Camper. I am intrigued by the way these two titles and the next to each reference a step along the "path to the dark side" described by Yoda in The Phantom Menace, though I'm not entirely sure those elements showed through very strongly in their respective stories. I was also a bit mystified by the cover art for a few of the issues of Nights of Anger, which showed events that were contradicted by the actual events of the story. Kind of strange.
And also kind of irrelevant. I think maybe I'm just thinking of things to talk about so I won't talk about the story and spoil the joy you will feel when you read it for yourself. Because you really need to read these. Get to it. I'm going on to number four!