The Walking Dead: Season 4, Episode 5 – Internment

“Life was always a test, Rick.”

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(SPOILER WARNING!)

Things were sure looking grim at the prison in this week’s instalment of The Walking Dead. As seems to be the style this season, it was a slow-burning plot that built to an action-packed climax; with Daryl’s drug-gathering party still not returned, only Rick, Carl, Maggie and Hershel were well enough to defend the fences against the hordes of slavering undead. And Hershel was unavailable, having quarantined himself in Cell Block A with the sufferers of the mysterious disease.

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The Walking Dead: Season 4, Episode 4–Indifference

“We all change. We all don’t get to be the same way we started.”

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(SPOILER WARNING!)

A more somber than usual episode of The Walking Dead this week, but not because of the usual bleak apocalyptic scenario. This week’s script, by new comer Matthew Negrete, was a more intimate affair than usual, focusing on the show’s characters; delving deeper into the ones we know, and establishing depth for the new characters too.

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The Walking Dead: Season 4, Episode 3–Isolation

“Everything we’ve been working so hard to keep out – it found its way in.”

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(SPOILER WARNING!)

Things are looking grim indeed for the plucky band of survivors in another excellent ep of The Walking Dead. Scripted by original comic creator Robert Kirkman, if anything this outdid the previous two in terms of pacing, starting slow but building up the intensity and drama to a satisfying climax.

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The Walking Dead: Season 4, Episode 2–Infected

“How can you die from a cold – in a day?”

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Well, that period of idyllic calm didn’t last long. Thank goodness. Despite last week’s Walker mall attack, I had visions of the new, agrarian community at the prison becoming like the one seen in series 2 of the original Survivors, where all the drama seemed to revolve around farming dilemmas. Not unlike, in fact, season 2 of The Walking Dead, for that matter.

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The Walking Dead: Season 4, Episode 1 – 30 Days Without an Accident

“Being afraid is what’s kept us alive.

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As The Walking Dead returns for its fourth season, we find ourselves in the hands of yet another showrunner. Glen Mazzara relinquished the reins of the show after the excellent third season to Scott Gimple; but that shouldn’t be a cause for worry, as Gimple’s been a producer and writer since the show’s second season. This season premiere confirmed that the show’s in safe hands. It’s very much found its stride after the action and dramatic punch of last year, and this ep continued that trend, with enough character development to work as serious drama while not stinting on the undead action.

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The Walking Dead: Season 3, Episode 16–Welcome to the Tombs

“In this life now, you kill or you die – or you die and you kill.”

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And so, the generally enthralling third season of The Walking Dead has come to an end with a surprisingly low-key – even anticlimactic – finale. Matters finally came to a head between the armed forces of Rick and the armed forces of the Governor. And yet, despite a very heavy buildup in the preceding episodes to an apocalyptic final battle, this ep centred more on the characters than the action – and left unresolved the expected showdown between main hero and main villain.

Not necessarily a bad thing, but I have to admit, I was expecting a little more action than this. True, there was a battle, but it took place mid-episode and was, if anything, less tense than the Governor’s previous assault on the prison folk. Most of the story concerned itself with the ongoing intrigue in the Woodbury community, and for that at least there was some kind of resolution; though I’m not sure it really made sense.

Strategically, a lot of this made little sense, though the Governor at least had the excuse of being utterly unhinged. The ep began with some nice pov shots leading the viewer to believe he was beating and torturing Andrea, though it quickly became obvious that it was the treacherous Milton who was the object of his ire.

As Milton had become, effectively, Woodbury’s conscience, it was a foreshadowing of the Governor’s fast-crumbling sanity that he was prepared to torture his old friend, then force him to prove his loyalty by killing Andrea, still cuffed to the Dentist Chair of Doom. Predictably, Milton took the opportunity to turn the knife onto the Governor himself, who equally predictably used it to stab Milton. He then left him to die, so he would rise as a Walker and kill Andrea anyway – after last week, he’s plainly got a taste for that particular cruelty.

It was a setup for a tense series of scenes spread throughout the episode, as Andrea struggled to reach the unnoticed pair of pliers on the floor, while we wondered exactly how long it was going to take Milton to die and reanimate – as long as was convenient to wring the maximum tension from the scenario, as it turned out.

Rick and co, meanwhile, appeared to be preparing to abandon the prison – surely the only sensible decision when faced with the overwhelming numbers from Woodbury, however many guns they may have got from Morgan. It was at this point that I had an inkling the heavily implied pitched battle might not be in the offing after all, though abandoning the prison was the realistic, sensible thing to do.

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So when the Governor did turn up, in armoured column with rocket launchers and grenades, it seemed like the explosive carnage he wreaked on the prison watchtowers and the Walkers between the fences might all be for naught. The pyrotechnics were cool, and it was fun seeing so many Walkers withering in a hail of high-calibre gunfire, but it seemed lacking in drama if Rick and the gang had already fled.

Except, as it turned out, they hadn’t. It was a good bit of misdirection to have so thoroughly convinced us they’d gone. And yet, it seemed a bit of an anticlimax that the Governor’s forces could be so easily routed once in the prison’s dingy corridors. A couple of the usual smoke bombs, a few Walkers and some loud sirens had them running like rabbits, at which point the armoured Glenn and Maggie let rip with some machine gun fire. Already confused, the fleeing Woodbury-ites went into full retreat.

OK, it’s a fair and realistic point that most of the Governor’s forces were not from the military, and would have been ill-prepared for actual combat. In that sense, their reaction was perfectly believable. But it didn’t jibe with their previous attempts, nor with the Governor’s established ability to whip them into a propaganda-inspired fervour, that they would give up quite so easily.

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The Governor at least was more consistent. Faced with mutinous troops who wouldn’t carry out his personal vendetta for him, he took the predictable choice of every discerning psychopathic dictator and slaughtered the lot of them. The scene was less shocking than it could have been, as it had been telegraphed long before that the Governor was fast becoming utterly unhinged; under the circumstances, his “WTF?” strategy of destroying his own army didn’t come as too much of a surprise. It didn’t carry much dramatic weight either, as the only character in the group who we even knew by name was Allen, and he didn’t feel like much of a loss.

With that, we pretty much lost the only possibility of a major conflict; though I’ll admit that, had the expected apocalypse happened, I wouldn’t have expected many from Rick’s gang to survive. Nonetheless, it felt like a bit of a dramatic cheat that the Governor, accompanied by the ever-loyal Martinez and one other unquestioning henchman, then sped off into the distance, not to be seen again. I can understand the desire to keep him around; the comic has never managed to come up with an antagonist to match him. But surely, the finale of a season that’s been all about the conflict between him and Rick deserved at least some kind of dramatic payoff in the form of a showdown. This just felt disappointing.

The show has never clearly established exactly how many people were in Woodbury, and certainly the conflict must have taken its toll. But it seemed a little implausible (and convenient) that the only people left on watch in the town were Tyreese and Donna, especially since we’d already established that they were deeply suspicious of the Governor. So it was that Rick and co, trying to take the fight to the enemy, found first the massacred remains of their former foes and were then able to walk into their HQ with barely a shot fired.

Again, I had to quibble with the overall strategy. With most of the Governor’s forces committed to the prison attack, why didn’t Rick make his move on Woodbury then? He could have been in charge of the town before the Governor’s forces even got to the prison.

Still, cop he may be, but Rick’s not a soldier either. So I could forgive him having missed that option. But it seemed baffling that, with the Governor gone and Woodbury having pretty much welcomed Rick, Daryl and Michonne with virtually open arms, they all chose to move back to the dingy, less than secure prison, the town’s remaining population in tow. Why not move everyone into the still-fortified Woodbury? Do they actually want to make their lives as difficult as possible?

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There were, at least, some good dramatic payoffs. Carl shockingly gunned down a scared young guy from Woodbury who was trying to surrender, much to Hershel’s disquiet. When Rick learned the circumstances, he was less than pleased either, but Carl was unrepentant. His argument – that Rick’s mercy in not killing Andrew had led to the death of Lori, and not killing the Governor had led to the death of Merle – made worrying sense. And was further evidence that the ruthless pragmatism formerly embodied by Shane hasn’t died with him. I suspect we’re going to see a very ‘dark’ Carl next year.

The biggest dramatic payoff, though, was of course Andrea. Having eked out the tension of her situation throughout the ep, director Ernest Dickerson cleverly let the action happen offscreen when Milton finally did revive as a Walker. Thus it was that when her erstwhile friends found her, with Milton’s corpse in the background, we still didn’t know whether she was alive or undead.

It turned out to be a bit of both; yes, she’d offed the Milton-Walker, but she’d been bitten and was in the feverish stage of dying from the bite. The ensuing last scene between her, Rick, Daryl and Michonne was not as moving as it could have been if Andrea hadn’t been so wilfully dumb all year long. She asserted that she’d just wanted to save everyone, even the Governor – that worked out well, then.

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Michonne at least got one of her rare displays of actual emotion (beyond surly anger), and Danai Gurira was quite affecting as she cradled the head of her former friend. Points also for her managing to resist saying, “I told you so”, which certainly would have been most people’s temptation at this stage. Rick and Daryl left them alone for Andrea to perform the final act,though the inevitable gunshot was merely heard offscreen. I think we have seen the last of Andrea though, which despite her being so annoying this year seems a bit of a shamed; Laurie Holden is a talented actor given the right material.

The ep faded to black with everyone back at the prison, presumably about to rebuild. No cliffhanger, no sense of what might be due to happen next. It almost felt like the show was hedging its bets against not being renewed by providing an actual ending of sorts; though given its success this year, I’d be amazed if it wasn’t back for another season.

This year has been, generally, a superb season – I think that’s why such a low key season finale felt like a bit of a disappointment. With episode after episode having ramped up the dramatic stakes continuously, it was perhaps impossible for anything to top the season overall as a final payoff. Nevertheless, I have to say I found it curiously unsatisfying after the show has barely put a foot wrong all year. There was nothing really wrong with it, but somehow it felt like an anticlimax, and the lack of a Rick/Governor showdown is hard to forgive.

Overall, though, this year has let the show truly show what it can do given a decent budget and a reasonable season length. It’s become the weekly post-apocalypse zombie show I always hoped it would be. Reason enough for me to forgive a somewhat disappointing finale and still eagerly look forward to next year. It is hard to see where they can go from here, though…

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The Walking Dead: Season 3, Episode 15–This Sorrowful Life

“Maybe these people need someone like me around. To do their dirty work. The bad guy.”

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It’s almost over. The penultimate episode of The Walking Dead’s third season was (as I expected) a catch up with the gang at the prison as the tension built for the inevitable season finale confrontation with the forces of Woodbury. But just as last week’s Woodbury episode was also an Andrea episode, this week’s prison ep was really all about Merle. And given the opportunity, Michael Rooker devoured the scenery all the way through. No disrespect to Laurie Holden in last week’s perfectly good episode, but an hour of Rooker as Merle was way more fun.

And emotionally resonant too. We’ve unexpectedly started to see a redeemable side to Merle these last few episodes; it started with his chat to Hershel about reading the Bible at Woodbury’s “damn fine library”. This episode was all about that redemption, or at least its possibility, and both the script and Rooker’s performance kept us guessing all the way through, making it a gripping ride.

We started out with Rick having a hush-hush meeting with Daryl and Hershel (his two chief lieutenants, it seems), in which he confided that he was going to give in to the Governor’s demands, and present him with Michonne. This seemed pretty foolish, given that a couple of weeks ago Rick seemed to have sussed out just how untrustworthy his neighbouring warlord is. But no, being Leader means making hard choices. Would Rick live up to them?

The answer (thankfully) was no – just as Merle guessed. Merle figured heavily from the outset; if he wasn’t actually in a scene, people were talking about him. Caustic he may be, but he also turned out to be pretty perceptive. About everyone but himself, anyway. He correctly surmised that Rick would be too decent to trade another person’s life for his own security, however ruthless he may seem to have become.

Also, he recognised a kindred spirit in the newly independent Carol, in a beautifully played scene between Rooker and Melissa McBride. Recognising how she’d grown out of the shadow of her abusive husband, Merle opined, “maybe you’re just a late bloomer”, to which Carol, seeing a man in search of redemption, replied, “maybe you are too.”

The possibility of Merle’s redemption from the no-good redneck thug we met back in season one hung heavy over the episode. Still of the (accurate) opinion that Rick wouldn’t go through with the deal, he took matters into his own hands by pre-emptively coshing the surprisingly trusting Michonne over the head. I’d have expected her to be more wary around the man who tried to hunt her down and kill her; but still it was a convenient way to get them travelling to Woodbury together for some quality character time.

This being The Walking Dead, the character interaction had to be spiced up with a bit of zombie thrills. So it was that, hotwiring a car (a neat trick with one hand), Merle inadvertently set off its alarm, sounding the dinner bell for every Walker in the vicinity. The ensuing fight saw he and Michonne working together – a taste of things to come, it turned out.

It also meant they had a car to cover the strangely mutable distance between the prison and Woodbury. Last week, Andrea managed the journey on foot in less than a day, even managing to find time for a game of cat and mouse with the Governor. This week, once again, it was a journey you needed to drive. Road trip!

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Along the way, Michonne gradually needled at Merle’s conscience, getting him to unwillingly recognise that the Governor had turned him into a monster. All right, he wasn’t exactly a nice guy long before he met the Governor; but he wasn’t, it turned out, a murderer. Those “sixteen men” he’d killed had all been since he set up home in Woodbury.

Merle wasn’t exactly happy at having his conscience pricked, threatening to cut out Michonne’s tongue if she didn’t shut up. It’s a tribute to Rooker’s performance that, when he pulled the car over, I half-wondered if he was about to do just that. But no – in an equally surprising development, he cut her bonds and let her go. Then sped off with the assertion that he had “something to do”.

It wasn’t hard to guess what. The script had painstakingly pointed out that Merle was looking for somewhere to belong, and that he could have had a chance with Rick’s group. Realising this, he thought they needed him to be the hardman who does the dirty jobs; it’s all he knows how to do. But as he released Michonne, it was clear that his search for redemption was taking him down the road of heroic self-sacrifice. He was going to take out the Governor – even if it killed him.

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Being Merle, this involved getting drunk and playing Motorhead at very high volume, to lure the Walkers into following his slow-moving car. This achieved, he led them straight to the appointed venue for the meeting with the Governor – and all hell broke loose. It was another of the show’s superb action sequences, gunfire from all sides and Walkers everywhere. A number of the Governor’s men bit the dust; but no-one we’d heard of. Oh, except Allen’s characterless son Ben. Not much of a loss, but presumably liable to enrage the already asshole-ish Allen – look out for that next week, though it may be hard to care.

All this intensity was counterpointed back at the prison with what, in this show, passes for light relief. Hershel led his daughters in prayer (Psalm 91, fact fans), while Rick was tormented by yet more visions of Lori, forcing him to realise he couldn’t go through with ‘the deal’. Glenn, meanwhile, offered a truly romantic proposal of marriage to Maggie – a ring he’d cut off the hand of a nearby Walker. He really knows how to charm a girl.

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As the ep ended, so did the ‘Ricktatorship’, as our hero realised he couldn’t bear the burden of decision-making all alone. So it’s back to democracy for our heroes, just in time to be plunged into war – probably the worst time for group decision-making.

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This is obviously getting to be a regular thing, after last week’s many Day of the Dead homages. This week, the zombie we saw lurching out of the bar where Merle was parked looked oddly familiar, if you’ve ever seen the original Dawn of the Dead:

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Gore of the week

LOTS to choose from this week, in a veritable gore-nucopia – exactly what you’d expect in an episode directed by effects honcho Greg Nicotero, himself a veteran of Romero’s original Day of the Dead.

The Walker attack triggered by Merle’s car theft led to some of the usual head splattering, courtesy of Michonne’s boot. Perhaps Walker skulls are softer than those of the living due to decomposition:

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There then followed an inventive use of the phone cord she was tied up with as a method of decapitation:

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While Merle had to cope with a zombie that seemed to be quite literally falling apart:

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And that was just the start of it, in an episode more bloodsoaked than we’ve seen in ages. Merle’s climactic ambush on the Governor’s forces led to head shots, entrail-chewing and death galore. But while it might not have been the ep’s goriest moment, nothing beat this shot as a sheer emotional gut-punch:

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I should have guessed it really. When this show gives that much attention to any one character, it usually means they’re for the chop by the end of the episode. So it proved with Merle, as the heartbroken Daryl discovered. Last week, I postulated that the show wouldn’t dispose of a character as important as the Governor offscreen; this week, that’s exactly what happened with Merle.

Having already bitten two of the fingers off his sole remaining hand (another choice gore moment), the Governor wound up with the ultimate cruelty to his sometime henchman – shooting him, but not in the head. As he knew anyone who dies turns into a Walker, it was about the nastiest thing he could have done. Given that, by this point, we’d started to feel some actual sympathy for Merle, it was a double whammy – the loss of a well-liked character, which also served to underline just how psychopathically cruel the real villain is.

I had actually wondered how long the show would get to keep a big-name actor like Rooker, but I actually assumed he would go out in a blaze of glory in the season finale. What we got here was, in fact, far more devastating. And it means Rick and the crew have to go into battle next week without the wily Merle. At least they still have Daryl – Norman Reedus was at his most intense here, weeping as he stove in his loved/hated brother’s head, rather than let him shamble around as a Walker.

This was a storming episode in a season that’s been full of them this year. There was action, gore, thrills and real drama, and it kept you guessing throughout. Next week (presumably) it’s the Final Conflict. I’m betting on some big spectacle, but I have to wonder if it’ll have the emotional impact of some of the episodes we’ve seen recently. Tune in next week to find out…

The Walking Dead: Season 3, Episode 14 – Prey

“I knew Philip before he was the Governor. That man still exists.” – Milton

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After In the Flesh, it was back to more conventional zombie fare with the latest instalment of this year’s much-improved Walking Dead. Watching the show after BBC3’s innovative version of the zombie myth brings home what a trad take on zombies The Walking Dead is, more so even than George Romero’s later instalments. Contrary to whatever Milton and the Governor may think, these zombies are simply mindless killers, with no ‘spark’ left of their former selves.

Not that this is a bad thing; The Walking Dead is still one of the best dramas on TV right now, and certainly the most indepth exploration of a premise that’s normally confined to 2 hour feature films. Still, as my friend Matt pointed out the other day, it’s getting so involved in the conflict between the human characters that the Walkers are getting treated rather inconsistently. They vacillate between being major threats or minor inconveniences as the story demands.

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Hence, this week, Andrea was able to stroll around among them without much of a problem, but when a bit of tension was required, suddenly she found herself grabbed by one and unable to get free. Except by ramming her knife into the other ones attacking her that is. And that’s another thing; aren’t they getting easier to kill? I’ve alluded to this before, but the human skull is actually quite hard. Pushing a knife through it seems easier here than it should be (eye sockets excepted). Still later in the ep though, they became a major threat once again…

But I’m getting ahead of myself. This week was primarily about the machinations in Woodbury, and very involving it was too. So much so that, in fact, it wasn’t until near the end that I realised we hadn’t actually seen any of the gang from the prison this week.

True, we did see Michonne in a pre-credits flashback, which threw a few more hints about the origin of her now properly deceased Walker companions (“They deserved what they got. They weren’t human to begin with”). And Rick popped up for about ten seconds, but didn’t get any dialogue. No, we were definitely focused on one side of the coming war this week; I’d guess that next week we’ll see the prison group’s side of the preparations, and that the finale will be The Final Conflict. It has a degree of predictability, true, but it’s fun to watch it unfold.

As is often the case, the machinations of the ‘villains’ were more intriguing than the arguments and angst of the ‘heroes’ (though one of this show’s strengths is that neither group strictly fits into either category). Over in Woodbury, the Governor was gearing up for war, with Martinez loading an awful lot of heavy weaponry onto a truck – just as a “precaution”.

But the Governor’s followers aren’t quite the mindless puppets they were, and this week he faced discontent from several directions. Tyreese, plainly more perceptive than Andrea, has already begun to smell a rat (and a pit full of Walkers). Milton, perhaps bolstered by his chat with Hershel, appears to have grown a spine, and is no longer shy about telling his maniac boss that the upcoming fight is a Bad Idea. With predictable results.

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And Andrea (finally!) has realised that her boyfriend is a psychotic nutter. What clued you in, Andrea? The zombie daughter in a cupboard, the fish tanks full of served heads, the constant propaganda lies? No, it was Milton’s shaky revelation that the Governor has a dentist chair equipped with handcuffs. The relish with which our eyepatched antagonist fondled his torture tools was truly disturbing – especially his lingering delight at the dental pick. Perhaps the first question he’s going to ask is, “is it safe?”

Anyway, this was the final straw for Andrea, a woman who apparently takes a lot of pushing, and she reached for her gun. Unfortunately, Milton wasn’t prepared to let her go that far; fortunately for us, as it would deprive the viewers of the Big Finale. No, Milton still thinks there’s a decent man in there somewhere. Thankfully, Andrea finally doesn’t, so she was straight on to Plan B – leg it to the prison and warn Rick that the proposed deal was off.

Tyreese, meanwhile, was somewhat disturbed at the proposed tactic of letting another phalanx of Walkers loose at the prison. Rick may not have impressed him, but he wasn’t keen on turning a group including women and children into zombie chow. Allen (even more of a dick here than his counterpart in the comics) didn’t agree, and plainly has issues with Tyreese – issues relating to his recently-deceased wife.

It was good to get a bit more background on this gang; we still haven’t learned much about them, and if the comics are anything to go by, Tyreese at least will be a major player. And he’s currently fulfilling the show’s apparent quota of one black male allowed as a major character – let’s hope for his sake that Morgan doesn’t turn up to join the cast as a regular.

Thankfully, the resentment between Tyreese and Allen didn’t simmer on for countless episodes as with Rick and Shane. They got straight to addressing their differences, by means of Tyreese dangling Allen over the pit of Walkers.

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I’m guessing that showrunner Glen Mazzara, who co-wrote this episode, has recently watched Romero’s 1986 classic Day of the Dead, as this was obviously a moment lifted from that movie – specifically, the bit where the angry Steel dangles Miguel over – yes – a pit of Walkers. And it wasn’t the only moment lifted from that movie this week – I counted three.

The others came in a genuinely tense sequence as the increasingly barmy Governor chased Andrea down to an abandoned factory infested with Walkers. I thought I’d had my fill of people stalking each other round abandoned factories after 24 and Homeland, but director Stefan Schwartz managed to wring some real tension out of it. The Governor had a spade, and plainly was going to use it; his hollow attempts at persuasion (“Come back… Woodbury is your home now.”) being pretty unconvincing.

Andrea, for her part, kept having to deal with those inconvenient Walkers. Until they swung once again from being an inconvenience to a genuine threat. Having discovered a stairwell chock full of them, she pulled the door open and hid behind it to unleash them on the Governor, in an obvious ‘homage’ to the moment in Day of the Dead when villainous Captain Rhodes opens a door to find a horde of zombies ready to engulf him.

It was a tense sequence, spiced up by the knowledge that in this show, anyone can die at any time. So for a while, I wondered if the Governor genuinely was going to bash in his former girlfriend’s head; then I wondered whether he’d find himself overwhelmed and bitten or eaten. The script cleverly cut to another scene before we found out, eking out the tension. But no, the Governor’s too good a villain to die offscreen, and he was back just as Andrea reached the prison (which obviously is within walking distance), in time to grab her before she had a chance to call out to Rick. And with the inevitability of a Chekov’s Gun, she ended the episode strapped into the dentist chair. That’ll teach her not to notice she’s shacked up with a sociopath.

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Gore of the week

I wasn’t expecting much gore this week, in an episode where it seemed that the humans were the real threat. Thankfully, this year the show has remembered to include some actual zombies in every episode, and in the end I found myself torn between two choice gore moments.

The first was yet another Day of the Dead tribute, as the Governor borrowed one of that movie’s methods of zombie dispatch and offed a Walker with a nicely-aimed shovel through the mouth:

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But that was rivalled a mere few minutes later, as we saw the aftermath of a mysterious ‘somebody’ (let’s face it, it was Milton) having torched the Walker pit. A tangled mass of charbroiled zombies were still feebly flopping around in a scene that probably topped the mouth/shovel interface:

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Only two more episodes to go, and the show’s plainly ramping up for the final act. This was another gripping instalment, with David Morrissey at the top of his game as the Governor’s façade of sanity began to seriously crack. The way he’s crumbling cleverly mirrors what happened to Rick, but Rick seems to be pulling himself together in the face of a seemingly overwhelming threat. Perhaps his only chance is if the Governor (or the ‘AntiRick’) loses it altogether. But I wouldn’t count on that happening before the season finale…

The Walking Dead: Season 3, Episode 13 – Arrow on the Doorpost

“I wanted you to talk. Too many people have died for no reason. Let’s end this.”

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Let the summit begin! After last week’s intriguing diversion, The Walking Dead was back to this year’s story proper, which is increasingly beginning to resemble a classic war movie. With that in mind, this episode was very much the lull before the storm, as the two leaders met for a clearly-doomed peace summit arranged by the ever-optimistic Andrea.

It was far more of a character based instalment than we’ve been used to this year, with the gore and zombie action taking a back seat to moments of intrigue and interaction. Last year, it often felt like that was all the show did, and it eventually became tiresome. After this year’s near-unrelenting action, though, it felt like a breath of fresh air. And these characters have been so well-drawn that it was a pleasure to watch them together, many of them meeting for the first time.

Principal among those, of course, were Rick and the Governor. We’ve seen them onscreen together before, but only shooting at each other from a distance. This episode gave the show’s two alpha males a chance to properly meet face to face, and it was electrifying. Keeping the visuals mostly down to tight close ups heightened the claustrophobic feel of the scene.

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Summoned to a remote barn by arrangement of Andrea, the two leaders circled each other warily before sitting down to a talk that felt every bit as combative as gunfire. Both Andrew Lincoln and David Morrissey were at the top of their game here; rightly, their exchange took centre stage in the episode. As with last week, it was another example of a US drama being dominated by two British actors pretending to be American – we may have Damian Lewis to thank for starting that trend, with Band of Brothers back in 2001.

Rick was as taciturn as we’ve come to expect these days, staring warily at his opponent, who was presenting his usual genial, charming façade. You got the feeling this was not going to go well from the start, as the Governor raised his hands to show he was weaponless, but we saw a gun taped to his side of the table. With one of his opening gambits being to needle Rick about the possibility that Lori’s child was actually Shane’s, they were clearly not going to get on.

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Still, the Governor was all smiles as he presented his case – he was the victim, the problems had all started with Merle, and Woodbury had been the subject of an unprovoked attack against its innocent population. Fortunately, Rick wasn’t as gullible as Andrea, and plainly didn’t believe a word of it. But getting down to brass tacks, the Governor conceded that he could have already killed everyone in the prison. The fact that he hadn’t was evidence that he was prepared to leave them alone if he got what he wanted.

And what he wanted (unsurprisingly) was Michonne. Not only has she ‘killed’ his daughter, she’s also the one responsible for his current Cyclopean state – a lift of the eyepatch to reveal the mess below ramming that home. The ice between him and Rick thawed a little when he related the story of his wife’s (pre-apocalypse) death, which shed some light into his mental state and why he was so attached to his daughter.

It’s a measure of how much Rick has shifted from his pre-apocalypse morality towards the survivalist pragmatism embodied by Shane that he didn’t appear to be entirely ruling out the idea of giving up Michonne. And just when she’s getting properly accepted by the group too. But he’s canny enough to realise that most of what the Governor says is a pack of lies, so surely he won’t just trustingly turn up at their next meeting with Michonne and expect the deal to hold?

Even with those two holding centre stage, there was nevertheless some screen time available for some of the other characters. Both Rick and the Governor had turned up with a small retinue of henchmen, who were obliged to wait outside with Andrea while negotiations took place.

In standard war movie fashion, said henchmen discovered that they were Not So Different, and even bonded a bit. With a certain amount of contrivance, both parties had brought characters who were roughly equivalent in their respective roles. Rick had brought Daryl and Hershel (how did he drive that car with only a left leg?), while the Governor had brought Martinez and Milton.

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Predictably perhaps, each paired off for a bit of bonding with their opposite numbers, and found they had More In Common Than They Realised. After starting off growling at each other, Daryl and Martinez ended up having a Legolas/Gimli style contest over who could violently kill the most Walkers, ending up (sort of) friends. It was nice to see a bit more depth given to Martinez than just Principal Henchman, as he and Daryl had a smoke together and fatalistically concluded that they’d soon be on opposite sides of a battlefield.

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Hershel and Milton too found some common ground, as Men of Learning. They’re also the respective consciences of their groups, though Milton lacks the courage to stand up to his glorious leader the way Hershel does with Rick. Andrea, meanwhile, suffered the indignity of being ejected from the peace talks and faced, yet again, a choice between luxury with a psychopath or hard living with a decent man. Evidently still wearing blinders, it was the Governor she ended up heading off with when proceedings were adjourned.

There was some character conflict going on back at the prison too, as the newly butch Glenn butted heads with loose cannon Merle. Merle was all for taking out the Governor while they knew where he was; Glenn didn’t want to put their friends in danger. Significantly, it took the women to break up their territorial pissing contest, Beth firing a gun to separate them.

Glenn also found time to reconcile with Maggie after their recent disagreements, leading to one of the show’s rare sex scenes. Mind you, given that he was supposed to be on watch at the time, it seemed a pretty dumb moment to let his and Maggie’s youthful passions run free. Another sign, perhaps, that for all his newfound manliness, he’s not quite up to leading the group yet.

Gore of the week

Not much gore this week, given that the ep centred on the characters. That said, there were still plenty of Walkers in evidence (unlike last year), with lots of them clawing at the prison fence. Gore prize, however, has to go to Martinez for his skilful use of a baseball bat to inflict head wounds. Less artful than Daryl’s precisely aimed crossbow bolts, the bat made a right old mess of several Walkers. Who’d have thought the human skull could be pulped quite so easily?

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Despite this being a more thoughtful, slow-burning episode than many of late, it was no less riveting. The parallels to classic war movies were perhaps a little too overt – at one point I wondered whether Daryl and Martinez would suggest a game of football – but still enjoyable for all that.

Nonetheless, the end felt like a foregone conclusion. This war isn’t going to be averted; the Governor’s already setting up plans to ambush Rick at their next meeting. In any case, dramatic convention dictates that after all this buildup, there’s got to be a spectacular climax. Still, this was a quality bit of drama, giving the characters a chance to interact well without interruption from gunfire or zombies. With only three episodes left to go, don’t expect that uneasy calm to last.

The Walking Dead: Season 3, Episode 12–Clear

“You will be torn apart, by teeth or bullets. You and your boy.”

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The luxury of a longer season this year allowed The Walking Dead to try something new this week – essentially a standalone episode (albeit still connected tangentially to the main plot) featuring only three of the regular characters and none of the regular settings. And, even in a show that’s gone from strength to strength this year, it was a bit of a standout; focused, intense, allowing three very important characters room to breathe and grow, while still not stinting on the horror and the thrills. It also, surprisingly, dealt with a loose plot thread we might all have forgotten, one from way back in the show’s first ever episode.

In a nutshell, this was an entire episode dealing with the quest for guns and ammunition mooted by Rick last week. Along for the ride, as proposed, were Michonne (to get a feel for how reliable she might be) and Carl (small, but hard enough to be backup in case Michonne proved to be as loose a cannon as Merle). In the course of this hour, all three got a chance to develop – even Rick, confronted by an old friend who was even more broken than he is.

That old friend turned out to be none other than Morgan Jones, played as before by Britain’s own Lennie James. Together with Andrew Lincoln and David Morrissey, this show is plainly a victim of the current trend in Hollywood to make serious TV drama with British actors pretending to be American.

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To be honest though, Morgan’s return wasn’t that much of a surprise once we’d established exactly where the trio had gone to look for weaponry – Rick’s home town. This became clear as he searched the now empty police weapons locker, stating, “I used to be the police in this town”, though eagle-eyed viewers with sharp memories might have picked up on the ubiquitous signage saying “King County”.

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It did make sense, as Rick knew where all the guns and ammo were in that town, but you had to wonder how small the circles were that he’d been moving in. I don’t have much of a sense of Georgia geography, but the gang have been to Atlanta, then to Hershel’s farm, then the prison (within walking distance, it seems, as is Woodbury), and now back to King County. Perhaps they might have better luck a little further afield, as that seems like a similar radius to, say, Kent.

Be that as it may, the trip there set the scene – and themes – for the episode. Michonne drove, sitting stony-faced and silent, as ever, while Carl fidgeted in the back and Rick looked grim in the passenger seat. Their determined ignorance of a frantic hitch-hiker showed us right away that (if we hadn’t got it by now) Rick is no longer the compassionate, eager to help ex-cop. Survival is more important, and nobody is to be trusted.

Which makes it all the harder to understand his choice of vehicle. Honestly, in a post-apocalyptic landscape littered with wreckage, why is he driving that suspiciously clean Hyundai Tucson? Could it be that Hyundai have offered the show promotional consideration? And why didn’t he at least get the four wheel drive version?

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Still, the Hyundai’s limitations gave rise to the first of several impressive set pieces throughout the hour, as it got bogged down in the mud trying to drive around a corpse-filled pileup. Walkers were soon all over the car; and it was a blackly amusing measure of how accustomed they all are to this that they just resignedly got on with the business of slaughter. We didn’t even need to see the details onscreen; we can take it as read now that Rick, Michonne and even Carl can deal with this.

As they plainly could when they reached the town and found it full of graffiti saying things like “TURN AROUND AND LIVE”. Plainly someone had laid claim to the place, and it didn’t take much guessing to figure out who the masked figure blazing away at them with a sniper rifle could be. Incapacitating him was, as with the Walkers, taken very much in stride (with some timely intervention from Carl), and the mask was pulled off to confirm that this was indeed Morgan.

The show had drifted yet again to its comic book origins, in which the gang passed back through the town and found Morgan starving and insane, his son having turned and being kept in chains. That aspect was left out – too similar to the scenario with the Governor’s daughter so recently, I’d guess.

But Morgan was certainly no longer in his right mind. Holed up with enough weaponry to equip a small army, he’d been decorating the walls with random apparent nonsense – the word “CLEAR” repeated over and over, along with the heartbreaking revelation of his son’s fate – “DUANE TURNED”.

Scott Gimple’s clever script split the group into two pairs, giving both the opportunity to spark off each other in some intense scenes. Left to look after Morgan, Rick had to deal with the man’s frenzied hostility and madness before convincing him that he wasn’t “wearing a dead man’s face”. This led to a pair of superb performances as Lincoln and James’ characters unburdened to each other everything that had happened since they last met.

Morgan’s son Duane (named, as in the comics, after Duane Jones, star of Night of the Living Dead) had been bitten by the Walker that used to be his mother – the wife Morgan had found himself unable to shoot at the end of that very first episode. Not unnaturally, Morgan had blamed himself, but couldn’t bring himself to commit suicide, begging Rick to do it for him.

Rick, for his part, explained the loss of Lori, but still found enough optimism to encourage Morgan to join his group because, in the coming fight, “we’re going to win”. Perhaps seeing someone whose mind was even more broken than his own shocked him back to a more rational state of mind.

Carl, meanwhile, had taken off on a mysterious errand that was plainly more than the quest for baby supplies he told Rick. At first I groaned – were we back to the Carl of last year, who kept stupidly wandering off into mortal danger when no one was looking? But no, it turned out he had a good reason; he wanted to find the last remaining photo of his parents together, hanging in a local bar.

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Accompanying him was Michonne, and their mutual distrust found an outlet as Carl immediately tried to ditch her. But Michonne’s not that easy to ditch, as Merle could have told him, and she was back with him within moments, the pair uneasily cooperating. The bar having turned out to be chock full of Walkers, they had to work together to achieve Carl’s objective; as they did, you could see their distrust gradually turning into a bond of friendship and respect.

It also allowed Michonne to open up a bit from the taciturn, closed-in character she’d been, as she revealed what she’d got when she went back into the bar to slaughter more Walkers (again offscreen). It seems she has a taste for kitschy cat ornaments!

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By the time Carl confided in Rick, “I think she might be one of us”, she was comfortable enough with her new friends to confide in Rick, and maybe help him out a little. She told him that she knew he’d been seeing – and talking to – dead people, and made him feel a little better about it by revealing that she’d been doing it too, talking to her dead boyfriend.

Morgan couldn’t be persuaded to join the gang, so Rick left him in his fortified town, alone but with some of his nihilistic guilt alleviated. At that point it became clear what “CLEAR” meant – Morgan was going about the lonely business of clearing the town of Walkers, burning them on the pyre the group had seen on their way in. It wasn’t a happy ending, exactly; but neither did it feel too sad.

This distinctly out-of-format episode was one of the best this year (a tough task, given how good the show has been). Self-contained, deep, and with four amazing, intense performances, it gave me a lot of confidence in writer Scott Gimple, who’s soon to take over as showrunner from Glen Mazzara. It also (finally) gave some real depth to Michonne, that hopefully goes some way to countering the criticism of her as a two-dimensional comic book figure. Given the chance to do more than look surly and swing a katana about, Danai Gurira proved she’s every bit as good an actor as the rest of the ensemble, and her chemistry with Chandler Riggs’ increasingly earnest Carl was a highlight of the episode.

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Next week, it’s presumably back to the story proper, as the trio return to the prison with an awful lot of guns. Looks like they may need them. But this was such a good episode, it actually felt good to have a bit of a break from the ongoing saga of the fight with Woodbury. Let’s hope the show has a chance to do a few more standalone episodes next year.