Going Nuclear: Review of Z Nation Episode 110 By A. Zombie

Look, the gang’s . . . still not all here. Addy and Mack haven’t returned to the group. That’s okay, because the group isn’t too far behind them. Right? Wrong. More car troubles. If the zombies don’t kill these guys, I’m convinced the vehicles will. They’ve got to be Decepticons, or another sentient creature set to make Murphy’s dwindling escort crew hike across the United States. Otherwise, all these transportations issues have become an incredibly boring, predictable way to cause chaos beyond simple zombie antics.

The truck dies, leaving the crew to walk the forest near The Black Hills, SD. Luck is on their side, for now, and the zunami is far behind them. Unluckily, they’re lost, out of contact with Citizen Z—who’s toying with causing nuclear holocaust in order to destroy the zombies; Dog sets him straight on that matter—and about to stumble into a situation far worse than a broken-down truck. First, they accidentally find Mt. Rushmore. Much like the Liberty Bell, it’s been vandalized. Each President is painted to look like a zombie. Roberta isn’t amused.

While searching for a town to settle in, the crew finds what they think is an empty warehouse. A few glowing zombies later, they realize something isn’t right. Enter Wilbur and Amelia Grady, two-thirds of the remaining survivors in the town down the hill from a failing nuclear reactor. Wilbur worked at the reactor. He’s been trying to get past the zombies to figure out what’s preventing the reactor from cooling itself, but with only his daughter to help, they’ve made it exactly nowhere. The logical solution is to ask a bunch of unprotected civilians to wander into an active nuclear event in order to make a path into the facility. Hey, they’re only exposed to moderate radiation levels for a few minutes. What harm can it do?

Wilbur dies from radiation sickness after they get him inside. The reactor is still in crisis. In two days, it’ll blow, covering the area in radiation. Amelia knows a lot about airplanes and nothing about her father’s vocation. The group’s only hope to stop the meltdown so they can leave South Dakota without glowing like the zombies is to track down Homer Stubbins.

Homer isn’t a fan of people. Or zombies. His property is booby-trapped. Roberta leads the crew in a non-violent takeover. Mostly non-violent. 10k diffuses a stand-off by holding a knife to Homer’s throat. It’s surprisingly easy for them to talk Homer into helping. He even arms the crew from his own stockpile. Before they head inside, Homer asks 10k to be his backup after they bond over a knife which looks similar to the one Homer’s son owned. Sure, one knife makes a kid the logical backup when trapped with radioactive zombies, not the woman who sacrificed her family to be with the National Guard, protecting the masses.

10k gets Homer inside. There’s some technical talk which leads to unveiling a nifty little robot . . . armed with the world’s strongest laser cutter. Robby, the robot, manages to take out a few zombies, but is useless as far as stopping nuclear meltdown. The group reconvenes outside to formulate Plan C.

Plan C puts even more people inside with heavy radiation levels. Cassandra and Doc join Homer and 10k inside the plant, where Homer manually moves the rods preventing the reactor from cooling to safe levels. Roberta stays outside to help Amelia solve a different problem—the plane they’d banked on to get Murphy away from nuclear fallout if the worse happens doesn’t actually have fuel in it. They convert the plane to run on the small lake’s worth of vodka Homer squirreled away. Amelia and Murphy take off, heading toward Wisconsin. But not before Roberta and Murphy say their goodbyes.

Murphy tries to cut the awkward moment off at the pass. “Ah, shit. You’re not going to say goodbye, are you?”
Roberta replies, “I was going to say, be grateful for all the sacrifices everyone has made.”

The plane makes it ten miles. Amelia doesn’t survive. Murphy’s alive, kicking, and shouting sarcastic quips at whoever or whatever may be in charge of the universe. Oddly, zombie Amelia emulates Murphy’s every move, even following him the ten miles back to the nuclear reactor.

Inside the reactor, Homer is a hero, dropping the last two rods into the cooling tank. Here’s where the bonding moment comes back for the emotional gut-punch. Homer asks 10k to kill him before he becomes a zombie. 10k killed his father. Obviously he should be able to kill a strange man with only vague fatherly feelings for the kid, right? Wrong. 10k hesitates. Homer takes matters into his own hands and cutting his safety line. Zombie Homer flails around in the cooling pool. We assume 10k does the right thing before leaving.

With no casualties amongst the main crew, it looks like they’re back on the slow road to California. Maybe. Roberta found a battery charger to use on the broke-down truck. It may get them another state closer to the goal. Zombie Amelia isn’t invited along for the ride, though she is left to live out her undead days. Murphy bonded with her during their hike through the woods and defends her right to live by saying, “Maybe it’s time for a different kind of mercy.”

Three episodes left and we still have no clue if there’s anyone waiting in California for Murphy and his miracle cure. A lot can happen between now and the finale. All I’m hoping is they find a car which runs so we’re spared another, “Oops, things happen because we’re forced to find a new ride again.”


The New (Dead) Guys in Town

The show will air its 90-minute premiere episode on Sunday, August 23rd at 9/8c. The episode was written by executive producer Robert Kirkman and FtWD’s show runner, David Erickson (co-executive producer and writer for Sons of Anarchy).

We’re not jumping into the middle of the zombie apocalypse this time around. We’re witnessing the outbreak as it happens. Watching as the characters learn the hard way how to dispatch the undead. Observing the chaos of a civilization’s dying gasp. Kirkman promises FtWD will show, “…all the insanity of civilization crumbling that Rick Grimes slept through.”

It won’t be an instantaneous change. Producers say the full zombie apocalypse, as shown in TWD, won’t happen until the final episode. However, there is absolutely no overlap between the shows. The characters, locations, and plot are unique. A breath of fresh air for fans feeling TWD has grown stagnant with all the long forest walks and Rictatorship monologues. Alycia Debnam-Carey (Alicia Bennett) says, “You don’t have to have watched the original. It’s coming from a very different place, a very different time, it’s before everything happened, so it’s completely refreshing and different.”

Bringing the action to the beginning of the end will liven things up a bit with the zombies. The makeup design isn’t as heavy-handed as later seasons of TWD, leaving the zombies with more face to show on screen. We still have no clue how these fresher zombies will act, if they’ll move faster or retain more human characteristics. Like most things within the franchise, fans must wait and see. One thing we know for certain, they won’t be telling us how zombies are made.

This show is billed more as a family drama with an undead war brewing on the horizon. Be prepared for the initial tension to be because of family issues—a couple attempting to make their teenaged kids get along before their wedding, ensuring their grades don’t fall, and keeping one kid in particular off drugs.

Fear the Walking Dead stars:
Kim Dickens (Sons of Anarchy) as Madison Bennett
Cliff Curtis (Gang Related) as Travis Manawa
Frank Dillane (Harry Potter and the Half-Blood Prince) as Nick Bennett
Alycia Debnam-Carey (The 100) as Alicia Bennett
Lorenzo James Henrie (Star Trek) as Chris Manawa
Elizabeth Rodriguez (Orange is the New Black) as Liza Ortiz
Rubén Blades (Safe House) as Daniel Salazar
Mercedes Mason (Quarantine 2: Terminal) as Ofelia Salazar
To tide you over, here’s a look at the trailer released at SDCC:


Resurrection Z – Review of Z Nation episode 106

Something about the zombie apocalypse makes the weirdos come out to play. For once, I’m not talking about the crew of oddballs the show follows, but the cult hanging out in Hannibal, Missouri. With a city name like that, of course there’s a group of loonies thinking the undead are actually the first wave of the rapture—the Resurrected, as they call them. Didn’t we do our time with cults, already? Cassandra’s people demonstrated well enough what can happen when a man is capable of duping the weak because he says exactly what they want to hear. While this cult takes it a lot further down the religious grey waters, it’s essentially the same type of characters all over again. Six episodes in and they’re repeating ideas.

“Just because he’s dead, doesn’t make him a hero.” Murphy calls it again. Why are they following the map of a dead man who wasn’t very pleasant to be around? Lt. Hammond made some questionable decisions during the half a blink he was in charge of the mission. Talking sense doesn’t work for Charles and Roberta. They have a starving crew to provide for.

Off to the mythical resupply post named Province Town, run by Charles’ old friend, Major Williams. The place seems legitimate. They have a strict no weapons rule within the town’s fences. There’s regular patrols to keep zombies back from the compound. Everyone barters for supplies—Williams feeds the crew on his dime for their first meal. There’s not a lot of privacy, but there’s beds, electricity for four hours a day, fresh produce, and plenty of zombie-proofing.

Sounds too good to be true? It is. The cult leader, Jacob, sends three former town members back inside the fences. “. . . was just a crazy cult leader,” one tells Williams. Another says the magic words every survivor loves, “We brought food.” Within thirty minutes, they’ve snaked their way into everyone’s trust again. Not much longer after, the fun begins. The trio reveal concealed blades and kill themselves, turning into the Resurrected. How did the security staff missed the giant crosses under their shirts? The sudden Z outbreak in town puts a cramp in Roberta and Charles’ plans for alone time in one of the few private rooms. This is where the no weapon policy bites Williams in the backside. Everyone is vulnerable. Roberta and Charles fight their way to the others with heavy books.

Addy mashes a zombie’s face into his brain with an egg beater. Then she freaks out. Again. For the last few episodes, something’s gnawed at the girl’s brain. First, when she and Mack find themselves alone back in Illinois, again during the tornado, and a few times during this episode. Each incident is different. There’s no set trigger for her trauma. No explanation for what’s going on, either. She’ll be just fine, then BAM, a total wreck immobilized by fear and visions of violence. If they don’t explain what’s going on soon, these random visions are going to get annoying.

With the town overrun with undead, Jacob and his people let themselves in through the gate. Systematically, they gather the Resurrected and the living. Of the countless people living in the compound, we’re lead to believe only the crew we’re following survive. 10k and Cassandra find a spot to try to take out the cult. Williams is turned. Murphy is missing . . . until he steps forward in the zombie cage to confront Jacob on his lunacy in order to save Charles. He plays on the cult’s beliefs, exposing his bites, using the zombie’s disinterest in him to portray himself as the Resurrected Messiah. While it made a point, I wouldn’t suggest sticking your fingers in a zombie’s mouth. Ever.

Jacob doesn’t like being proven a liar. He suggests one last test for Murphy—a bullet to the heart. Knowing the risk if Murphy dies, Charles throws himself in the bullet’s path. He dies. The others drag Roberta away while Charles turns zombie. When they’re in a safe place, she forces them to stop so she can give Charles mercy. For good measure, she puts a bullet in Jacob’s heart and leaves him for the zombies running loose in the compound.
Can they make it to California without the backbone of the group? Williams warned them, mega-herds of zombies populate the plains and out west. As far as he knew, there is nothing out there for the living. Then why is this crew so determined to make a maybe-rendezvous? Murphy is slowly turning into something. There’s no telling what’ll happen in the time it takes to fight through the hordes ahead.

Z Nation airs Fridays at 10:00 PM on SyFy. www.syfy.com/znation


Home Sweet Zombie – Review of Z Nation Episode 105

Without the helicopter Citizen Z failed to provide them with, the crew continues the trek west on the dim hope there’s still scientists left to take over caring for Murphy. They make a pit stop in Illinois to play at normalcy, taking over an abandoned house which just so happens to have . . . an electric fence? Pretty sure it’s something they rigged, taking advantage of the low chain-link fence around the house to secure it for some rest and relaxation time. How does one relax with zombies banging on the gates?

Addy and Mack frolic in the front yard before vanishing into one of the bedrooms to try and fail to have alone time. Roberta and Charles get cozy in the kitchen, drinking coffee. Murphy and Doc play poker, the stakes including whatever pills Doc has left after miraculously treating the burns he suffered during the fight with McCandless. 10k and Cassandra perfect the art of brooding in the living room, ignoring the poker game. Pretty normal, until someone has to go outside and kill the zombies frying on the fence.

Physics takes another vacation on this episode. The crew uses a blunt broom stick to pierce zombie skulls. Doable? Yes. However, it takes significant force to puncture a skull. Any time someone staked a Z, it never felt like enough force to do the damage shown through the zombie’s sudden demise. Lightning kills whatever system they set up to charge the fence. That’s pretty believable. But when the tornado shows up, stuff gets weird.

“Hang on, am I missing something? You did not drag my ass this far so that mankind’s hope can get sucked up by a tornado, did you?” Murphy sums up the plot problem perfectly, as usual.

They hole up in a nearby city, where Roberta and her husband Antoine lived before she shipped to New York to help with the outbreak. The house is a standard size with a basement she swears will protect them from the storm. Seeing as there’s windows down there, my faith in its protective abilities would’ve been shaken from the get-go. The tornado chases a horde of zombies toward the city. Slower zombies become part of the twister. Yes, there is the required Sharknado joke thrown in when the first Z takes flight.

At one point, they split into groups to find medical supplies to patch up the walking head wound and his girlfriend who’d been hiding in the house before Roberta’s homecoming. The newcomer’s head trauma leads to another round of “Doc isn’t a real doctor” but he goes on to perform a rather invasive procedure to relieve pressure on the guy’s brain. And screws up. Of course. During the same time, 10k and Cassandra think it wise to hide from the tornado in a sedan. I still can’t fathom how these people made it out of New York.

Once they reach Roberta’s home, she loses some of her fight. There’s no clear sign from her husband to tell her if he’s still alive—aside from testimony from the people in her house saying “the fireman” sent them to stay there. During the supply run, she discovers nearly the entire fire department staff locked in the station, all undead. Included in the group is her husband’s best friend. By the time they’re done giving mercy to the department staff, the tornado is on top of the town. She gets Charles to safety, locks him in the basement with the others, and sits in her living room, waiting to die or be saved by Antoine.  Someone—Antoine or another faceless firefighter—covers her when the ceiling collapses, taking all four walls of the house with it. Miraculously, she survives. The basement crew survive. Even 10k and Cassandra’s less-than-bright hiding spot somehow keeps them alive. Suddenly, Roberta is okay with moving on. She talks to Charles as though she didn’t just try to kill herself via tornado. Someone remind the show’s writers that this is not how suicide attempts work, even if it’s death by failing to protect oneself from a natural disaster.

Murphy may have pluck, but his body is slowly giving up the fight with the combination of Z-virus cure and the bites suffered shortly after they pumped him full of it. He’s rotting. It’s the best word for what happens in the episode. Teeth grosser than they should be—they’re on the run, but still capable of brushing teeth—eyes jaundiced, skin mottled, and his hair is falling out.

To stop the others from noticing, he takes the time to shave his head. While a tornado is practically on top of them. Makes total sense. The empathy Murphy shows for the zombie flung through the basement window is striking. It’s one of few times we’ve seen anything other than amused contempt on his face. What does his degeneration mean for the cure overall? Does it work, or does the cure merely push back the symptoms? If so, everything they’ve done, all the bodies they’ve dropped since New York, is for nothing.

Z Nation airs Fridays at 10:00 PM on SyFy. www.syfy.com/znation


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.


Full Metal Zombie

Z Nation Syfy

Full Metal Zombie
Review of “Z Nation” 104
By A. Zombie

znations01e04x01The brain trust SyFy thinks we want to follow through the zombie apocalypse is at it again. This time their antics start in Pennsylvania—smack dab in the middle of Amish country. Their mission is to locate the Emergency Headquarters Infection Control in McLean, Virginia. There’s more than a few hiccups along the way. Yup, you guessed it, more vehicle trouble. Plus, a special guest star. Like it makes up for all the poor decision-making skills demonstrated during the episode.

We get two glimpses into 10k’s past. Unfortunately they cover the same event in his life. The first instance is 10k simply telling the group about how he struggled after his father died—he couldn’t put him down for good even when he came back a zombie. The second instance comes later as a full-blown flashback to the moments before his father passed. Character development is great and all, but most of these characters get one solid tale in their backstory and everything about them leans heavily on that moment.

zombiehotboxUnless it’s Citizen Z. We know nothing about this guy aside from he’s a NSA employee who missed a doomed flight out of the frozen tundra. He’s weird as hell and has developed a new hobby—cyber-stalking Addy. This character has gone from quirky to creep in a blink. He hacks into Addy’s social media page and proceeds to carry out hours of idle chit-chat with himself as her. I know he’s lonely and all, but his behavior is disconcerting. It’s also dangerous. Citizen Z mistakenly sends the group toward what looks like a functional helicopter in McLean, Virginia. If he’d paid attention, he should have easily seen the truth.

The car problems on this show have hit ridiculous levels. In this episode, they end up car-jacked and taking over the thieves’ broken-down VW Bug. Further down the road, they find the original thieves in the middle of another car-jacking, but this time a soccer mom, her husband, and their two kids are the ones who drive away in Warren and Garnett’s truck. Shortly after that, the zombies get the family and our survivors recover their truck. Even though they have wheels again, they still opt to locate the helicopter.

temptranspoEnter, Bill Moseley. Yeah, the crazy face-wearing guy from House of 1000 Corpses. In this episode, he plays bat-poo crazy General McCandles. Doc is the only one who gets through to the general. After Doc sees not only McCandles’ mental condition, but the nasty zombie bite he’s sporting too, he realizes this may be a lost cause. Except, he doesn’t get to pass the word on. McCandles tosses Doc down an airshaft, where he makes friends with the last doctor to upset the general. By friends, I mean they share a joint and there’s a moment where the undead doctor isn’t trying to actively eat Doc’s face. For a little while, we think Doc got blown up for nothing—the helicopter has no propellers and is surrounded by crates of who-knows-what—but he emerges from the building looking way too close to a zombie for comfort.

So the fast-track to California is out. They’ll have to risk driving to California. With the way they go through cars, it’s honestly a miracle they’re still in possession of wheels not attached to roller skates.


Fracking Zombies

Z Nation Syfy

A. Zombie Reviews . . . Z Nation
S1E2 – “Fracking Zombies”
By A. Zombie

We’re back with the ragtag group of survivors from SyFy’s Z Nation. At the end of the last episode, a bunch of folks who ended up in the wrong place at the wrong time were tasked with bringing the oh-so-charming Murphy to California so they can make more of the zombie vaccine floating in his veins. Pretty straight forward. If the plot got too complicated, viewers might think they tuned into the wrong channel. Can’t have that from the masters of cheesy late-night movies.

ZNationThey need to find something to do with Citizen Z. His character essentially sits around twiddling his thumbs until it’s time to drag the plot along to the next step. He’s all alone. Has enough supplies to last at least ten years. And he’s losing his marbles. Somehow poor writing and direction turned what could’ve been a rather interesting look at isolation in the apocalypse turned into a wild dog chase. Or rather, a wild zombie dog chase. Citizen Z’s fellow NSA personnel didn’t stay dead—of course. At least one made it to his back door, along with a stray dog. Apparently the zombie dog materializes out of thin air around this time. The graphics for the dead dog weren’t bad. But once the “action” started, they’d ruined the effect. The dogs never really engage each other while fighting. There’s no real danger for Citizen Z as he sits perched atop a shipping crate. During the climax of the fight, it cuts out and comes back later to a blacked-out Citizen Z next to a mutilated zombie dog, denying viewers even a taste of action from the character. You know, the one who sits around doing nothing all day. Talk about compelling television.

murphyanddocThe rest of the characters aren’t doing much better. Garnett, Warren, and the rest escorting Murphy run out of gas. There just so happens to be a guy they pick up who knows where to fill up their vehicles. Lucky them. Of course, the place is overrun by undead. And they can’t use guns because of the gas. And there’s a mysterious noise drawing zombies closer. Oh and don’t forget, the helpful new guy has this weird thing with Cassandra. See where this is going? Massive failure all around. The characters are too dumb to work out a plan to distract the zombies. They almost get blown up in the process, losing not only the gas they’d come for, but one of their vehicles as well. It’s like watching three-year-olds trying to put together a three-thousand piece puzzle. Eventually they end up mashing the pieces together, even though they don’t fit, and call it a masterpiece.

There was one interesting zombie gag. Early in the episode, the group must cross a zombie-infested bridge. In the process, one of the undead end up stuck in the wheel well of their truck. It’s one of the most detailed scenes in the show so far and one of the few practical effects not completely ruined by added computer-generated gore. The makeup for the frozen zombie was another highlight. Maybe I’ll watch episode three on mute and see if that makes me like it more.

I won’t hold my breath. Wait, I don’t breathe.

 


Waiting for the Other Shoe – Review of “The Walking Dead” 512 – “Remember”

Whoa! There’s show spoilers in this review. Proceed with caution.

This episode was all about first impressions. Our brave survivors don’t put on their best face when Alexandria opens its gates to them. Rick cringes and glares. Daryl dangles a skewered possum like a prized buck. The rest look like abused dogs waiting for their new owners to yell and kick them. Things go from awkward to worse when Rick decides he’s not going to abide by the host’s rules and saunters into town. He acts like he’s doing them a favor by agreeing to come. Shows no weakness, despite the fact that his people were days from starving to death and the people aiding them know it.

The community itself is everything the group wanted it to be. There’s solar panels providing electricity. Running water and water heaters—everyone took their time enjoying simple pleasures like showers and brushing their teeth properly. Everyone except Daryl, who never settles anywhere lest someone attempt to domesticate him. The fences protecting them are solid. They’re giving away huge, furnished houses to whoever walks in the gate. The streets are clear enough for children to play without worry. Neighbors are seemingly kind. Alexandria is a slice of the past transported to an ugly reality.

And that makes them weak.

Everyone spots the flaws in the game plan within the community. None of the citizens watch the fences anymore. There’s walkers outside, but they leave them to roam—something which makes Rick and Carl so jumpy, they end up clearing out a small pocket of undead just to feel better about their safety. Of course, if they’d stayed inside, there wouldn’t be a problem. Carl never listens. He learned it from his father. Another huge flaw in the way Alexandria is run comes from the scouting crew, led by Aidan Monroe. He’s a civilian playing military games. All this time, he’s thought he’s top dog when it comes to making supply runs. His way of coping with the loss of four community members is juvenile—stringing up the walker who killed their friend and torturing him as a ritual blessing before they head out on a trip. Glenn, Tara, and Noah put a stop to that. Something Aidan takes offense to and starts a fight the moment they’re back behind the community’s walls. After Rick breaks it up, the town’s leader, Deanna, asks him to become their constable—with Michonne at his side.

Deanna Monroe might finally be the one person left alive who can out maneuver Rick in the survival game. Where he has brute strength to get his way, she’s only got her mind. Before the undead rose, Deanna was a congresswoman. Her skills as a politician make her incredibly good at reading people and manipulating them. Everyone except Daryl. He confuses her as much as he confuses himself. Once she learns what makes Rick tick, she may be able to talk sense into him. Or she could be a sociopath like Philip Blake—someone who rules their community not because they had to, but because they wanted to and ensured everyone who had a say wanted them to have the position as well. In that case, she could talk any member of Rick’s crew into betraying him.

Is Rick’s paranoia affecting how the fans see every new person on the show? It seems we should give some of them the benefit of the doubt. Not all of us are as self-assured as Rick. He fully believes if they find Alexandria’s citizens lacking, they’ll just take over and run things his way. Can the Ricktatorship sustain a community like this? He failed at the quarry, the CDC, the farm, the prison . . . so many potential homes lost. Some of those losses were preventable, others doomed from the start. This may end up another notch on Rick’s gun belt, another chance for normalcy lost because humans can’t overcome their need to have more.


Just Listen – Review of “The Walking Dead” 511

Warning, precious. There’s episode spoilers in that dank, dark cave.

Over the course of five seasons, we’ve learned one terrible truth—you can’t trust the living. Most of the most dangerous encounters were with the living. Every time Rick took a chance and gave someone the benefit of the doubt, it backfired. Even his best friend turned feral once the walkers rose. Everyone wants to take care of numero uno. Rick and the others strive to take care of mankind. It’s a tall order and one doomed to fail. In the process of trying to save everyone, Rick has stuck his nose in some dangerous bear caves. Is it any wonder a man like Philip reacted as he did to Rick’s my-way-or-highway attitude? Aaron isn’t the Governor, thankfully. If he were, the second Rick greeted him with drawn weapons and a punch to the face, he would’ve ordered them all gunned down. Which is what Rick expects. His paranoia has saved them so far, but what if it costs them a chance to live normally again?

That’s exactly what Michonne wants to prevent. She’s said numerous times, they need to find a place to settle down. Her revenge plot is played out now that Philip is dead. The only people left to save are the ones she watches shambling down the road, praying the next turn will bring a town with enough food to make it one more day. Michonne doesn’t display her emotions often, but over and over in this episode she snaps at Rick to make him see reason. The least they can do is check out the community. Maggie agrees. They’re the only ones asking, “What if….” What if Aaron tells the truth? What if their days on the road are finally over? What if they pass up this opportunity and find desolation between the barn they’re camped in and Washington?

Aaron has most of the answers. Rick never really listens to what he says. There’s no cup and ball game going on as far as I can tell. Aaron was up front about the “audition” process to become a member of their community—a practice Rick employed during their time at the prison. Yes, he dodged answering where the community is located. Would you tell armed, desperate strangers where your family lived? Yeah, no. But his hesitation sends Rick into a tailspin. Even when Aaron offers Judith food from his pack, Rick second-guesses his motivation. That alone spoke volumes. Aaron saw Rick in a different light, likely wondering what these people have been through to even contemplate someone killing a baby. He knows they aren’t bad people. “Just because we’re good people, doesn’t mean we won’t kill you,” Rick told him.

In the end, reason wins out. The group piles into the vehicles Aaron and his partner left nearby. Rick, in his paranoid insanity, decides to take an alternate path—nearly losing more than half the group, including his children, on the walker-choked highway. At one point, there was so much blood on the windshield, Glenn couldn’t see to drive. Even with a possible home in sight, Rick almost lost the opportunity for his crew by pushing Aaron to reveal the location. Once again, Glenn was forced to push his own concerns aside to talk Rick off the crazy ledge. It didn’t stop Rick from stashing a gun in the forest outside Alexandria—guess everyone needs a security blanket.

We heard signs of life behind the walls of the community. Is this the good sign Rick waited for? Can the intrepid survivors stop looking over their shoulders for a while? Hopefully this isn’t another Woodbury.


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?