Philly Feast

Z Nation Syfy

Philly Feast
Review of “Z-Nation” 103
By A. Zombie

This episode is all about Cassandra’s past. Or is she Sunshine? Whatever name she goes by, her past isn’t easy to stomach.

maxresdefaultFirst, let’s once again ponder why Citizen Z is necessary to the plot . . . . Done trying to come up with something viable? Essentially this character’s sole purpose is to be a long-distance safety net. Only the best he can do to actually provide aid is play music. There’s still no contact with the scientists the group is supposed to take Murphy to in California. Sure, one could argue that Citizen Z is present to demonstrate what isolation can do to a person. However, the writing is so bad, it’s still impossible to feel bad for this guy—who is his own worst enemy the longer he’s without human contact—when he’s pretty set for supplies and even has a dog to pal around with. A dog who eats better than I do.

The group ends up in Philadelphia on their trek toward California. They find the Liberty Bell strapped to a flatbed truck and defaced with graffiti. What are they to do to preserve this chunk of American history? Steal the truck and crash it two blocks down the road. How the hell do these people expect to make it anywhere if they keep killing cars at this rate? At this point, it’s questionable how they can realistically survive in the apocalypse. There’s a lot of TSTL—Too Stupid Too Live—behavior within the crew.

On the outskirts of town happens to be Cassandra/Sunshine’s old camp. It’s a cheery place. Led by a psychopath with an odd connection to a mute woman. For kicks they turn out the girls they bring into the camp, making them prostitutes and con artists. They’re stellar people, really. They’ll even give you the meat off their back if you’re hungry. Oh, sorry. I meant the meat off the back of the men they lure into camp with promises of easy women. It’s easy to get confused.

Z Nation - Season 1Of course the psychopath, Tobias, can’t let things lie when he finds out his precious Sunshine is nearby. His guys don’t come back with their target. Instead, they drag Addy back to camp and doll her up to earn her keep. Mack is furious. Warren and Garnett snap into action—threatening Cassandra until she opens up about the cult/camp she lived in before they found her. That’s always the best way to get information. Unfortunately the mystery-inducing dialog to draw out the tension before the big “They’re cannibals!” reveal consists of Cassandra repeating, “They’re worse than Zs. You don’t understand.”

I figured out the Big Secret long before the reveal. It’s not an uncommon one in post-apocalyptic stories.
The dialog in this episode is worse than the previous two, especially for Tobias and his followers. Most of the zombies in the big fight at the end move like bored teenagers. Honestly, the most believable part is when the main crew are scouting for supplies in Philadelphia and Doc has a moment remembering the internet and its special entertainment sites.

As inept as this group is, they’ll be carless and half dead by the end of episode four.


We Are Them

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We Are Them

Review of “The Walking Dead” 515 – “Try”

Shh . . . . Was that rustle a walker or a spoiler? Tread carefully.

ae0063ba-6f46-588c-405c-afd6ae55c085_TWD_515_GP_1031_0251Death rituals in the zombie apocalypse are odd. More often than not, there’s no corpse to bury or they’ve been forced to cremate their pals because there just wasn’t time to dig a grave. Deanna and family memorialize Aiden by listening to one of his mix CDs. Music has been a vital part of this season, keeping the tone just a little off balance. Aiden’s death does the same to Deanna. She isn’t thinking as rationally as usual when it comes to confrontations and playing the intrigue games they’ve already established between the factions. Typically it’d be an ideal time to pounce, but her opponent isn’t playing with a full deck, either.

At least this means Deanna won’t have time to yell at Sasha for going Lone Ranger in the forest around Alexandria. The second Michonne discovers that Sasha is gone again, she takes off after her. Rosita tags along to be the voice of reason. “You seem screwed up that we found something,” Rosita says to Michonne while they’re on Sasha’s trail. She holds a mirror up to Michonne’s guilt about Noah’s death—if she hadn’t pushed, they wouldn’t have been there for him to die. Irrational, yes. Just like Sasha’s quest to single-handedly decimate the walker population. She’s not a human nuke, but does make an impressive dent in the walker numbers near Alexandria—with assistance when the dung hits the fan at one point. Not that Sasha wants or needs Michonne’s help, of course. She’s beyond saving.

Someone else blows off steam by taking out a few walkers. Carl follows Enid out into the woods on one of her numerous outings to simple run free, away from the nightmares. She’s got a few tricks up her sleeve to deal with walkers—including using a kitchen timer to draw them away. At one point they end up cornered by a horde and hide inside a dead tree. Enid tells Carl, “It’s their world. We’re just living in it.” Which them? The walkers who outnumber the living? The adults making all the wrong decisions, costing the children their homes and loved ones repeatedly?

Things in Doc’s house aren’t getting any better. Carol is fed up. She wants to see an end to it and prods Rick toward making a decision. She’s been digging into the problem. Discovered that Jessie tells Sam to lock himself in his closet during Pete’s outbursts, and once Sam came out of the closet to find her unconscious, bleeding on the floor. Rick decides to try negotiating before following Carol’s suggestion to kill Pete. Rick’s idea of good negotiating techniques may need some work. Like, say, not cornering your opponent in a graveyard. Deanna has all the right answers to Rick’s suggestion—separate them—but she’s thrown for a loop at the suggestion that they kill Pete if he doesn’t comply. The answers aren’t enough. Rick pokes at the hornet’s nest, goes to Jessie and tries to make her see that she can’t fix what’s wrong with Pete.

“You’re only going to make things worse.”

“If things get worse, it means he’s killed you and I’m not going to let that happen.”

the-walking-dead-episode-515-rick-lincoln-post-980Why is Rick fixated on solving Jessie’s problems? Is this an attempt to save one woman, therefore saving the countless others he’s failed since waking in the hospital so, so many moons ago? Certainly it can’t be love. How wrong it is that we question his motives so much simply because he wants to do the right thing. But he’s going about it all wrong. His motives may not be transparent, but the window Rick and Pete break through during their fight is crystal clear—and shattered like Rick’s hope for a future in the walls of Alexandria.


Don’t Forget How to Use It

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Don’t Forget How to Use It

Review of “The Walking Dead” 513 – “Forget”

Head’s up! There’s spoilers in the rest of this review.

c6a19207-1c00-8798-6c5b-d834abba8f70_TWD_513_GP_1016_0045One of the last hold-outs to fit into life in Alexandria is Sasha. She’s not sleeping. Wakes with the sun to use someone else’s family photos for target practice. At no point does she attempt to get along with the locals—not even effervescent Olivia. How can anyone resist home-cured meats and pickles? Her erratic behavior puts everyone at risk. Deanna won’t put up with her for long. Neither will Michonne.

Sasha isn’t the last round peg refusing to fit in a square hole. Carol, Rick and Daryl are very much on the fence—do they start taking over now or wait to see what their new neighbors can really do? More importantly, how quickly can they establish their own weapons cache? Never mind what’s actually coming out of Deanna’s mouth—making Rick and Michonne the town’s law, reestablishing civilization, a future for their children. Matter of fact, Rick looks terrified at the prospect of Judith remaining in Alexandria past next week, let alone when she’s Carl’s age or an adult. He has to see the potential in her as a leader, but too long scraping by to see tomorrow makes him jumpy, unable to trust in anyone. Which leads to one of the best-acted scenes on this show this season—Carol and Sam in the armory. Melissa McBride does an amazing job showing just how good Carol is at lying to everyone around her. The two sides we see—the soccer mom and the ruthless killer—are drastically different. Carol loves kids, but in that moment she needs Sam more afraid of her than anything else in the world. It works. But is Carol’s remaining humanity really the price Rick should pay to obtain a security blanket?

“…longer they’re out there, the more they become what they really are.”

TWDIf Daryl finds out how far down the rabbit hole Carol goes to get the guns, his tune will change pretty quick. As it is, he’s slowly warming up to Aaron. Or at least I assume that’s what it means when he grunts more than five words at a person. The guys had an unfortunate bonding experience with the doomed horse, Buttons. They tried to help and in the end, that help cost Buttons his life. How many times has this happened with humans on the show? So many deaths in the name what’s supposed to be kindness. Except, kindness is as foreign as flying to Disneyworld for vacation in their reality. Losing Buttons doesn’t put a damper on the kinship of sorts brewing between Aaron and Daryl. While everyone else is dragged to the welcoming party at Deanna’s, the guys join Eric for a spaghetti dinner. Over dinner, they pop the question—will Daryl take Eric’s spot as recruiter for Alexandria. There’s a signing bonus, too. Plenty of parts to build a custom motorcycle. Something changes for Daryl during that day. He went from covert meeting in the woods to agreeing to recruit for the town. If he can be won over, who will follow next?


Good News – “The Walking Dead” Episode 510 – “Them”

Warning, there’s a horde of episode spoilers below.

None of the crew will make it out of Georgia if they don’t find supplies. There’s been a drought over summer. None of the creeks they’d used to find water before exist now. Digging would only provide enough water for maybe two people—using more energy than they can spare. They have no food. There’s no handy side-of-the-road towns to pick over for green beans and fruit cocktail. Even when they hit a spot in the road filled with cars, there’s not much left that’d keep them walking toward their goal. Abraham’s big find was a bottle of booze, which he intends to drink despite dehydration. This last stint of life on the road has kicked the crew in the shins every chance it gets. When a pack of wild dogs attacks, it’s the first time we’ve seen a live domestic animal since the pigs at the prison. It’s also when we find out just how determined these people are to survive. A dinner of dog meat isn’t something many can stomach, but they had to or admit they’d given up the fight to live. There’s a couple characters who look like they’ve already thrown in the towel on that fight.

Over the three weeks since Atlanta—where they said their final goodbye to Beth—Maggie has done her best to hang in there. But long days in the heat without water and food paired with the trauma of her loss have taken their toll. Carl manages to lift her spirits a little, handing her a pretty jewelry box. In stark contrast, Gabriel attempts something similar and is shut down. To Maggie he’s a coward who hid when the people counting on his help came for aid. That cowardice goes against everything her father taught her and what she tried to instill in her sister before her murder. It also tempts her. Seeing the weakness in Gabriel makes Maggie disgusted at herself. She’s not sure she can go on without seeing her sister every day. They’d been so close to finding each other—Maggie missed her by minutes. How can she go on when her family’s journey has ended? Glenn tells her, “Keep fighting.”

Fighting is what Sasha does best. It’s what Tyreese did best, as well. This family trait of extreme violence to cope with strong emotions is a handicap the group cannot afford at the moment. They’re exhausted, in no condition to walk the remaining sixty miles to Washington, let alone take on a herd of walkers who’ve been harmlessly stalking them for miles. It doesn’t stop Sasha from messing up a non-violent plan to get the walkers out of the way—pushing them down an embankment near a bridge—and attacking. Michonne has to shove Sasha onto the ground to make her stop fighting. While yes, Sasha’s bloodlust and drive to fight the world did net the crew a canine dinner that night, it will also cost them later down the road if she can’t learn how to channel her feelings into something more productive—like finding food they can carry that won’t bleed over the last of the bullets. Sasha likewise isn’t sure is she can go on without her family.

Daryl stands as proof that one can go on after losing their entire family. He made it through Merle’s disappearance, reappearance, turn as a kinda-don’t-hate-him guy, and his death…s. Coping with that loss wasn’t a solo endeavor. He had his chosen family and they needed him to keep them safe. Beth needed him. Judith needed him. And he failed one of them. Just like he failed his brother. Just like his family failed him. Daryl is caught in a cycle of disappointment and loss—one that stretches years before the walkers came and shook things up. He’s hit a breaking point. Not even ever-vigilant Carol can derail the trauma train hijacking Daryl’s brain. He’s resorted to sneaking off and burning himself in order to feel anything past the numbness. Carol gave him permission to feel his losses. It wasn’t enough. He didn’t feel safe expressing his emotions with witnesses. Not until he gives just a peek to Maggie because he understands the pain in her chest and the sleepless nights. He’s already wondered, “How can I keep going?” In the end, Beth—the seemingly weakest of them all—inspires two people who’ve never floundered this much in their sense of self before. She saves them, as hokey as that sounds.

Rick did the thing. He said the show’s name in dialog. It was a moving speech. It might even keep the troops going. But what’ll keep them going even better is something they’ve been denied for too long—hope. A helpful stranger says he has good news, but how many times must they be burned by the same promise before they learn their lesson? Or is Aaron telling the truth?


You Can Run, but . . .

You Can Run, but . . .
Review of “The Walking Dead” 508 – “Coda”
By RC Murphy

Here we are! Weeks of slow build up brought us to an unforgettable mid-season finale. Was it the perfect way to tide viewers over until episodes resume in February? Not in the way previous seasons have kept us chomping at the bit to find out what’s happening next. They set a high standard after the season four mid-season finale and its fiery blood bath. The show’s producers would’ve had to set no limits to hit that high a note again.

Warning! Episode spoilers a plenty are waiting below.

The episode starts right after the last left off, with Bob Lamson handcuffed and running away from Rick and his rescue team. Taking matters into his own hands, Rick chases down Lamson in a police cruiser, rams into him, and doesn’t calm down until the barrel of his gun is aimed at the fallen officer. Lamson attempts to sweet talk Rick, say they can go back and make the plan work. Rick’s response, “Can’t go back, Bob,” says a lot about the mentality of everyone in this season. They’ve all crossed lines they can’t come back from. The people they once were are long gone. Lamson may have been a decent guy, but after the walkers came, his moral code was dropped in the mud. But his moral code is still cleaner than Rick’s. And splattered on the pavement after Rick was done pulling information from the injured officer.

Coda4Lamson may have been able to maintain a sense of civility within the hospital—and its backward rules when it comes to the wards the cops order around like slaves. Dawn walks right on by as her officers physically and emotionally abuse their wards, never batting an eyelash so long as they leave her alone. Yet we’re supposed to believe her when she says the things she does are for the greater good, that she’s doing it to help people who’ve ended up in situations like Beth. Her definition of help differs greatly from what’s in the dictionary. Dawn helped by telling her to risk her safety and steal medicine to maybe-save Carol, covering up Gorman’s murder to use as blackmail, making Beth act as her maid, and lastly, ordering a young woman to push a police officer down an elevator shaft. At every turn, Dawn put Beth at risk, all in the name of paying off some debt for health care or covering up a justified murder. Nothing Dawn says can be trusted. She got where she is by manipulation and cold-hearted calculation. Two skills she puts to work during the climax for the episode.

At last, Gabriel may understand why his fellow survivors are so efficient at killing when a threat comes their way. After his escape, he made his way to the school where the Terminus folks made camp the night they enjoyed a little Bob-B-Q. Too bad for him, they aren’t very good housekeepers and left their leftovers on the grill. After seeing first-hand what the Terminus people did, he heads back to the church . . . with a gang of walkers in tow. Carl and Michonne take care of the mess, trapping the walkers inside. Gabriel is ready to pull his weight, telling Michonne, “I can’t run anymore.” He could’ve also been talking about the hole in his foot, but I like to believe the good Father will be a solid part of the crew from here on out.

G.R.E.A.T.M. pull up to the church just in time to help. Everyone piles into the fire truck, taking Maggie to Atlanta to help save Beth. Unfortunately, even with the wheels, they’re too late to do any good.

The climax for the episode plays out like an old western—two forces meeting on a road, one leader doing the talking for each side while everyone else is twitchy from nerves. The trade-offs go smoothly. Daryl rushes forward to claim Carol and her go bag. Rick walks the remaining officer forward to trade for Beth. The moment Beth is back with the crew, things go south. Dawn has another stipulation—Noah must return to the hospital. Beth had taken his place in their system. Without either Dawn would have to do her own chores. We can’t have that. Fed up with the manipulation and lies, Beth takes matters into her own hands. Or rather, her own cast, where she’d hidden a pair of scissors before the trade-off. It was the one time Beth didn’t hem and haw about taking action. She saw an opportunity and took it, cutting one head off the hydra working within the hospital. Dawn didn’t go down without a fight. She manages to fire off a single round from her gun. Beth’s bravest act is her final one. A single shot to the head will ensure she doesn’t come back as a walker. It’s a small mercy at the end of a painful few weeks for the young woman.

The reactions to Beth’s death have a bigger impact than the moment Dawn pulled the trigger. Daryl is absolutely broken and takes the kill shot to take out Dawn. Carol carefully pulls him back before the tentative peace the deaths brought is broken. The Greene family have always functioned as part of the heart for the group. Beth’s light kept many of them going during the prison days, her gentle songs and the way she cared for the young ones in their group giving them hope for a future led by the kids she aided. Now it’s just Maggie. She really is alone this time. No big what-if hanging over Beth’s fate. Can she recover from this loss? Can any of them? Losing the innocent members of their strange family takes a toll, chips away a little more of their civility. Another loss like this and they may end up more walker than man.

Coda3

Don’t skip the final scene! Yes, there is a short bit after the credits. Does this mean we’ll see much more of Morgan in the future? I hope so. It’s time to shake things up and bring back some energy to the story now that we’re not mired in the hospital drama anymore.


Chewed Up and Spit Out

Review of “The Walking Dead” 507 – “Crossed”

We’re one episode away from the mid-season finale. So far the plot has crept toward an outcome completely hidden to the viewers. There’s no big bad guy for the various factions within the survivor’s group to fight. The one main mission for the season was based on a lie. We’ve now got a new mission: Save Carol and Beth. But can that take us through the next two episodes and give fans what they look forward to every mid-season break?

Watch your step! There’s spoilers creeping around under here.

Walking-Dead-507-02Our intrepid heroes split yet again, leaving Michonne and Carl to look after Judith and Gabriel. The Father is jumpy, touchy about the work being done to fortify the church so it’s a safer place for them to hole up. His regret over the murders done by his fellow survivors eats at him. Michonne and Carl tag team Gabriel. They stress the need to learn how to defend himself. How to move on emotionally after being forced to kill—walker or human. Gabriel saved them by allowing them to camp in his church. This is the only way they know how to repay the kindness, by teaching him how to survive after they leave if he doesn’t travel with them. The pressure from them to grow past his comfort levels forces Gabriel to do something utterly stupid. He escapes through the floor boards and under the church, injuring himself in the process. How far can a limping, pacifistic, guilt-ridden man make it? Is he running from people he sees as cold-blooded killers or from the memories of how he soiled his hands by refusing to aid his parishioners?

Walking-Dead-507-Team-GREATMThere is a new faction within the survivor crew – G.R.E.A.T.M. is the team name Tara cooked up for the group who had been escorting the liar Eugene to D.C. for his mythical walker cure. They’re not a very well-oiled machine at the moment. Abraham put himself in time-out after decking Eugene, his temper steaming hotter than the Georgia highway he’s kneeling on. Rosita attempts to talk sense into him. Fails. Fails to the point where Maggie draws her gun and forces Abraham to kneel again. Maggie is done with his hissy fits and the hiccups in their plan. She’d agreed to go to help. To give her life some purpose after losing her entire family, except Glenn. Without the mission, the entire group is lost. Tara tries to keep the peace, but can’t do anything in the face of Abraham and Maggie’s anger. Glenn eventually steps up and starts weaving a plan, using his people skills to show everyone that the fighting will get them nowhere and they can’t camp out in the middle of a highway forever. He brings them together. By the time Glenn, Rosita, and Tara make it back from a trip to find water—scoring a couple fish for dinner along the way—Eugene is awake and Abraham’s relief that he didn’t kill yet another living being sloughs the foul mood from his shoulders. They may be able to work as a cohesive unit, but where will they go if D.C. is out of the picture?

the-walking-dead-episode-507-rick-lincoln-quiz-590Rick’s group down in Atlanta seem like they may have a solid plan to get Beth and Carol back. Or maybe not. Tyreese has come a long way since the days when he could not and would not even do so much as kill a walker. However, the thought of barging into a secure building crawling with well-armed police makes him think twice. Not only about the casualties from the opposing side, but civilians and their own crew members. He comes up with a better plan—catch two of Dawn’s officers and force a trade, yours for ours. When Rick moves to reject the safer idea, Daryl intervenes. He’s not taking any chances retrieving the two people he’s come to care about the most because of one of Rick’s rash gotta-get-revenge ideas. The plan goes off without a hitch. Or so I’d like to say. Being what it is, things went downhill quickly as soon as backup arrived to aid the cops lured out by Noah. There’s a shoot-out and violent hide-and-go-seek scene. It ends when Daryl rips the head off a walker and bashes a guy’s head with it. There’s a sit down with the officers in custody. One man, Bob Lamson, appears to be the best bet for making the plan work. He gives Rick some solid advice . . . and then uses Sasha’s obvious emotional weakness against her. Lamson lures her off to the other side of the warehouse and rams her into a window so he can escape. So much for having a plan.

The main walkers for this episode were far different than anything we’ve seen from KNB EFX for the show before. Most of Atlanta was hit by napalm during the initial walker invasion. The unlucky folks who’d been outside the hospital for evacuation were hit in the process. After they died, they came back as animated hunks of bubble gum. Or at least that’s what they looked like with their flesh melting over the asphalt. Wouldn’t want to step in that and try to scrape it off my shoe.

Inside the hospital, things are the same as always. Jerk cops ordering their wards around, and turning that onto Dawn when they feel they aren’t getting their way. One officer orders Dawn to take Carol off the machines and stop treatment, stating it’s a waste of resources. Dawn agrees, and then turns around to use Beth to save Carol. Because any sane office of the law will ask a scared, injured girl to pretend she’s a doctor and potentially kill a woman trying to save her without proper medical training. Yup. That’s one-hundred percent believable.

The next episode if the much-awaited mid-season finale. What’s waiting for viewers? Hopefully something to punch up the energy for the remainder of the season.


Never Again. Never Trust.

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Never Again. Never Trust.
Review of The Walking Dead 501
By RC Murphy

It must be October. Everyone as far as the eye can see is trapped in Walker Fever—not to be confused with the fever the infected suffer before turning into the undead. We here at the ZSC Command Center are not immune and fell head-first into the fifth season of AMC’s The Walking Dead with snacks at our side . . . which we quickly ignored, given how bloody the first episode of the season turned out to be. With that in mind, let’s see what our favorite band of survivors are up to after being captured last season.

Spoiler Warning! Below are show spoilers. Turn back now if you haven’t watched this episode.

This episode had one flaw—the Terminus flashbacks. There were only two, at the beginning and end, but the information delivered was something clearly conveyed through dialog and set decoration in the middle of the episode. All the flashbacks provided was a little confusion as far as the timeline went. For half the episode, it appeared as though there was a time gap between when Rick and company were captured and the moment Carol and Tyreese were within hearing range of Terminus and all the gunfire. It wasn’t until Carol saw her once-friends bound and gagged that things started to make sense. Sometimes in story-telling, less is more. This was one of those cases.

Screen-Shot-2014-10-12-at-7.12.17-PM-e1413167251179Rick is still embracing the Ricktatorship, pushing everyone to arm themselves with whatever they can find in the train car. Miraculously, in the short time they were apparently imprisoned, they managed to build a good number of gnarly weapons using rusty nails, leather belts, hunks of wood, and who knows what else. All their work was for naught. Glenn, Rick, Ben, and Daryl were still taken by surprise and dragged into Terminus’ slaughterhouse. Which is the exact moment everyone set aside their popcorn and clutched the couch cushions so tight, their knuckles turned white.

Despite internet rumors, this was not the moment we said goodbye to any main cast members. Glenn is still alive and has taken on Hershel’s role, becoming Rick’s conscious when his desire for revenge threatens the entire group’s survival. It’s a position Glenn has filled before, but his youth and inexperience usually costs him solid ground to stand on in the face of Rick’s anger. This time Glenn seems better prepared to stand up for what he feels is right. He’s got far more at stake with Maggie at his side and committed to staying there no matter what. Not even his good friend will force him to risk her safety.

PHcADFWtICstgg_1_mCarol is far, far removed from the character we met in season one. Now she can walk up and kill a walker without blinking, even while Tyreese stands behind her saying he’s not prepared to kill again. In the face of his perceived weakness and possible judgment, Carol doesn’t balk, doesn’t care. She will live, that’s that. She will make sure Tyreese and Judith live, no matter the cost to her. But she has no plans to stick with them. Being ousted from the group changed her more than the death of her husband and daughter. Solitude fits the new Carol. She’s truly free to do what she wants when she wants after years of being the steel backbone for her family. Will her resolve to remain a lone wolf stay firm after reconnecting with the rest of the group? Hard to tell, but the reunion hug she shared with Daryl was perhaps one of the happiest moments on the show in years.

This episode was all about escalation. One group wrongs another, the afflicted group seeks revenge. That’s how Terminus became a cannibal’s Fantasy Land—their once sanctuary was overrun, the women abused, countless murdered, but they took it back and became something ruthless and without morals. That’s how Carol and Rick ensured Terminus could not recover from their attack and escape. Even Tyreese did not escape without having to step up his game to not only kill walkers, but also a human who posed a serious threat to Judith. By the end of the episode, even viewers felt panicky, waiting to see how far the escalation would go. What would be the ultimate cost of this revenge pushing Rick forward? So far, no one in his group has paid. That luck can only go so far.

We were visited by a long-lost character at the end of the episode. What role do you think he’ll play in the grand scheme of things? Last time we saw this guy, he was twelve crayons short of a full set and sure to die at any time. That’s the wonderful thing about this show, the people we think will die, don’t. Those we wish would live, keel over without warning. It’s impossible to predict what’s around the corner. But that is half the fun of watching. It is also why The Walking Dead was picked up for a sixth season days before the fifth season premiere.

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Survival School: Keep Comfortable – by RC Murphy

Comfort. That concept is the antithesis of what it means to survive in the zombie apocalypse. For the most part, we’re prepared to leave our cozy homes with their soft mattresses, refrigerators, filtered water, and indoor plumbing to chance it on the road in order to stay one step ahead of the undead menace. But without taking a couple moments to pamper yourself, life will start to suck and thoughts will wander. What if I went back home? Surely the zombies skipped my house and moved out of the city.

Yeah, and while they were there, they gave the living room a fresh coat of pain and reupholstered the couch your cats scratched up. Instead of putting yourself in danger’s path with daydreams of normalcy, we’ve compiled a list of things you can do for your road-weary body.

Take care of your transportation: Better get used to hoofing it around the country once gasoline and diesel supplies run out. Walking takes forever, but any forward progress is good when the enemy is shambling in your wake.

  • Invest in good insoles for your shoes/boots. Something graded for a ton of walking or high-impact work insoles.
  • Clean socks. If there’s one thing you over pack in your go bag, make it socks. A quick change will give your tootsies a burst of energy—caffeine for your feet.
  • Freedom. Feet trapped in shoes for too long stay damp and court fungus. Take some time to give them a wash and let them dry out every day. As a bonus treat, give yourself a massage with a dollop of minty lotion.

Soothing sore spots: Not only will fighting the undead take a toll on your muscles, but so will everyday chores—made much more difficult by the lack of modern conveniences. Spas will be seriously lacking, as will a bathtub to soak in, but heat a cold applied to appropriate muscles will help.

Rice heating pads are wonderful and ridiculously easy. Take a tube sock, fill it with dried long grain rice, and warm it. Dried beans would work, as well. Warming will be tricky without a microwave. Put a brick-sized rock near your campfire for about half an hour. Pull it away from the fire with tongs or a pot holder. Set the rice-filled sock on top and flip it over every minute or so until it feels like the rice is heated through. Apply the heating pad to any sore muscles

Ice packs come in handy, too. They’re also pretty easy to make. However, you’ll need access to an ice chest still filled with ice to refreeze these packs once you’re away from home:

  • Method #1: Alcohol/Water Ice Pack
    You’ll need:
    2 cups water
    1 cup rubbing alcohol
    2 zip-top bags (quart or gallon)
    Dump the water and alcohol in the first bag. Seal it, pressing out as much air as possible. Secure the filled bag in the second—just in case there’s leakage when it defrosts. Freeze the mixture for about 12 hours before the first use. It’ll be squishy, but that helps it mold to your body better.
  • Method #2: 1-Ingredient Gel Packs
    You’ll need:
    Corn syrup or dish soap
    2 zip-top bags
    Pour the dish soap or corn syrup into the first bag. Secure the filled bag in the second. Freeze for about 12 hours. These may freeze harder than the above method, but still work well.

Pucker up: Being out in the elements won’t do pretty things to your lips. Wind, sun, and inevitable mild dehydration will chap your lips, possibly to the point where they’ll bleed. Keep Chapstick handy. Or make a quick and easy lip balm from the recipes below.

  • Method #1: Mint and Honey Lip Balm
    You’ll need:
    1 teaspoon petroleum jelly (or Un-Petroleum Jelly)
    peppermint extract
    one teaspoon honey
    small container with a lid.

Heat the petroleum jelly for 30 seconds in the microwave. Mix in 3 drops of peppermint extract and the honey. Put the mixture into the container. Let the lip balm set overnight without the lid. Once the mixture is set, pop the lid on and you’re good to go.

  • Method #2: Drink Mix Lip Balm
    You’ll need:
    A small container
    enough petroleum jelly (or Un-Petroleum Jelly) to almost fill the container
    a packet of flavored drink mix (water bottle add-ins like Kool-Aid or Crystal Light, try to avoid any with aspartame).

Mix the drink mix and petroleum jelly until you reach a color/flavor that appeals to you. Spoon it into the container and close the lid. Done!

Biting pests: We’ve covered bug repellents before, but I’ve discovered a new, super-strong recipe to share. Don’t forget, in a pinch you can simply rub fresh peppermint, spearmint, catnip, pennyroyal, citronella, lemongrass, basil, or lavender on your clothes for moderate insect repelling powers.


  • New recipe: Four Thieves Vinegar
    You’ll need:
    32 ounce bottle of Apple Cider Vinegar
    2 tablespoons each of dried Sage, Rosemary, Lavender, Thyme and Mint
    a quart size glass jar with airtight lid.

Pour the vinegar and dried herbs into the jar. Seal tightly and set it on the kitchen counter near the coffee pot (or a place you see every day). Shake the jar vigorously every day. Continue for 2-3 weeks. After 2-3 weeks, strain out the herbs and store the vinegar in the fridge. To use on skin, dilute with a 50/50 mix of vinegar and water in a spray bottle.

There you have it, a few ways to make life running from the undead moderately comfortable, or at least tolerable until the spas open up again


A. Zombie Reviews . . . Cockneys vs Zombies (2013)

A. Zombie Reviews . . . Cockneys vs Zombies (2013)
By A. Zombie

cockneys-vs-zombies-banner

Rating: NR (Adult language, violence, gore)
Starring: Rasmus Hardiker, Harry Treadaway, Michelle Ryan, Jack Doolan, and Georgia King

From cockneysvszombiesmovie.com

MV5BMTg3Njc4NDA0Ml5BMl5BanBnXkFtZTcwODA0NjkzOQ@@._V1_SX640_SY720_COCKNEY: A native of the East End of London, born within hearing of the ringing of the Bow Bells

ZOMBIE: A supernatural power or spell that according to voodoo belief can enter into and reanimate a corpse

SYNOPSIS: The Bow Bells Care Home is under threat and the McGuire’s – Andy, Terry, and Katy – need to find some way to keep their grandfather and his friends in the East End, where they belong. But, when you’re robbing a bank, zombie invasions makes things a lot harder. And let’s face it, they need all the help they can get when their bank-robbing experts turn out to be Mental Mickey and Davey Tuppance. As contractors to an East London building site unlock a 350-year old vault full of seriously hungry zombies, the East End has suddenly gone to hell and the Cockney way of life is under threat. Equipped with all the guns and ammo they can carry, it’s up to the gang to save the hostages, their grandfather, and East London from zombie Armageddon.

You have to love a movie which starts, not with a zombie attack, but with a fart joke and foul-mouthed construction workers. Cockneys vs Zombies takes a while to hit the undead action after the bumbling construction guys accidentally unleash the zombies lurking in a 17th century catacomb hidden under London’s East End. First, we’re introduced to Andy and Terry. The boys are obviously up to something nefarious, but the depth of their desperation isn’t completely clear until they finish delivering meals to the old folks home and set off to collect their intrepid band of misfit bank robbers. How the guys thought they could pull off the heist implies a strand of the DNA in the McGuire lineage is pure crazy with a pinch of delusion. For heaven’s sake, their disguises included fake mustaches giving me flashbacks to Magnum, P.I.

Cockneys-vs.-ZombiesThe true highlight of the film isn’t the zombies or the action (a whole five seconds of it) during the extremely successful bank heist. C vs Z’s golden goose lays in the cast of characters residing in the old folks home. They’re a laugh riot. Don’t balk in the face of shambling evil. And, amazingly, even with their replacement hips, bad hearts, and various ailments, they’re still capable of out running a zombie. Or blowing a hole in one’s head.

This isn’t a shoot-em-up zombie flick. It’s a comedy surrounding a family trying to make the best of a bad situation. There just happens to be zombies wandering around to make the situation that much more difficult. The film is also pretty truthful when it comes to showing how normal people would react and fight the undead. For instance, Emma—one of the hostages from the bank heist—attacks her first zombie with limp-wristed swings of a shovel, a load of determination, and some choice phrases to voice her frustration when the zombie doesn’t instantly keel over. Then there’s a few characters who transform into sharp-shooters, laying waste to every shambling corpse coming their way, covering both sides of the fighting coin.

CockneysVsZombies_Still09Makeup FX for the general zombies are basic, but well done. No cheesy Halloween night makeup jobs where someone forgot to cover their ears. The main FX gags are amazing in their detail. At one point, Mickey ends up with a portion of a zombie hanging from his arm for several scenes. Not once did the makeup and prosthetics look rubbery or fake—as often happens in zombie films. The same goes for the few disemboweling scenes, intestines looking like actual intestines instead of rubber hoses slathered in colored Karo syrup.

Cockneys vs Zombies is a slow-moving, but hilarious addition to the genre. It may not be everyone’s cup of tea—some prefer much more tension with their undead viewing—but I believe many of you will enjoy watching this with friends. I’m giving it four punctured stomachs out of five.

Warning: adult language below

cockney-vs-zombies-infographic


Survival School: Cheat Days

All that TV will rot your brain . . . .

Grandparents the world ’round loved to spout that phrase for generations who grew up heavily reliant on television for their entertainment. Gone are the days where kids go outside as option numero uno to battle the dreaded boredom monster. Of course, most adults shun the great outdoors, as well. Why not? There’s the dreaded sun beating down, giving us an unhealthy dose of UV rays. Not to mention bugs the size of a Chihuahua. But how are we supposed to learn important survival skills without first-hand experience in the wild? Easy. Television, of course.

Post-apocalyptic shows are all the rage currently. Which says a lot about how much faith writers have in the survival of the human race. Not all the shows below use zombies as the catalyst for an apocalyptic scenario, but there’s still plenty to learn from each.

 

The Walking Dead:
Obviously, we’d start with our friends over at TWD for this list.

The show does a bang-up job of demonstrating a nomadic lifestyle for the main cast. How it is nearly impossible to settle in one place with such an unpredictable enemy—both in the walkers and humans who’ve lost grip of their moral leashes. Rick and company have perfected the idea of traveling light, keeping an eye out for possible resupply stops, and only carrying what one can without sacrificing speed. The show also addresses what happens when there is no law, no authority to put their foot down and make people behave civilly. Not everyone turns into a greedy, self-centered jerk. But enough have to speak volumes about where humanities priorities lie. If you don’t have the sheer strength to take what you want, you can go without.

 

In the Flesh:
The BBC’s newest breakout series takes place after the war with the undead is over and a cure of sorts has been found to return conscious thought to those who’ve risen from their graves.

While there’s not a lot of raw survival skills at work, it is a good show to look at and understand that once the war is over, there’s still many, many small battles left to fight. Post-Traumatic Stress Disorder is a huge part of what the main characters go through. Some were forced to kill loved ones. Others volunteered to fight the undead, not realizing how hard it’d be to not only pull the trigger that first time, but stop killing when the dust settled. Small minds and strict morals rule in the village of Roarton, almost to the point of insanity. It’s a backlash, a way to get a stranglehold on the chaos they lived in for so long. Think of the show as a “How not to act” once the coast is clear and you can settle into some semblance of a normal life again.

 

Falling Skies:
TNT stepped up to the post-apocalyptic plate with their take on what happens after creatures from another planet decide to make home here on Earth.

The first season picks up the story about six months after the invasion. Mankind as a whole are on the run, hunted by vicious beings called Skitters and their ruthless Overlords. Early on, there is a handful of military on hand to lead and protect civilians. As the show progresses and the Skitters force the survivors to split up and hit the road, those numbers dwindle to nearly nothing. That means Everyday Joes are required to step up and learn what it takes to live on to see tomorrow. The show is packed with survival goodies ranging from locating safe resupply stops to improvised explosives and how to secure a safe haven from attack.

 

Defiance and Dominion:
Not one to be left out of the loop, Syfy unleashed a pair of post-apocalypse shows in the last couple years. Both shows focus on mankind rebuilding civilization after an advanced being wipes out a huge portion of the population.

Defiance takes place in a world that’s nearly been made inhabitable for humans thanks to the “Arkfall,” which rained alien technology down on Earth and accidentally terra-formed portions the planet. The terra-forming killed many native species of animals and plants, or turned them into something humans cannot eat. Huge stretches of the United States are unpopulated and too dangerous to live in for long periods of time. What cities were salvaged, like St. Louis, hardly resemble huge, sprawling modern cities. Instead they’re little more than a haphazardly thrown together mining town, with housing and buildings made from scrap wood and cargo containers. They’re rebuilding from the ground up, everything from buildings to the laws governing new-comers and humans alike.

 


Dominion likewise took a well-known city to use as its home base. The Las Vegas seen on the show barely resembles what we know of it today. Vega, the name given to the city by those hiding behind its tall walls, is designed to be a fortress to keep out humans who’ve been possessed by genocidal angels lead by the darkly charming Gabriel. While the buildings are still intact in Vega, there’s a huge food and water shortage. They’re camped in the middle of a desert. Unable to farm the land outside the city’s walls. Yet somehow they make do and almost lead normal lives. Isn’t that the goal of every person after the apocalypse, to find normalcy again?

 

Under the Dome:
On this CSB drama, the apocalypse is contained to the city of Chester’s Mill when a giant invisible dome is plunked over the town like Tupperware over a spider.

The problems plaguing the townsfolk don’t come from an outside source. It’s all internal strife, greed, and struggle to figure out not only what’s going on with the dome, but how they’re going to survive an unknown amount of time with what food and water are within the dome. Several plague-like scenarios threaten the food supply—ravenous caterpillars, acidic red rain, dust storms, and a burst pipe that drains the water tower. While battling the city’s need for supplies, people are fighting on another front—to retain some semblance of law and order. Difficult to do when the people at the top of the food chain are corrupt and general panic brings out the bad in everyone or gives others the impression they can force their questionable morals on the public. This is a good place to learn how to pool resources for the long haul.

 

Firefly:
At least the other shows don’t have it as bad as the guys on Firefly.

The Earth was crowded, too crowded, so some folks took it upon themselves to venture into space, finding planets that could be terra-formed to Earth-like conditions. Sometimes it worked, other times it didn’t. Most of the time, the planet’s occupants are too poor to bring in what they need to farm the land. Enter our intrepid heroes. Okay, smugglers. Thieves. Whatever. Malcom Reynolds and his crew are the epitome of the post-apocalyptic attitude. When the mud hits the fan, you keep moving. And occasionally, moving forward and surviving call for a different mentality.

Or as Jayne would say, “Shiny! Let’s be bad guys.”