Daredevil: Born Again Season Two “The Southern Cross” Review

Happy Friday, Geekly Gang! Kyra Kyle here with another review/reaction to this week’s episode of Daredevil: Born Again, “The Southern Cross.” Simply put, I liked Daredevil: Born Again Season Two’s finale. It works if Daredevil: Born Again wants to continue with a third season–we already know that Daredevil: Born Again has been picked up for at least a third season–or if the show wants to end with this season. That’s the mark of a good ending. I also love the symmetry between this season’s opening episode title (“The Northern Star”) and its closing episode title (“The Southern Cross”). In the comics, Daredevil has always leaned into religious undertones. “The Southern Cross” works.

Yes. I have some gripes, and they’re ones you’ve heard before in previous episode reviews/reactions, so I’ll continue with what I liked about “The Southern Cross,” for now. Matt Murdock and Kingpin’s showdown in court was inevitable. What occurs in court pays off many of Daredevil: Born Again Season Two’s story threads. Great! Honestly, I don’t think the original Netflix Daredevil spent much time in the courthouse beyond its first season. The fact that Daredevil: Born Again Season Two’s final fight occurs at that same courthouse fits. It’s a little hokey, but I like it. Treating this episode as an extended bottle episode was a good idea. Sure, we see the courthouse’s exterior, and a few shots occur around the courthouse, but “The Southern Cross” is the closest a show like Daredevil: Born Again would ever get to a bottle episode.

Narrowing the final episode to predominantly one location allowed Daredevil: Born Again to focus on its characters. You don’t need to establish another locale if the location of the shot seldom changes. Love. Love. Love. Daredevil: Born Again made the right call. The acting was on point. What else would you expect from Charlie Cox (Daredevil) and Vincent D’Onofrio (Kingpin)? I’ve mentioned it before, but Daredevil: Born Again is a passion project for Cox and D’Onofrio, and it shows. Like I said, “The Southern Cross” manages to tie up several loose ends. Daredevil and Kingpin receive satisfying/interesting conclusions to this season. BB working at the same newspaper as her father made me smile. Heather Glenn’s descent into the new Muse could be terrifying, and I’m here for it. I don’t want to spoil it here, but Glenn’s closing scene legitimately gave me chills.

Other storylines were touched on. I got a better sense of McDuffie. White Tiger got a decent close to her story. It was rushed (more on that in a minute), but functionally, it worked. Jessica Jones and Luke Cage’s moment near the end was equal parts fan service and earned. I questioned bringing in Jessica Jones more than halfway through the season, but for the most part, she worked. Sure, I enjoyed Netflix’s Jessica Jones series, and that may have blinded me to her character being rushed into the season’s story. But Kristen Ritter knows this character. Jessica Jones may have aged since we last saw her, but she still takes a swig of Scotch before punching faces. And Jones felt less of a distraction than The Punisher last season. She didn’t hijack the narrative in any way. Conversely, The Punisher became the symbol the AVTF (Anti-Vigilante Task Force) wears.

Jones (and by extension, Luke Cage) justifies Matthew Lillard’s character’s existence. Funny how Bullseye takes Luke Cage’s place at the end of “The Southern Cross.” That served as another great development. But I hope Lillard’s Mr. Charles and Bullseye don’t serve a sole purpose of linking Daredevil: Born Again to the larger MCU. Yes. I know Daredevil: Born Again belongs to the greater MCU, but I like that it’s mostly its own thing. And I don’t want a heap of crossovers in Season Three.

I’m sure I mentioned last year that the Born Again title is one of several where Matt Murdock’s secret identity of Daredevil gets discovered. It should come as no surprise that Murdock’s secret identity was revealed, but in classic MCU fashion, Daredevil: Born Again takes liberties. In the comics, Karen Page sells out Daredevil for drugs. That wasn’t going to fly on a Disney+ show. And I liked that Daredevil: Born Again gave Matt Murdock agency over his identity. Daredevil has been incarcerated in the comics before, which is where we leave him at the end of “The Southern Cross.” This should lead to more nods to the comics, which are always appreciated.

I’ve staved off my critiques, but it’s time to discuss them. Daredevil: Born Again rushes its story. This stems from a combination of a few too many characters and a shorter episode tally than the original Netflix Daredevil. Again, I don’t think Daredevil: Born Again seasons need to run 13 episodes, but a couple more would help establish some of these characters. While I liked Heather Glenn’s transformation, her arc was rushed. We hadn’t seen White Tiger in a couple of episodes (rightfully so, as the show developed other characters, but again, too many characters), and suddenly, White Tiger appears. Okay. I’m unsure of Buck’s fate. I think he lived. And many of Kingpin’s cabinet members and aides got lost in the shuffle. And that gets us back to Kingpin.

Wilson Fisk’s ending was jarring, and I don’t understand how it took place. And I watched this sequence multiple times. The attorney general offers Mayor Fisk a deal to exile himself in return for not pressing charges against him. Okay. I don’t think that’s a thing, but perhaps. We’ll go with it. But before Fisk takes the deal, he goes on a rampage in the courthouse. The offer should’ve been for giving Fisk immunity for the crimes he committed as Mayor before he rejected the attorney general’s offer. How can Fisk escape any punishment after killing at least a few New York citizens and hospitalizing a dozen more? Wouldn’t the deal be voided? That’s a nitpick. We got to see Kingpin fight, and that was cool.

Daredevil: Born Again Season Two was miles better than the first season. I enjoyed this season of the show and eagerly await the next season. Daredevil: Born Again is Marvel’s flagship Disney+ series and for good reason. Clearly, Charlie Cox and Vincent D’Onofrio love playing these characters, and I love watching them. Those are my thoughts. What are yours? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Daredevil: Born Again “The Hateful Darkness” Review

Hey, hey, Geekly Gang! Kyra Kyle here with another review/reaction to this week’s episode of Daredevil: Born Again, “The Hateful Darkness.” First off, amazing episode title. I love that title, “The Hateful Darkness.” Metal! I had some issues with this week’s episodes, but I’m not gonna lie. That ending kills.

Literarily. Oh. Spoilers are in effect. You’ve been warned. We’ll begin with what worked in “The Hateful Darkness.” I’ve said it a few times already, Daniel Blake’s story has been one of Daredevil: Born Again Season Two’s best stories. Michael Gandolfini did a great job. That was in the past tense for a reason. Blake’s story comes to an abrupt end in “The Hateful Darkness’s” closing moments. Blake’s passing at the hands of his buddy Buck’s hands was not in the original plan.

Daredevil: Born Again had intended to bring Blake back for Season Three. But Blake had a full circle moment in “The Hateful Darkness.” What made Blake’s story so great was how he was pulled in two directions. He cared for BB, and he wanted power through Mayor Fisk. Blake had every intention of handing over BB to Buck, but he had a hero moment and let her go. Not all hero moments require tights. Not all hero moments need to include world-wide or even city-wide stakes. Not all hero moments end with the hero prevailing. Blake made the choice to be BB’s hero. He did what was right in the moment. Blake living after making this choice would’ve cheapened his heroic choice. And I loved how Buck looked gutted.

Like I said, Blake’s death scene was not the original plan, but Daredevil: Born Again is a labor of love by producers Charlie Cox (Daredevil) and Vincent D’Onofrio (Kingpin). Along with Gandolfini (Daniel Blake), they felt as if the character was better served if he died in this moment–for all the reasons I mentioned. The showrunners knew Gandolfini’s Blake was a fan favorite. This wasn’t an easy decision. It was the right decision. Kudos! Arty Froushan’s Buck looked as conflicted as he did because the crew returned to shoot Blake’s death. Froushan thought the extra shoots were to clean up a prior day of filming. He didn’t know his character would kill his friend. Those were real emotions. The scene was phenomenal.

“The Hateful Darkness” also sprinkled in some other great moments: Matt Murdock returning to the courtroom, Karen Page and Heather Glenn’s showdown, and the opening scene with Page and Wilson Fisk. All of these were executed well, but they did feel off, and here’s where I talk about Daredevil: Born Again’s shortcomings. Jessica Jones’s presence still feels forced. She shares another rooftop scene with Daredevil. Jones even jokes about it. Marvel is so bad with self-referential jokes. They’ll joke about the thing they often include, while still using the thing they often include. Have the two meet somewhere else. Maybe a bar? Maybe not, because I’m sure Jones is trying to stay sober for her daughter.

We do receive news of Luke Cage’s involvement with the United States government. Jones and Mr. Charles (Matthew Lillard) share a scene in Charles’s hotel room. I mentioned it before but Daredevil: Born Again has too many characters it’s trying to juggle. Charles and New York’s governor disappear for long periods of time until the plot needs them to return. McDuffie (Murock’s partner) has had little to do before this episode, taking place in court. Better to show up for the penultimate episode than not at all, I guess. White Tiger has all but disappeared. I don’t know if I care enough about the character yet for that to bother me, but the fact that she’s vanished is a symptom of too many characters. Heck. I had forgotten about Cherry until this episode.

Daredevil: Born Again feels different than the original Netflix Daredevil series. Sure, I’ve driven home the point of there being too many characters, but Daredevil: Born Again may have overcorrected for the original Daredevil series. Thirteen episodes each season for Netflix’s Daredevil was too many, but eight or nine episodes a season for Daredevil: Born Again is too few. The show feels rushed. When I said that “The Hateful Darkness” had other great moments, I didn’t kid. But while the scene of Matt Murdock’s return to the courtroom was well executed, it took the ticker at the bottom of the screen for me to remember that New York City was looking for Murdock. The show went on so many tangents I had forgotten a major plot point.

Likewise, Karen Page and Heather Glenn’s confrontation felt inevitable, but it also came out of nowhere. There was little to no buildup. Page even cites what Glenn said about her relationship with Matt Murdock, but that exchange happened in season one. I thought Page talking about a stranger lying beside her in bed sounded familiar the first time I heard it. It took a second viewing to remember Page and Glenn’s conversation in Daredevil: Born Again, season one. The show could’ve brought up Glenn and Murdock’s prior relationship sooner. Armed with remembering NYC was looking for Murdock, and Glenn’s former girlfriend status with Murdock made those moments hit harder. They were well done. But they felt rushed.

I would love it if Daredevil: Born Again had a ten to eleven-episode run. It doesn’t need the Netflix Daredevil 13-episode run. Again, that’s too long. But Daredevil is at his best when his show has room to breathe. I loved the episodes of Daredevil: Born Again when the show had time to focus on a select few characters. Venessa’s death was handled with grace. I liked the episode where Matt could finally mourn Foggy’s death. And “The Hateful Darkness” concludes with another banger of an ending. There’s a lot to love, but there’s something missing.

But those are my thoughts about Daredevil: Born Again, “The Hateful Darkness.” What did you think? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Daredevil: Born Again “Requiem” Review

Happy Saturday, Geekly Gang! Kyra Kyle here with this week’s Daredevil: Born Again review/reaction. This week’s episode, “Requiem,” breaks away from the show’s recent trend of focusing on a few specific characters. “Requiem” also showed how too many characters can cause problems with building a compelling story.

Honestly, I forgot just how many characters Daredevil: Born Again attempts to juggle. “Requiem” even added Jessica Jones to the mix. I doubt Jones will show up again until the final, final battle. Yes. Daredevil and Kingpin square off near the end of this episode. I doubt that’s the final, final fight between the two this season. I don’t know where to begin. I started with Jessica Jones, and she does show up at the beginning of “Requiem,” so she may be as good a place to begin as any.

Jessica Jones has a child, presumably with Luke Cage. When she speaks with Daredevil, Jones mentions that her powers have become unstable after giving birth (that shows up later in this episode) and that “some of their kind were willing to comply with Kingpin.” Does that mean Luke Cage surrendered himself to the Anti-Vigilante Task Force (AVTF)? Maybe. Charlie Cox (Daredevil) has expressed interest in Mike Colter returning to his role of Luke Cage. This could open the door for that. I wouldn’t say no to Colter making another run as Cage. But Cage–and Jessica Jones–deserve their own show or shows.

Jessica Jones doesn’t have much to do in “Requiem.” We catch glimpses of her taking out the AVTF at her house, she shares a rooftop conversation with Daredevil, and helps Daredevil crush the AVTF at the Red Hook docks, but not before showing her powers being flaky. It was fun seeing Ritter return as Jessica Jones. It will be fun if Mike Colter reprises his role as Luke Cage. But it’ll be less fun if Jones and Cage play second fiddle to Daredevil in a show. This is Daredevil: Born Again. The show bears Daredevil’s name and has introduced its fair share of new vigilantes. There’s a reason the AVTF exists.

While there are rumors of a Defenders revival, I’d like to see Jones and Cage in their own show together, or at least give the two a special presentation like the one The Punisher will get in the middle of next month. I can’t wait for The Punisher Special. I believe Marvel plans to give Jones/Cage a show or special, but they’ll needto convince Colter to return to the Luke Cage role. Charlie Cox has been on record, saying he wants Colter as Cage. Colter hasn’t yet shared that sentiment.

With Jones out of the way, let’s get back to Daredevil: Born Again’s core characters. Or at least who I think should be Daredevil: Born Again’s core characters. Kingpin doesn’t take his wife’s death well. Gasp! JK. That didn’t surprise me. It also didn’t surprise me when Kingpin murdered the doctor who failed to save his wife, even though the doctor undoubtedly did everything he could to save Venessa. Kingpin attends Venessa’s funeral, and then we don’t see him until his fight with Daredevil. The fight leans into Kingpin’s loss. We even get a moment when Kingpin laments destroying the painting her purchased from Venessa (also signifying the day they first met). It was done well enough, but it felt forced. “Requiem” had too many other characters and story threads to tackle.

Ironically, Daredevil also had little screen time. Sure. He and Jones took down the AVTF (as I mentioned above), he shares a tense moment between Bullseye and Karen Page (but Daredevil served as a sounding board for Karen Page, sharing her motivation to kill Bullseye), and he fights Kingpin, but even this fight gets interrupted by Page spurring the resistance (NYC) to fight back against Kingpin and Kingpin even gets a moment to mourn the loss of his painting (his greatest connection with Venessa). I know I said Jessica Jones had little to do in “Requiem.” The same may be true of Daredevil. And this is his show.

It took the second or third viewing of “Requiem” for me to remember that Daredevil: Born Again had paired Heather Glenn (Daredevil’s ex) and Buck Cashman (Kingpin’s right-hand assassin). Heck, Vanessa set the two together at a formal dinner a few episodes ago. Please forgive me. I tried not to pay attention to the scene Glenn and Cashman shared. Buck asks Heather to choke him like Muse choked her. Yikes! I couldn’t tell if the showrunners wanted this scene to read like someone dealing with trauma (Glenn facing her fears) or Glenn and Cashman getting kinky. Maybe it’s both. If it’s both, yuck. I wanted to skip this scene the second and third time. Was Daredevil: Born Again going for uncomfortable? If so, mission accomplished. I felt uncomfortable.

Moving to another would-be romantic pairing, BB Ulrich celebrates Deputy Mayor Blake’s birthday at his mom’s house. Blake takes Buck’s advice and feeds BB–that’s a lot of “B” names–fake information about Kingpin. BB almost takes the bait, but she melts when she scans Blake’s childhood bedroom. Aw! She genuinely cares for him, and Blake cares for him because he’s been protecting BB from Buck for several episodes by this point. He can no longer protect her from Buck. This could lead to an interesting couple of episodes for Blake. Does he choose Buck, and by extension, Kingpin? Does he choose BB? Does he play both sides? This scene doesn’t take too much of “Requiem,” but it’s strong.

And that brings us back to Page and Daredevil. I don’t know if their relationship will last. We see plenty of cracks when Page threatens to kill Bullseye. Page and Murdock don’t see eye-to-eye with how to continue the rebellion. For now, it looks as if Daredevil’s methods govern the movement, but Page gets abducted in “Requiem’s” closing moments. While Kingpin murdering the doctor was a gimmie, I don’t know how he’ll deal with Page. She wants Bullseye dead. Kingpin definitely wants Bullseye dead. The two may have a shared goal.

“Requiem” tries its best to juggle all of Daredevil: Born Again’s characters, but the show has too many characters. I didn’t even mention White Tiger. She didn’t have much to do either and quickly vanished. There’s only so much screen time for all of these characters. Wait! Doesn’t Matt Murdock have a legal partner? What has McDuffie been up to these past two episodes? Oh. And I didn’t mention the brief moment we had of Matthew Lillard’s Mr. Charles. So…many…characters. But I am interested in what a Page/Kingpin exchange will look like. Next episode’s title, “The Hateful Darkness,” may hold a clue to the next show’s motif.

But what do you think? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Tabletop Game Review: Dorfromantik: The Board Game

Dorfromantik: The Board Game is the rare exception where a video game (that was inspired by board games) made it big, so then a board game version of the video game is made, and that board game becomes an award darling. Hey, hey, Geekly Gang! Kyra Kyle here. Today’s board game review is for Dorfromantik: The Board Game. We covered the original Dorfromantik video game a few months ago (just in time for Christmas), so it’s only fair to review Dorfromantik: The Board Game. We’ll get to the game in a bit, but first, we’ll review Dorfromantik: The Board Game’s credits.

The Fiddly Bits

Designer: Michael Palm and Lukas Zach
Publisher: Berry Games; Pegasus Spiele
Date Released: 2022
Number of Players: 1-6
Age Range: 6 and up
Setup Time: 5-10 minutes
Play Time: 30-60 minutes

Game Mechanisms

Area Majority
Campaign
Cooperative Game
Hexagon Grid
Modular Board
Tile Placement
Variable Set-Up

Game Setup

While Dorfromantik: The Board Game offers concise rules, BoardGameGeek user lenlindsay made a  Dorfromantik: The Board Game full rules on 1 page, where they did the work we typically do here and paraphrased the rulebook to give you a glimpse of Dorfromantik. Thank you, lenlindsay.

1) If playing a campaign game, check-off on the Score Sheet all the components you have unlocked (to remind you that these will be scored at the game’s end).

2) Shuffle and place the Landscape Tiles, Task Tiles, and Task Markers (separated by color) in facedown stacks on the table in easy reach of players.

3) Put 3 Landscape Tiles back into the box (they won’t be used)

–In a campaign, do not mix in Special Tiles till removing 3.

4) Do NOT open any of the boxes until told to do so.

Game Flow

1) Choose a starting player. Then take turns clockwise.

2) One at a time, take 3 Task Tiles with a matching Task Marker and place them adjacent to each other on the table however seems best to your group. (Players take turns doing this.)

3) On their turn a player checks to see if there still are 3 tasks on the playing board. –If not, they take a Task Tile and a matching Task Marker and decide where to place it on the board.
–Otherwise take a Landscape Tile and place it on the board.

General Placement Rules

1) Tiles must be placed adjacent to at least one tile on the board.

2) Train tracks and streams must match on the adjacent tile.

3) Other terrain types need not match (but there are advantages to matching areas of the same terrain type).

Game End

* The game ends immediately when there are no further Landscape Tiles left to place.

* If you place the last Landscape Tile so that it completes a task(s), you may place a new Task Tile(s) until there are again 3 available tasks on the board (at which point the game ends).

We won’t go into detail the endgame scoring rules. Dorfromantik: The Board Game (and lenlindsay) does a great job of explaining this. Dorfromantik: The Board Game is also cooperative, so scoring knowing how to score isn’t cutthroat, but knowing how to score in the game will inform where you’ll place your tiles. We only wanted to share how to play and what you’re doing during a turn.

Review

At first, Dorfromantik: The Board Game plays like a group activity rather than a game. I noticed this when I was first playing Dorfromantik and when I taught Dorfromantik to other new players. But as soon as I busted out the endgame scoring and applied our results to Dorfromantik’s campaign sheet perception of the game flipped.

Dorfromantik: The Board Game may be the first board game I’ve played where the campaign makes the game. Don’t get me wrong, the group activity that is Dorfromantik without the campaign is a lot of fun. Dorfromantik: The Board Game may be the first cozy board game I’ve covered. That sets it apart. I haven’t found too many games where I can board game and chill.

The only tension you’ll find with Dorfromantik: The Board Game is by adding the campaign. Fortunately, the game includes a massive pad of campaign sheets, so one copy of Dorfromantik can accommodate multiple gaming groups. Believe me, I’ve played Dorfromantik with multiple gaming groups. Each time, it’s the same. We’re chilling, making the best city we can from the tiles we draw, and then the endgame scoring occurs. We watch as the score climbs higher and higher. The more points we earn, the more of the campaign track we can unlock. That’s Dorfromantik’s challenge.

After a path or two, your gaming group will unlock one of Dorfromantik’s campaign boxes with new rules and tiles. The campaign will eventually branch, and you can then choose the path you want to take. Each of these paths will include different boxes, rules, and scoring conditions. The campaign’s branching path gives Dorformantik’s its replay factor. And I’ve played a lot of this 2023 Spiel des Jahres (German Game of the Year) winner.

Dorfromantik: The Board Game won’t be for everyone. In fact, I see it as an excellent gateway game (a game for people new to the board game hobby). Dorfromantik includes numerous game mechanisms you may find in competitive games, but since it’s a cooperative game, and a super chill cooperative game at that, Dorfromantik acts like a soft pat on the back for newcomers.

Too Long; Didn’t Read

Dorfromantik: The Board Game is an excellent gateway game (a game for people new to the hobby) because it’s a super chill cooperative game. This game’s campaign is stellar; without the campaign, Dorfromantik plays more like a group activity.

Daredevil: Born Again, “Shoot the Moon” Review

Happy Saturday, Geekly Gang! Kyra Kyle here with another Daredevil: Born Again reaction/review post. Daredevil: Born Again released two episodes this week, so we’ll have a reaction for the next episode, “The Scales & the Sword,” later today. I’m writing this reaction/review of “Shoot the Moon” after watching the episode twice. I like most of the developments in this episode, but Daredevil: Born Again also continues its penchant for adding more story threads and characters we need to follow. Before long, I may need a roadmap.

Angela del Toro, niece of Hector Ayala (White Tiger) and definitely the next White Tiger, is reintroduced in this episode. I don’t mind having another White Tiger this quickly. Several characters have donned the White Tiger mantle. I like the story centered around del Toro. It gives ICE in Minnesota vibes. Daredevil: Born Again, Season Two may not have shot these scenes as an homage to ICE in Minnesota, but one can see parallels. I’m down for it. My issue from last week stands. Daredevil: Born Again, Season Two has a massive cast. It does a lot of things great, but I don’t know where to focus. I don’t even know if the show knows to place its focus.

The massive cast was my rant from the previous episode. I don’t know if I mentioned enough of the previous episode’s strengths. I do like how Kirsten McDuffie gets roped into Angela’s superhero origin. McDuffie already fights the legal battles for vigilantes. She’s going to war for vigilantes in the courtroom. I can see her helping Angela as the new White Tiger outside the courtroom. This could mirror Foggy and Matt’s relationship way back in the original Netflix Daredevil. I’m all for that. And it’s confirmed. BB Urich is behind the Mayor Fisk smear campaign, and she’s the one dressing up as Kingpin. I think I called that last week. If I didn’t, I certainly thought BB was behind the Fisk mask. Honestly, the reveal wasn’t that big of a shock, so it’s best that it occurred so soon in the season. But the scene between BB and Deputy Mayor Daniel Blake was fantastic.

I liked Daniel Blake’s portrayal from last season. We lost him in the second season’s first episode, but “Shoot the Moon” highlights why Blake is a dynamic character. Michael Gandolfini shows unlimited range in this episode. He switches from affable to terrifying within the same scene. He’s so good in this role. I don’t care if he is or isn’t Wilson Fisk’s son, Richard Fisk, also known as the supervillain The Rose. There are so many great performances on the Wilson Fisk side of the aisle. Sheila Rivera stands on the precipice of learning who Mayor Kingpin is and watching her navigate which path to take is mesmerizing. Vanessa and Wilson Fisk share several heartfelt moments in “Shoot the Moon.” If they weren’t murderers, you’d swoon.

And “Shoot the Moon” brings back Benjamin “Dex” Poindexter into the fold. It’s fun watching Wilson Bethel’s Bullseye get to work. There are so many delicious layered plot threads introduced in Daredevil: Born Again so far. Bullseye takes down the anti-vigilante task force (AVTF). This obviously hurts Fisk’s AVTF and authority. But it doesn’t do Matt Murdock any favors, because Fisk can blame most of the deaths on Bullseye working alongside Daredevil. And I like how Fisk sends NYC citizens after Murdock because he’s a hero, while siccing his AVTF after Daredevil. The only thing I didn’t care for was Matt explaining what’s happening to Karen because whoever wrote the script didn’t trust the audience would pick up on Fisk playing both sides. This was Kingpin acting like Kingpin. There’s a reason we love the big guy. Vincent D’Onofrio is brilliant.

And that brings me back to Venessa and Wilson, and I’ll add Matt and Karen. I like the parallels between these two couples. There’s a reason why the Heather Glenn/Matt Murdock relationship felt like it would be short-lived. The two didn’t have chemistry. Matt Murdock and Karen Page’s relationship is the one that could rival Venessa and Wilson’s, and it’s great to see them together in Daredevil: Born Again. But I do like Heather Glenn as a secondary antagonist. The Vigilante Trials should play a huge role in Daredevil: Born Again’s Second Season. I’m watching these episodes one at a time, so I may contradict myself in the next post. In fact, I’m going to make some predictions before I watch the next episode, “The Scales & the Sword.”

Sword makes me wonder if the Swordsman will get involved. We may see Duquesne, but I think we’re more likely to see him in court, the aforementioned Vigilante Trials, because Scales and the Sword is also the symbol for justice. Red Hook was built up in this episode, so we’ll see Daredevil attempt to infiltrate the facility. And there’s an outside chance del Toro will don the White Tiger amulet. Most likely, she won’t wear an outfit…yet.

I may have focused a lot on the first episode’s shortcomings, but I do like Daredevil: Born Again’s, Second Season. There are a lot of interesting characters and plotlines. I just hope we get some satisfying payoffs. But what do you think? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Video Game Review: This War of Mine

Happy Monday, Geekly Gang! We’re back with another video game review, one that’s overdue. I’ve talked about This War of Mine in various forums, even The Pixels, a few years ago, so it was only a matter of time before we, JK Geekly, would cover the video game in a review.

I love this game. This War of Mine harkens back to my days as an imagery analyst/targeteer. Typically, I’ve seen the world of This World of Mine from a top-down view. This video game made me see the people I affected from a ground level, and I love it for it. But how does This World of Mine rate against JK Geekly’s video game review criteria? Let’s find out.

Mechanisms

Mechanisms: 8/10

This War of Mine does a great job of balancing the various things you need to survive. Yes. This War of Mine is, first and foremost, a survival game. The denizens of your building attempt to survive the duration of a war, ripping apart this undisclosed Eastern European nation, although with hindsight, we could assign This War of Mine’s setting as Ukraine, circa 2025.

This War of Mine’s game mechanisms are a difficult category to rate. On one hand, This War of Mine offers a singular experience of rummaging through a war-torn nation, while gathering supplies. On the other hand, it uses pre-established game mechanisms to express its subject matter. I’m giving This War of Mine an eight out of ten because it does enough to subvert the typical game mechanisms of acquiring resources. This may play into This War of Mine’s story/narrative, but while the specific mechanisms one can find in this game can be found in other video games, the narrative weight these choices offer makes This War of Mine unique.

Gameplay Loop

Above Image from GameDesigning.Org

Gameplay Loop: 9/10

This War of Mine is addictive. I don’t care if you’re looking through a survival game like Ark: Survival Evolved or The Survivalists, This War of Mine equals or bests these survival games, only with the experience of someone who may have to experience war overseas. Even though you could find a similar gaming experience with any number of survival games, none of them put you in the shoes of someone having to fight for their lives in a real-world scenario.

Few survival games balance the day-to-day survival with the greater good like This War of Mine. I don’t know how many times I’ve had to choose how much I intend to “steal” from an elderly couple, while gathering enough to keep my survivors alive. This War of Mine offers an odd balancing act unseen by most video games. No two plays of This War of Mine will turn out the same. That’s a strength.

Add in the Little Ones expansion, and that adds an extra layer of complexity. Few games have me replaying its core game through a different lens than This War of Mine. This game blends a tasty survival game with an empathy game. I’ve found myself making choices in This War of Mine that I think I’d never make until presented with the scenarios this game includes. This is the This War of Mines’ greatest strength.

Story or Narrative

Narrative and Storytelling: 9/10

This War of Mine offers a branching narrative that changes each time you play it. I’ve lost count many times I’ve replayed this title and see where the story takes me. This adds to This War of Mine’s narrative and storytelling. It’s a glorified “Choose Your Own Adventure” story with so many branching arcs that it’ll take multiple playthroughs to unearth each one.

Add in expansions that further explore this unnamed Eastern European nation, and This War of Mine has narratives so deep, you can spend months exploring them. But you don’t even need expansions. If you play the game on Steam, This War of Mine is host to a plethora of mods. Any one of them can shake up the gameplay, and sometimes, the story. This War of Mine offers a fertile ground to tell any number of interesting stories set against the backdrop of war.

User Interface: 7/10

This War of Mine has plenty of menus, and for the most part, it does a great job of presenting these menus to its players. But the sheer volume makes it easy to get confused. Honestly, I’ve had to play portions of This War of Mine a second time because I didn’t understand the ramifications of my actions or choose something I didn’t want to choose from one of the game’s multiple menus and selections within selections of head’s up displays.

To be fair, it’s easy to get lost in This War of Mine’s multiple workshop (or production area) menus or dialogue exchanges or even its basic movement and interaction with the world around you. This War of Mine includes a steep learning curve, even if the game tries its best to handhold you through the early stages of that steep learning curve. Without these handholding efforts, I would give This War of Mine a below-average rating. Since the game goes out of its way to try and teach you these menus, it gains a well above average rating.

Graphics: 7/10

This War of Mine offers above-average graphics, but grading this game’s graphics does it a disservice. Even though the game is over a decade old, This War of Mine is timeless. Even during its 2014 release, This War of Mine harkened back to the past. And oddly enough, the future. Ultimately, it doesn’t matter which war This War of Mine is supposed to represent. By extension, it doesn’t matter how dated This War of Mine’s graphics become. It matters the vibe This War of Mine captures. And if we consider the vibe, This War of Mine may score above a ten.

Audio: 8/10

If you know me, you know I seldom play video games with the sound on, but I make an exception with This War of Mine. This game’s soundtrack does enough to carry me to a war-torn Eastern European nation. I challenge anyone playing this game to listen to This War of Mine’s desolation. It’s haunting.

Replay Factor: 8/10

This War of Mine has so many expansions and mods (from Steam users) that you can play and replay This War of Mine for countless hours. The only reason why I put a damper on This War of Mine’s replay factor is its subject matter. I don’t know how long gamers can play a game meant to show the horrors of war. Each person’s mileage will vary. If you’re sensitive to war, you may not play This War of Mine very long. If you’re interested in putting yourself in the shoes of someone struggling to stay alive in a war-torn nation, This War of Mine will offer thousands of hours of gameplay. This War of Mine won’t be for everyone, but I don’t think that’s the point. Step into the darker, more personal corners of war if you dare.

Aggregated Score: 8

This War of Mine may not be for everyone, and that’s okay. For those who want to explore what they might do if confronted with living in a war-torn Eastern European nation, This War of Mine offers numerous morally gray options.

Fallout Season 2: “The Strip” Review

Happy Saturday, Geekly Gang! Kyra Kyle here with a reaction to Fallout Season Two’s Finale, “The Strip.” Before we get into any spoilers, I’ll set the table for this reaction/review. Fallout Season One played out similarly to Star Wars: A New Hope. The creatives behind the show didn’t know they were getting renewed for a second season, so they teased New Vegas as the setting for a potential Fallout Season Two. Conversely, the creatives behind the show knew they had been renewed for a third season before Season Two finished filming. So, Fallout Season Two’s finale plays out similarly to Star Wars: The Empire Strikes Back. Major plot points get introduced during the episode’s final ten minutes. Heck. There’s a rather large complication teased during Fallout Season Two’s end-credit scene.

Last week, I lauded Fallout season two’s penultimate episode for doing everything the next-to-last episode should do. It answers some questions, but held back elements for the season finale to explore. “The Strip” does a good job of answering some of these questions, but since season three is on the way, it asks almost as many questions as it answers.

I’ve kept this reaction spoiler-free for about as long as I can. We’re about to enter spoiler territory. You’ve been warned.

I’ll begin with Caesar’s Legion because it needs the least amount of explanation and receives the smallest airtime. Macauley Culkin’s character recovers Caesar’s corpse and reads the former leader’s last will. Basically, Caesar named himself his successor. Culkin’s Legate character doesn’t accept this answer and takes the crown for himself. He also eats Caesar’s message. Ew! Dude, that was on someone’s corpse, and it was decaying. Nastiness aside, Culkin’s character becomes the new Caesar and galvanizes the Legion toward the Holy Land, New Vegas, to build a palace. Caesar’s Palace. How many takes do you think it took Culkin to say that line without laughing? Watching the Legion march on New Vegas was a sight. I can’t wait for the impending battle.

Inside the Strip, Maximus fights off the horde of deathclaws. The action sequence ventures into the unrealistic. Deathclaws may be less deadly than radroaches. More on that in a minute. The scenes with Maximus and the deathclaws contain the most fan service. That’s much appreciated. Still no confirmation on what Thadeus is transforming into, but he manages to lead Freeside’s residents into a shop, where they promptly bet on how long Maximus can survive against the deathclaws. This is a nice callback to The Thorn (in Fallout: New Vegas). Combatants battled various wasteland creatures, like deathclaws, and observers would place bets. Nice!

The battle concludes when the New California Republic marches into town and takes over the deathclaw fight. While the moment when the NCR sniper kills a deathclaw brought a smile to my face, it was undercut by Lucy doing something similar a few episodes earlier. Why did Lucy need to mimic the NCR shot from the game? She was on Buffout. That was already cool and hilarious. I would’ve preferred Fallout to reserve that shot for the NCR. That’s a nitpick. The moment still rocked

Accompanied by Mr. House (via a Pip-Boy), The Ghoul searches the Vegas Executive Vault for his family. We receive a lot more of The Ghoul’s backstory, but I was left with even more questions. This is part of what I mean by Fallout Season 2 functioning like The Empire Strikes Back. The Enclave is behind most things, including the bombs falling, but we still don’t know who’s behind the Enclave. Someone’s behind it all, but we’ll get to that more while discussing Steph’s storyarc.
There are a lot of storyarcs during “The Strip.”

Surprise! The Ghoul’s family is not in the Vegas Executive Vault. Their cryogenic chambers are empty, but in Barb’s place was a postcard from Colorado. This is a callback to a Ghoul flashback. It looks like The Ghoul’s family is in Colorado. The Ghoul is at least on his way to Colorado. And this separates The Ghoul and Lucy.

Speaking of Lucy, she destroys the mainframe. Rather, at Diane Welch’s request, Lucy kills Welch’s severed head. Yeesh! I’m with Lucy in this scene. Why does everyone want her to kill them? While she ponders her next move, Lucy discovers her dad, Hank, escaped, and he wants to put a mind control chip on her, forcing her to obey. Dude, Hank just went total supervillain. Hank orders the brainwashed legionnaire to subdue Lucy, but The Ghoul shows up in the nick of time, shooting the legionnaire dead, and Hank in the buttocks. You could almost see the pop-up message, “Lucy Liked That.” Lucy turns the tables, placing a chip on Daddy Dearest. Before she hits the button, she wants answers. Of course, she doesn’t get them because Hank has his own button and resets his brain. This was a stellar moment.

Hank and Lucy’s story goes so hard. Both stay true to each other. We were never going to get a straight answer from Hank, and his action at the end solidified this fact. Loved this. We only have a few more threads to discuss: Steph, Norm, and the impending Enclave.

Surprise again! Steph and Hank are married. What? And the little time we get with Steph, we see her enact Phase Two, whatever that means. Steph contacts the Enclave, who have been listening to all the radio relays up to this point. A computer updates Phase One as completed, but Phase Two’s details are redacted. Because of course they are. My guess, and this is a guess, is that Phase Two has something to do with the Forced Evolutionary Virus. And that gets me back to Thaddeus. He may or may not become a Centaur, but he definitely got some variant of the Forced Evolutionary Virus.

We catch a glimpse of the Enclave, who have a base in the mountains. My guess, again a guess, is that the Enclave are based in Colorado, because that’s where The Ghoul is headed. We know the Super Mutants, who don’t make an appearance in this episode, have a vendetta against the Enclave. See what I mean about Fallout Season Two holding back most of its deck of cards? I have no idea where any of this will lead. “The Strip” gives us enough information to keep the audience engaged but dangles plenty of loose threads.

We have a couple more threads, I promise. The Vault-Tec goons unlock the radroaches from their farm. They wreak havoc. Seriously, the radroaches deal more damage than the deathclaws. Norm manages to rescue his would-be girlfriend, Claudia, from the wreckage. Funny how Norm and Claudia are the only ones left alive after the radroaches go ham. I’m not complaining. I don’t mind a Norm/Claudia side story for Fallout Season Three. So, that leaves us with at least four groups we’re following next season: Lucy, Maximus, and Thaddeus; The Ghoul and Dogmeat; Norm and Claudia; Vault 32 and 33. Oh. And the Brotherhood of Steel; they factor into the post-credit scene.

Elder Quintus has left his Unification stage and entered his Destruction stage. I’m unsure how the Brotherhood of Steel has hidden Liberty Prime Alpha, but I’m all for a kaiju battle in Fallout Season Three. There are so many places Fallout Season Three can go, and I’m pumped. Too bad we need to wait another year for the next episode.

So, what do you think? What was your favorite part about Fallout “The Strip?” Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Tabletop Game Review: Spring Meadow

Spring Meadow is the grand finale of Uwe Rosenberg’s puzzle trilogy of games. It follows 2016’ Cottage Garden and 2017’s Indian Summer. The complexity of this game—the most interactive between the players in the trilogy—is set in between those two games. Hey, hey, Geekly Gang! Kyra Kyle here with another tabletop game review. We’ll be placing oddly shaped polyominoes on wintery player boards in today’s game review, Spring Meadow. Uwe Rosenberg’s final game of his puzzle trilogy marks the end of a harsh winter, and the first delicate flowers bloom. Can you have the lushest meadow? We’ll get to Spring Meadow’s review in a bit, but first, let’s talk about the less picturesque elements of the game and discuss Spring Meadow’s credits.

The Fiddly Bits

Designer: Uwe Rosenberg
Publisher: Stronghold Games; Pegasus Spiele; Edition Spielwiese
Date Released: 2018
Number of Players: 1-4
Age Range: 8 and up
Setup Time: 5-10 minutes
Play Time: 15-60 minutes

Game Mechanisms

Grid Coverage
Pattern Building
Tile Placement

Game Setup

We’ll be paraphrasing the Spring Meadow rule book. The setup is succinct and easy enough to follow.

1) Place the double-sided Hiking Map (shared board featuring the offering of polyominoes) that corresponds to the number of players face up in the center of the table.

2) Shuffle all Meadow (polyomino) tiles and randomly place one on each of the 25 spaces of the Hiking Map.

3) Return the remaining Meadow tiles to the box. You will need them later to refill the Hiking Map.

4) Place the Rock tiles, Marmots, Picnics/Hiking Pins, and Compass within reach of the players in a common supply.

5) Place the Signpost next to the player count icon on the Hiking Map.

6) Shuffle the double-sided Mountain boards and give one to each player. Orient the Mountain board with the arrow pointing up.

7) Randomly select a starting player. Each successive player will take a Rock tile, the size of which will depend on the player count and the player order.

Game Flow

On a turn, the active player chooses 1 Meadow tile from the Signpost Path (noted by the Signpost pawn, you’ll either select from a row or column of polyominoes, depending on the Signpost’s orientation during your turn) on the Hiking Map. Place the tile on your Mountain board.

Pay attention to the Holes in the Meadow tiles and the Burrows on your Mountain board. Burrows will challenge your puzzle skills and placing adjacent Holes will allow you to place extra Rock tiles on your Mountain board.

If you wish to cover a Burrow, you must place a Marmot over a Burrow that has already been cleared.

When the Signpost stands next to a Signpost Path (column or row) on the Hiking Map containing zero or one Meadow tile(s), a Scoring phase is triggered.

Starting from the bottom of your Mountain board, count all covered spaces up to and including your first incomplete row to tally your score.

The player with the most points earns a Hiking Pin and must place Marmots over all their cleared Burrows (so they cannot score those Burrows again).

Once scoring is completed, refill the Hiking Map with randomly drawn Meadow tiles afterwards.

The first player to earn their second Hiking Pin wins the game.

Review

It took some time for me to get into Spring Meadow. I appreciated Spring Meadow’s theme. There’s something about the earth waking up from a cold winter. One of my favorite things to do during this time is to stop by the Platte River and hear the ice turn into slush and float on by. Spring Meadow gives me those vibes. And I love polyominoes in general, and Spring Meadow uses them in interesting ways. Kind of like a competitive Tetris, where you want to fill the board with as many blocks as possible. But Spring Meadow has a steep learning curve, and if you play with a new player, that can derail the game.

Sure, at one point, I was that new player. The person who taught me the game had a fun enough time, but he didn’t really find enjoyment in playing Spring Meadow until me and another player from my gaming knew had played a handful of games. He told me as much. And I found the same to be true. Spring Meadow feels unforgiving as the “new player,” but as an “experienced player,” I felt as if I was taking advantage of someone else.

While Spring Meadow’s player (Mountain) boards can be oriented in landscape or portrait, I prefer portrait. There isn’t much difference between the two orientations, but portrait clicks a little better with me. Other players in my gaming group said the opposite, so there’s a chance portrait or landscape orientation could benefit one player over another because of how different brains process information. This doesn’t lower Spring Meadow in my estimation, but I had to mention it.

I’m uncertain if Spring Meadow has a runaway leader problem. Certain plays of Spring Meadow devolve into a runaway leader, especially if you have a veteran player against noobs, but evenly skilled players can keep the game close. Still, I don’t think the Marmots covering cleared Burrows is a big enough penalty or catch-up mechanism. Player boards stay the same in between rounds, so if you’re ahead by fifteen points at the end of one round, all other players need to score fifteen more points than the leader during the second round. Good luck with that.

I could see gamers instituting an extra catch-up mechanism of handing players who are behind by more than five points, a one, two, or three rock tile. But that would be a house rule.

I also prefer Spring Meadow with fewer players. The three and four-player variants have one player selecting on the diagonal (instead of a row or column), but it’s the same player picking on the diagonal each time that happens. While picking the Meadow tile you want from a diagonal line may not add extra strategic value for that one player, it feels bad for the players who don’t get to choose from the diagonal, and choosing a tile from a diagonal line gives the illusion of more choice, because you’re literally picking your tile in a manner no one else can.

Despite any minor gripes I may have, I’ve enjoyed my time with Spring Meadow. It’ll be one of those games you’ll need to play multiple times to grasp the game’s nuanced strategy. Fortunately, games of Spring Meadow don’t take that long. Fifteen minutes per player is short. This is another reason why I like playing Spring Meadow with fewer players. A two-player game takes up to thirty minutes. Nice!

Too Long; Didn’t Read

Spring Meadow may have a runaway leader problem, and veteran players have a decided advantage over noobs. But I love the theme and the game uses polyominoes in intriguing ways. Spring Meadow is one of those games you’ll need to play more than once to grapple with its nuanced strategy. Thankfully, games of Spring Meadow don’t take long: fifteen minutes per player.

Wonder Man Review

Hey, hey, Geekly Gang! Kyra Kyle here again. I had intended to split my reaction to the MCU’s Wonder Man miniseries into two halves, but it wasn’t a long series, and I got into the series. In short, Wonder Man is one of the best Marvel television shows in years.

First, Wonder Man is only the second Marvel project to receive the Marvel Spotlight moniker; Echo was the first. The idea behind Marvel Spotlight projects is that one doesn’t need to know much about the MCU to understand and enjoy the show. While Wonder Man has some references to the greater MCU (most notably Ben Kingsley’s Trevor Slattery, the fake Mandarin from Iron Man 3), it does a great job of weaving in the information you need to know about the character during the series’ runtime. Second, Wonder Man abandons most superhero tropes. This is a superhero show for people who don’t like or are tired of superhero shows. The show centers around Trevor Slattery and Simon Williams’s (portrayed by Yahya Abdul-Mateen II) relationship.

The two of them are theater nerds, trying their best to break it in Hollywood. Their chemistry is electric. I’m struggling not to give away any spoilers. There will be some. You’ve been warned. Captured by the United States Department of Damage Control, Slattery is tasked with fetching enough dirt on Williams to lock him away for dangerous superpowers. But Williams only wants to be an actor. Unfortunately for Williams, there’s a ban on people with superpowers from becoming actors ever since Josh Gad–the actual actor, not a character Gad was portraying–disappeared into Darius “Doorman” Davis. There’s an episode in the middle of Wonder Man that chronicles Doorman’s exploits. It was a standout episode in a series filled with standouts.

Wonder Man manages to maintain tension and intrigue, despite the title character refusing to use his powers through most of the show’s runtime. This is one of the few Marvel shows that avoids an awkward middle. You know what I mean. MCU shows are notorious for losing their way and including filler episodes somewhere around the halfway point. The aforementioned Doorman episode occurs right when most MCU shows would falter. And it’s so good.

While it helped to already enjoy Kingley’s Trevor Slattery, pairing him with Badul-Mateen’s Simon Williams is brilliant. They make an unlikely pair of friends. But that’s skin deep. If you know the two of them, they’re more alike than one might guess. They’re both outsiders. Both have few if any true friends. They need each other, and their personalities play extremely well off each other. Trev is more laid-back, and Simon lives in his head. Heck, Simon overthinks everything. Trev helps Simon to relax; he literally teaches Simon the box breathing exercise. But Simon reminds Trev how rewarding acting can be; with Simon’s help, Trev rediscovers his passion.

The rest of Wonder Man’s cast is fantastic. While the show does include comedic moments (How can you not with Kingsley’s Slattery in the production?), it never loses sight of its emotional center. Wonder Man is one of the rare Marvel shows that avoids undercutting scenes with emotional weight with a bad joke. Kudos! I was not expecting that. Honestly, I thought Trevor Slattery would ham up every scene in which he was involved. I am happy to be wrong Unlike a lot of other Marvel shows, I’m going to return to this one. Wonder Man is worth your time. It reminds us of what the MCU can be. Fingers crossed that we’ll get other great Marvel Spotlight shows in the future.

What did you think of Wonder Man? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.

Fallout Season 2: “The Handoff” Review

Happy Saturday, Geekly Gang! Kyra Kyle here. Today will be a busy review Saturday. I’ll share my reaction to Fallout Season 2, Episode 7, “The Handoff” this morning before diving into the first half of the Wonder Man miniseries. Ah! But that’s for later. This post is dedicated to the most recent episode of Fallout. And my, was “The Handoff” a loaded episode. It does a great job accelerating the plot threads and themes Fallout Season 2 has developed. And there’s plenty of fan service.

I’d be tap dancing a lot if I tried to avoid spoilers here, so I may drop the occasional spoiler. I apologize in advance. Consider yourself warned of future spoilers. “The Handoff” begins with pre-war Steph–that’d be the same Steph who serves as Vault 32’s current overseer–escaping a Canadian detention center with her mother. Spoiler: her mom dies, but she tells her to do what she must to survive. Yes. This is another flashback, and I have mentioned this season of Fallout has teetered toward too many flashbacks, but the flashbacks during “The Handoff” felt earned, filled in some details, and played off the current actions. I love this motivation for Steph. She’s been creeptacular since last season. This episode does a great job exploring why.

And I like Fallout’s inclusion of Canada as the “51st State” or “Little America” during the closing credits. Fallout took that straight from the games. I mean, there’s no way a sitting United States President would want to annex Canada in the real world, right? Right? That’s only in fiction. And the fact that Chet uses Steph’s Canadian identity, the vault chases her into the Overseer’s Headquarters, and history appears to repeat itself (the previous Vault 32 Overseer appeared to have suffered a similar fate) is fantastic. Even better, Steph has control of the secret box she knew Hank MacLean had before the bombs dropped. “The Handoff” does a good job of paying off some questions, while posing more. What’s in the box, Steph? What’s in the box?

We get a little bit more time with Norm. He has enough time to use the radio to attempt to contact his father and sister. And we know Hank turned on the radio on his side. How many are connected to this line? And who was Hank trying to contact at the beginning of the season? All great build ups, but I would’ve liked a little more Norm screentime.

At the Vault-Tec facility, Lucy appears to support her father’s method of “peace,” but betrays him and races to sabotage the mind-erasing device. But the mainframe isn’t what she expects. It’s run by the preserved head of Congresswoman Diane Welch. Again, “The Handoff” does a great job weaving so many of the threads together, both present timeline and the past. We caught glimpses of The Ghoul’s past where he thinks he’s delivering Cold Fusion to someone who can help (namely, the same Congresswoman Diane Welch, who protested the billionaires club meeting a couple of episodes prior), only to be two-timed by who knows how many people. We’ll get to pre-Ghoul Cooper soon enough, but these glimpses show that Lucy and The Ghoul are–as The Ghoul once said–the same, only he’s her in the future. Ah! Yet another great payoff.

And I like Lucy’s story beats in “The Handoff.” I questioned if she was turning toward her father’s viewpoint or saw some value in it, and even when she showed disdain for her father’s methods, I still wondered if she would punish him. Or how would she punish him? Or how did she intend to stop him? All great questions that kept me watching. Many of them receive answers, but I’m still unsure if she powered down Welch’s head. Even if she did, what chaos would doing so bring?

And then we return to The Ghoul, Maximus, Thaddeus, and Dogmeat. I can’t overstate how well “The Handoff” calls back imagery from past episodes. Donning power armor reminiscent of the Courier’s armor in Fallout: New Vegas, Maximus strides down Freeside. A young child looks up at him in a similar fashion as Maximus looking up at a Brotherhood of Steel Knight. A quick slow clap for Fallout. Freeside’s residents applauded the New California Republic’s return to New Vegas; I’ll do the same for these references and callbacks. It won’t be long until the quartet rumble with the pack of deathclaws, but before the gang can reach the rickety wall, Thaddeus’s arm falls off. Yeah. That’s not good. Not only was Thaddeus supposed to serve as a sniper, he’s exhibiting signs counter to a ghoul. Earlier in the episode, Thaddeus revealed he has a mouth growing near his clavicle. That, mixed with his fallen arm, makes me believe Thaddeus may be turning into a centaur (from Fallout 3). But he could be some other mutation.

The deathclaw fight scene was relatively short but eventful. I won’t give a blow-by-blow, but it was fun. Maximus does enough to help The Ghoul reach the Lucky 38, and the fight will get even more intense with next week’s finale. I can’t wait. And speaking of that finale, The Ghoul uses cold fusion to power up an old friend: Mr. House. Yes! Like I’ve been saying, we saw plenty of huge reveals during “The Handoff,” while the episode does a stellar job raising the stakes for this season’s climax.

So, what did you think about this week’s episode of Fallout? Let us know in the comments. Thank you for reading, and wherever you are, I hope you’re having a great day.