When Lucasfilm surprise dropped our very first trailer for The Mandalorian and Grogu this week, the first thing we saw was a very familiar ship: the bulky chrome body (now bedecked in stripes of yellow paint) and the barrel-shaped twin engines jutting out of either side. It was meant to invoke one thought to anyone who’s watched the show: the Razor Crest is back.
The thing is, the Razor Crest was blown into itty-bitty bits during the climax of The Mandalorian season two. We don’t know yet whether or not, months or a year or so later, Din Djarin managed to go back to Tython and collect all the remaining scrap from his old ride to be put back together—probably not, considering that The Book of Boba Fett dedicated an episode to Din getting a new ride in the form of a Naboo N-1 Starfighter. But whether or not he found the time to go back or just simply managed to buy another ship of the same type, an ST-70 Gunship is not really what the return of a ship that looks identical to the one he used to fly around in really says.
It mostly just says, “That thing you know is back.” Which The Mandalorian has gotten, for good or ill, very good at saying; it’s now just applying that to something that’s been gone for a season and a bit of TV, rather than things we know from other old Star Wars material. And it’s just the latest in a long line of things that The Mandalorian, as a show, has given up on in terms of displaying any kind of real growth for its lead characters.
Now, don’t get me wrong, I didn’t particularly like the show’s new choice of ship for Din either. Going from an unwieldy metal brick of a transport ship to a slick, stripped-down starfighter—even putting aside the nostalgia play of it being a ship fans knew and recognized, instead of a new design like the Razor Crest had been when it was introduced—didn’t make sense for a character that was ostensibly still trying to be the bounty hunter he had been.
The N-1 was a hero’s ship, one that reflected that, for better or worse, Din’s status in the Star Wars galaxy had changed: he was no longer the lone wanderer just making his way on the fringes of the galaxy; he was thrust into the upper echelons of Star Wars‘ heroes and villains, rubbing shoulders with Luke Skywalker and being the onetime inheritor, whether he wanted to be or not, of the Mandalorian people’s legacy. He was recognized as recognizable and needed a vessel to match that.
The Razor Crest, in a lot of ways, represented the imperfect man we’d come to know over the course of The Mandalorian‘s debut season—it’s not a cool ship, it’s not decked out with a bazillion weapon hardpoints, it wasn’t luxurious inside or out, it was practical, rugged, the Star Wars equivalent of a hauling truck, and that made it perfect for a bounty hunter scrounging around from job to job. Replacing it with a starfighter that was distinctly impractical for the job of bounty hunting but was also the antithesis of everything that made the Razor Crest feel unique, felt like the show forcibly telling us that Din was moving on and accepting his new place in the galaxy, even if that new place was beholden to Star Wars‘ broader yearning for the familiar.

Now, in The Mandalorian and Grogu, Din has kept that new status quo while also returning to familiarity with this “new” ship. There’s no moving on or mark of what his life was like when The Mandalorian first began anymore. Now he is more explicitly that unequivocal hero, allied with the New Republic, and brushing shoulders with familiar faces over and over. Because the Razor Crest itself has now become something Star Wars can mine for nostalgia, as much as one can mine nostalgia for something that’s just six years old (and has been gone for most of those six years). Now we can be sold all those Razor Crest toys again, except they’ve got yellow paint markings on them. She’s got a new hat!
But really it’s not the ship itself that is necessarily a problem here (again, I liked what The Mandalorian said about Din through his ship of choice in its first two seasons a lot), but what this return represents overall: The Mandalorian finds it really hard to let go of any potential opportunity for growth. The Razor Crest‘s return pales in comparison, narratively speaking, to the number of character throughlines that the series has set up and then promptly dropped. Seasons one and two set up a compelling arc of Din coming to question the orthodoxy of his own Mandalorian covert—and, through characters like Bo-Katan, the idea that there were other ways for him to exist and be Mandalorian outside of those not necessarily healthy teachings—climaxing in both his decision to remove his helmet and to give up Grogu to be trained as a Jedi.

All that immediately turned around in season three, which opened with an arc of almost-penitence for Din, running back unequivocally into the arms and teachings of the covert with little engagement as to why he should do that. And that he did so with Grogu at his side again—a separation resolved between seasons in that aforementioned Book of Boba Fett appearance, largely at the heinous expense of mishandling the character of Luke Skywalker—was just further indication that the show could not imagine a way to follow through with the shifts in its status quo that it laid out. Din Djarin can only be the faceless adherent of the Way; only he can guide Grogu’s path, and now, he can only pilot that one kind of ship you know he piloted before.
It’s a strange sense of inertia that feels jarring as Din becomes the face of Star Wars‘ return to cinema at a time when the series needs newness to guide its way rather than resting on the laurels of familiarity. A couple splashes of paint just simply aren’t enough compared to the message The Mandalorian and Grogu‘s debut trailer sent: that sensation of newness has yet to be found here.
Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.
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![Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D Masochistic YouTuber Punishes Himself by Writing a First Person Shooter Entirely in COBOL
So: masochism. You might know that it takes its name from 19th-century Austrian nobleman and writer Leopold Ritter von Sacher-Masoch—and specifically from the content of his famous work, Venus in Furs, which catalogued the narrator’s submissive nature and fondness for experiencing pain and humiliation. Masoch himself was apparently not amused by the fact that his name became attached to such predilections—probably fair, given that the term was first used in a book entitled Psychopathia Sexualis, which also pioneered negging by speculating that Masoch himself “would have achieved real greatness had he been actuated by normally sexual feelings.” Happily, modern attitudes to the “S” part of BDSM are significantly more enlightened than they were in the 1880s and 1890s. In entirely unrelated news, a YouTuber by the name of icitry—whose bio on the site reads simply “try now, suffer later”—has written a whole first-person shooter in freaking COBOL. If you’ve never had to deal with COBOL, well, good for you, and you should probably keep it that way. The language is amongst the oldest computer languages, and was developed in the 1960s for managing business mainframes. It’s probably what drove poor Ginsberg in Mad Men out of his mind. COBOL remains in use today, largely in such legacy mainframes and other places where it’s not feasible to replace existing systems that, for all their foibles, still work.
One purpose for which it absolutely does not remain in use—and, in fact, has never been used—is programming first-person shooters. So why in the name of all that is good and holy would anyone do this to themselves? [embed]https://www.youtube.com/watch?v=qzpZQe7JT-o[/embed] In his video, icitry explains that the project started with him wondering, “What’s the dumbest but still technically possible language for writing a small FPS style game?” The answer was, yes, COBOL, and because the laws of the universe dictate that anything that can happen must happen, icitry got to work. Long, painstaking, tedious hours of work.
As he points out, COBOL is “old, verbose, missing most features even the shittiest modern languages have … and is definitely not created for game development.” All of this is true, although in fairness to COBOL, it was created at a time when people were still figuring out how programming should work and what a programming language should aim to be. Its earliest standard predated the idea of structured programming, although it soon attracted criticism from advocates of that concept— Edsger Dijkstra, in particular, famously hated the language and said its use “cripples the mind.” To modern eyes, just trying to parse a COBOL program is enough to induce a headache, let alone trying to write a game in it—but, miraculously, icitry manages to get his Wolfenstein 3D-esque project to work. He dodges COBOL’s complete lack of graphical functions by basically treating the game as what he calls a “frame generator”: his code computes the contents of each frame and uses a standard output function to write the results into a simple image format. This is rendered by ffplay—which, yes, is probably cheating, but not even old Leopold would try to write an entire graphics API from scratch in COBOL.
Elsewhere, icitry dodges COBOL’s lack of input management by using the console to input single characters to his game. He doesn’t so much dodge COBOL’s lack of any vector math functions—which are kind of important for a game where the entire gameplay loop revolves around calculating and manipulating 2D movement vectors—as he does just work around them by kinda writing them himself. And then, as if this wasn’t all enough self-punishment, he goes the extra mile by implementing DOOM engine functions like variable ceiling height. The whole project is a testament to mankind’s ingenuity, resourcefulness, and ability to withstand all manner of self-inflicted punishment. Watching the game run, you’d never guess it was written in a language so manifestly unsuited for the task at hand. Still! At least it’s not FORTRAN, right? Right?? *smash cut to an Austrian aristocrat at his desk with a copy of The Fortran Automatic Coding System for the IBM 704 and the DOOM source code* #Masochistic #YouTuber #Punishes #Writing #Person #Shooter #COBOLCOBOL,Doom,Wolfenstein 3D](https://gizmodo.com/app/uploads/2026/06/cobol-fps-1280x853.png)

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