So, I just saw another post that said “Tony Gilroy really said fuck you to the hero’s journey”, and I- this started as a reply to that but then it got big enough that that would be really weird because I think that’s a fine position to hold, especially because you’re just liking the damn thing for your reasons, but at the same time, I just, I dunno, I—
Th-the thing is, the hero’s journey, the good ol’ Campbellian “Hero with 1000 Faces” monomyth thing, it got save-the-catted into a proscriptive format for storytelling, but ultimately its intended purpose is as a critical lens for understanding commonalities between mythic stories… and ultimately the commonality between mythic stories Campbell found was that a lot of them are
”What if a person went outside and learned anything ever?”
So its actually pretty, its pretty difficult to… avoid a Hero’s Journey analysis, especially when your story is about transformative personal growth, like in Andor! I mean, look, Luthen literally calls Cassian to adventure (I’ll take the starpath unit; I want you), then Andor refuses the call (just buy the damn unit and let me run away), but then he… and then… and..
Oh No. No no no, I’m not going to…
Ah shit I’m going to make the dorkiest post on Cohost, aren’t I
Andor Season 1 as the Hero’s Journey
S-so the basics of the Hero’s Journey is that the hero has a home; they leave their home on an adventure, and then they return home, changed by the adventure. In Andor, we start on Ferrix, leave for adventures on Aldhani, Narkina 5, and Niamos, and then return to Ferrix for the finale.
The Call to Adventure:
Our hero is not a hero yet, but an opportunity to transform them into a hero is presented.
Refusal of the Call:
Our hero does not, in fact, want to transform. They are happy how they are, thank you very much.
Supernatural Aid:
A mentor figure assists our hero in their transformation. Sometimes they give our hero a gift that will help them in their journey.
The Road of Trials:
The hero has adventures that change them! A lot of times, this happens in threes, because… I dunno, people just like things coming in threes.
THE FIRST TRIAL: The Aldhani Heist
Crossing the Threshold:
The hero enters into places and situations unknown to them. This is important, because the unfamiliar places they will visit contain the experiences that will ultimately shape them.
The Belly of the Whale:
This is the absolute point of no return. The hero could have turned back before this; but at this point in the story, they commit themselves to their transformation irrevocably.
The Meeting with the Goddess:
The hero is in it now, which earns them a meeting with someone wise or powerful who gives them assistance on their journey.
Woman as Temptress:
There’s this woman-as-virgin-and-whore thing Campbell’s going for here that I don’t really agree with; essentially, the hero has had success at this point… so why not quit? Take it easy? Leave the path for a bit?
THE SECOND TRIAL: The Escape from Narkina 5
Atonement with the Father:
The hero comes to terms with their own growing power. There’s a whole masculine thing here; eh; but a way to frame it would be the hero becomes more like the powerful things in their journey than unlike.
The Magical Flight:
Leaving the adventure is, in itself, an adventure! But we’ve already had an adventure, so its fast and exhilarating.
The Ultimate Boon:
The tools/gift/knowledge the hero discovered on their adventure. This is the thing that has the power to transforms finally them into a true hero.
Refusal to Return/ The Rescue from Without:
The hero is changed! They’re heroic now! Why return home? Home is boring. Let’s just stay in adventure forever. Unless somebody yanks us back…
THE THIRD TRIAL: Rescuing Bix/Maarva’s Funeral
Crossing the Return Threshold:
The hero returns home, but… everything’s different. Did I change? Did they?
Apotheosis:
The hero transforms!! They’re a hero now!! Usually this happens earlier but Andor likes to drag his heels with personal growth!! I find that charming!!
Master of Two Worlds:
Our hero uses the powers and knowledge they got on their journey back at home. This isn’t the same person who we started with.
The Freedom to Live:
The hero is transformed, and now they live their transformed life, not how they were, but how they are.
I uh, I kinda entered a fugue state there. Look, it’s— it’s— I think we all agree that what Tony Gilroy has done in Andor is avoid cliche’d writing, and one of the most exhausting cliches in modern storytelling is the checkbox-like adherence to monomyth structure. Nothing clanks harder than seeing a hero refuse the call because this is the point in the story where a hero refuses the call, instead of behaving in the way our protagonist should behave because of what the story can conferred to us so far. But at the same time, this… [waves metal arms from round ball-like body] set of things is here because they’re familiar to the experience of being human. Who amongst us hasn’t left home and been changed by living of it? Who hasn’t had mentors that led us to personal developments or been tempted to return to our old ways? Tony Gilroy’s Andor is a hero’s journey story not because its a poorly told story, but because its a wonderful story that people have been telling each other since we began telling stories- “What if someone got better? What if we grew? What if our mom’s hope for us paid off? What if we really could be something more, something that we can’t even see inside ourselves?”
Andor, like Star Wars before it, cannot help but hit these beats. Its not a failure. Its just the consequence of telling a story with hope at its core.
