The Walking Dead: Season 3, Episode 11–I Ain’t a Judas

“There’s nothing to work out. We’re gonna kill him. I don’t know how, or when, but we will.” – Rick

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After the frenetic action of the last two slam bang episodes, it was only natural that this week’s Walking Dead took a bit of a breather, as the characters were able to take stock, and manoeuvre themselves for the coming conflict – a conflict that Andrea was desperate to avoid. It’s a measure of how well-drawn the characters have become that this episode’s intrigue and emotional trauma was as gripping as the action that had preceded it.

As the title indicates, the episode was all about loyalty – or the lack of it. We know that, loose cannon though he may be, Merle is unswervingly loyal to his brother. And Daryl is equally loyal to the rest of the gang at the prison, who Glenn and Hershel unhesitatingly describe as family.

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Other loyalties, however, are shakier – particularly in Woodbury. Andrea finally seems to be getting some sort of an inkling (perceptive of her) that the man she’s sleeping with might actually be… a bit dangerous. Points for finally realising this were immediately deducted for her own foolish trust in Milton, confiding in him her plan to nip off and visit Rick. Milton, of course, is loyal only to the Governor, and was straight off to let his charismatic cult leader know. The Governor, who may be a nutter but is a shrewd politician, immediately recruited him as a double agent, to report on his girlfriend’s treacherous activities.

He needn’t have bothered, as Andrea basically blabbed exactly what she’d been doing when she got back. Again, would you do that with someone you’d just been told was a lying, murdering psychopath, and who you would later contemplate killing in his sleep after sex? Andrea’s dilemma – her loyalty to her old friends vs her newfound lover, who wants to kill them – was a central point of the story. Irritating though her persistent naivete is, it did at least pay off with the shades of grey she was faced with in deciding – a choice she still, apparently, hasn’t made.

It may seem an obvious choice to we the viewers, who think of Rick and the gang as the heroes of the piece. But the cleverest thing in this episode was allowing us to see them through Andrea’s eyes when finally reunited with them. Remember, she hasn’t seen them since halfway through the season 2 finale, when they were just losing Hershel’s cosy farm. She doesn’t even know Shane’s dead. Or T-Dog. Or Lori. In fact, the gang has befriended and lost several people she never even met.

Rick, meanwhile, is plainly unravelling mentally, instantly twitchy and paranoid; Hershel is failing to get him to pull it together, and even Carl thinks he should maybe take a break (“I think you should stop. Being leader. Let Hershel and Daryl handle it”). Hershel, meanwhile, is one leg lighter than when Andrea last saw him. Glenn’s been beaten half to death. And the whole gang look ragged, dirty and on the verge of collapse.

Because we’ve been with them through this whole process, we haven’t really noticed how far they’ve deteriorated until we saw the shock on Andrea’s face at the state of them. Even the prison, which previously seemed like a hard won haven, took on a new light when looked at with fresh eyes – Andrea described the situation as “they’re broken. Living in horrible conditions”.

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As the episode’s central theme, Andrea’s reunion with the group was well-handled; it even made some of the scales fall from her eyes regarding her boyfriend. But not enough to make her take up Carol’s suggestion of killing him in his sleep. And while Carol might have been pleased to see Andrea, the rest of the gang were more equivocal – or downright hostile. Rick didn’t trust her for a minute, and she earned Michonne’s contempt for choosing the Governor and a life of comfort over hardship and her friend.

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For whatever else it may be, Woodbury is luxury compared to the dank, forbidding prison. By merest coincidence (and maybe a bit of plot contrivance), Tyreese and his group have found themselves welcome recruits there. With the Governor doing his hail-fellow-well-met act, Allen and Ben were immediately keen to sign up for getting rid of the unkempt loons who’d just chucked them out of the prison. Told you we’d need to watch out for them.

Tyreese was less keen, but it’s unlikely to make much of a difference; the Governor was conscripting, basically, anyone who could shoot a gun for what’s presumably his next assault on the prison. Arthritis might win you a ticket out of his army, but asthma won’t, especially when the teenager concerned was so keen to fight for his community. The Woodbury residents’ fervent loyalty to their Jim Jones-like leader touched on the episode’s central theme again – as well as cementing the Governor as a Fuhrer-like figure who can command irrational devotion. In times of peril, people like turning to a strong, charismatic leader. They don’t always make the right decision about who that should be.

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Away from the intrigue in Woodbury and Andrea’s sour reunion, there were plenty of choice character moments to be had. Glenn continues to be an embittered, vengeance-hungry figure; Merle, meanwhile, was revealing yet more hidden layers. In a quiet chat with the amenable Hershel, he revealed that not only does he know his scripture, but he likes to read – “Woodbury had a damn fine library. One of the only things I miss about it.” The man’s just full of surprises. He may have a way to go before atoning for torturing Glenn in the Governor’s name, but I like the way the writers are developing him as a character with more depth than the stereotypical redneck thug we met way back in season 1.

Gore of the week

In a more contemplative episode than recent weeks, there were slightly fewer Walkers to be seen. But we did get one wince-making moment when Andrea, having learned a lesson from Michonne, ‘customised’ one to be her ‘guardian angel’. He didn’t look too pretty even before she got her hands on him, with half his face ripped off:

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But he got a whole lot worse when Milton pinned him down and Andrea lopped off his arms with an axe then smashed out his teeth on a rock.

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Reminiscent of a similarly unpleasant sequence in the movie American History X, and only slightly more bearable because the victim here was actually already dead.

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This felt like a ‘calm before the storm’ episode, as wounds were licked, loyalties tested and preparations for the next moves made by both sides. Even though Andrea’s bullish stupidity long since became deeply annoying, it served a purpose here as she was forced to choose, and still can’t make herself do it. As I mentioned, the character interaction on display here was every bit as gripping as any shootout, and the glimpse at Rick and the gang through fresh eyes was a bit of a shocker after we’ve become so accustomed to their gradual decline.

I’m sure the calm won’t last long though. As Beth took to crooning in the lamplit prison, seguing into a montage soundtracked by the mournful voice of Tom Waits, it’s clear that there’s tragic events a-comin’. But how soon?

The Walking Dead: Season 3, Episode 6–Hounded

“It’s not enough. It’s not safe enough.”

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Another sterling mix of action, gore and character drama this week from The Walking Dead, a show that’s rapidly becoming the best thing on TV all week. This week saw the much-anticipated head to head of Michonne and Merle, Rick coming out of his bottomless pit of despair, Andrea and the Governor getting jiggy – and the two narratives finally starting to entwine in what’s presumably going to end in a violent confrontation. Round about… oh, the mid-season break, I reckon.

At the prison, there was much contemplation and soul-searching in the aftermath of the traumatic events of two weeks ago, even while the gang continued to search the prison for errant Walkers. Daryl’s attempt to make Carl feel better with the heartwarming tale of how his own mother had burned herself to death in bed with a cigarette while drunk was curiously affecting. It’s not a story I’d relate to cheer up someone recently bereaved, but it gave the two a bond they’d never really had, Daryl acting as almost a surrogate father in the near-catatonic Rick’s absence.

Rick, of course, was busy having conversations on the mysteriously functional phone, which had finally caused him to haltingly recover the power of speech. Readers of the comic will not have been surprised at the ultimate revelation of the cathartic caller’s identity, but the show has wrongfooted the expectations of comics readers enough times for it still to have been a point of suspense. For a while, I even started to wonder whether somehow the call was coming from Woodbury; particularly when Hershel, listening doubtfully to the receiver, failed to point out that there was no dial tone.

But no, just as in the comic, the voice on the line was really a voice in Rick’s head – unsurprisingly, the voice of his wife. Thankfully, the episode didn’t play with this plot as much as the comics did, leading to an emotional, but relatively quickly resolved catharsis for our hero. If anyone has the right to snap under the strain, it’s Rick; not only has he had to take responsibility for the entire group, he’s now got to deal with is own failure to even save his own wife. Andrew Lincoln again demonstrated a powerful performance as Rick went from anger to frustration to finally acceptance, as the voice of Sarah Wayne Callies helped him begin to come to terms with his loss. Mind you, Glenn could have thought of reminding him about his kids last week, that might have sorted it more quickly.

Daryl too had a catharsis of sorts, but his had a happier ending, as the previously-assumed-dead Carol turned up bloodied and exhausted in a cell blocked shut by a dead Walker. Their relationship has been building in a nice slow burn since last year, and it felt entirely appropriate for him to pick her up and carry her away in his arms; if a little cheesy. I must say, though, given that it’s only been a couple of days, she’d have every right to be annoyed that the others gave up on her and planted a headstone without doing much in the way of actual searching…

Having learnt the lessons of last year’s tranquil tedium, even this soul-searching drama was interspersed with moments of zombie gore. But the real action this week was over in Woodbury, still seething with dark secrets, betrayal and torrid passion like a Harold Robbins novel. Unsurprisingly, the show opened with the ever-gleeful Merle out on the hunt for Michonne – well, really, did you actually believe the Governor was just going to let her go?

It didn’t take long to find her either, as she was hunting them as much as they were hunting her. Cue a rather excellently choreographed fight, as Michonne easily dispatched two of Merle’s henchmen with that nifty katana. I think this is the first time we’ve seen that she has no compunction in offing the living as well as the dead if they’re a threat; and of course it led to her going one on one with Merle. I was actually rather glad that that was prevented from going the distance by a sudden influx of Walkers, as neither is a character I want to say goodbye to just yet. And in this show, it doesn’t matter how important a character you are, your safety is never assured.

As indeed Merle’s other henchman was quick to learn – or might have, if he’d survived. A nice little one-shot character, ‘Neil’, the young guy with the unpronounceable name (it’s Gargulio, apparently) developed believably from inexperienced terror to adrenaline-fuelled fervour within about twenty minutes. Unfortunately for him, he hadn’t reckoned on Merle’s desire for self-preservation, so his obsession with tracking Michonne to the bitter end was met with a bullet to the brain. It was a shocking moment that served as a timely reminder of just how nasty Merle is; but I rather liked Dave Davis in the part, and it’s a shame we won’t be seeing more of him.

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Andrea continued to be irritating, but at least showed signs of a bit more complexity, as she admitted that, despite her distaste, she’d enjoyed the bread and circuses last week. She’s obviously missing zombie-stomping, as given a trial assignment guarding the Woodbury wall, she was vaulting straight over it to take down a Walker hand to hand. She’s obviously learned a lot from Michonne – not least a genuine thrill in taking down the dead. In her conflict between enjoying the violence while hating herself for it, she’s yet another embodiment of the conflict between the old world’s values of morality and civilisation, and the post-apocalypse realities of pragmatism and survival (themes the show repeatedly returns to).

It still didn’t stop me groaning with annoyance as she inevitably fell into the bedsheets of that old smoothy the Governor. Still, it’s a good indication of how much more subtle the character is than his comic counterpart that that was actually fairly believable. David Morrissey continues to play him as a wily, restrained politician with an undercurrent of mania; witness his just-contained fury as Merle, lying about Michonne’s ‘death’ admitted to failing at bringing back her head for his fish tank collection.

He brought back something else though – the beginning of the season’s two narratives meeting up, earlier than I’d expected. As both he and Michonne searched for cars/bandages in a nearby town, who should turn up but Glenn and Maggie, on the hunt for baby formula. It was a clever diversion from director Dan Attias that, just as we were waiting for the hidden Michonne to call out to them, it was Merle’s voice that rang out in the stillness, much to Glenn’s surprise.

Glenn’s less of a trusting idiot than Andrea, so he wasn’t ready for a moment to take the more psychotic Dixon back to the prison for a joyful reunion with his brother. Unfortunately he’s still no match for Merle, who was holding a gun to his girlfriend’s head in a flash and demanding they all drive back to Woodbury. Merle’s promised the Governor he’ll find out from his unwilling guests where the seemingly nice setup is that Rick and the gang have found. I’m pretty sure that won’t be pleasant, an interrogation under Merle’s tender mercies. I wonder if Glenn’s going to be the next one to die in the show’s ruthless cull of its characters?

Michonne, meanwhile, obviously overheard enough from Glenn and Maggie about a prison to figure out exactly where to go. Covered in zombie guts from the earlier fight, she was able to approach the Walker-surrounded prison fence with impunity, a basket of baby formula held out like a peace offering. But will the recovering Rick find it easy to trust her?

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With Glenn and Maggie over in Woodbury, and Michonne at the prison, it’s not going to take long for each group to start learning the nitty gritty about each other. Will Rick, who seems less keen now on the corpse-littered, blood-spattered prison where his wife died, be tempted by the sinister idylls of Woodbury? And what will the Governor (aka the Anti-Rick) do when he finds out that there’s basically a fortress going begging, and all he has to do to take it is deal with a motley group that’s low on ammo?

As I said, I’m betting that this is all going to come to a head in time for the mid-season break, which looks to be at the halfway point of episode 8. In the mean time, the show is not letting up on the quality; this week had plenty of plot meat along with actual meat from hacked up zombies, while still remembering to delve into the characters whose depth makes the show so watchable.

The Walking Dead: Season 3, Episode 5–Say the Word

“People with nothing to hide don’t usually feel the need to tell you that.”

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After weeks of seemingly escalating action, it was a welcome change of pace in this week’s Walking Dead. Yes, the episode dealt with the aftermath of last week’s frenzied, traumatic developments; but this week the focus was more squarely on the seemingly idyllic community of Woodbury, as more of its Dark Secrets were revealed.

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As early as the pre-credit sequence, we saw who it was that the Governor had tipped his drink towards in his inner sanctum a couple of weeks ago – his beloved daughter. But she’s not the smiling, pretty little girl from the photo in his office any more – she’s a grey, rotting Walker, her hair coming out in clumps as her father tries to tenderly brush it.

As I’ve commented in various other reviews, you can’t go wrong with a creepy little girl in horror. From the ghostly twins in The Shining, through the wraithlike apparition in Ringu, they’re a staple, and a very spooky tradition. Penny, the Governor’s daughter, specifically recalls little Karen Cooper, the zombie girl from the original Night of the Living Dead who so brutally killed her mother with a trowel. But the Governor’s not quite so helpless as Mrs Cooper; he’s obviously been looking after what remains of his daughter for quite a while, and has a pillowcase handy to cover her head when she gets… bitey.

Michonne was not so subtly investigating the Too-Good-To-Be True community again this week, with a bullheaded approach that seemed less than sensible. She seemed to be sailing close to the wind last week with her barefaced challenge to the Governor over his account of what had happened to the too-trusting National Guardsmen; this week she was blatantly breaking into his house, reading his diary, and slaughtering his captive Walkers in a nice bit of gory katana-based action.

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It’s been said by some that Michonne hasn’t exactly translated well from the more obviously fantastical comic series to a TV show that strains to be grounded in realistic characters. Certainly her surly terseness and superhero-like ability with a sword seem more suited to something like Smallville. And yet, I’m enjoying Danai Gurira’s portrayal, which hints at untold events that turned Michonne from a normal person to this brooding post-apocalypse warrior. There’s plenty to be revealed about her yet, I think.

Still, her bull-in-a-china-shop approach to investigating seems quite unwise, even given her confidence in her ability to handle herself. Woodbury is firmly under the Governor’s spell, and challenging him against that kind of devotion from that many people would surely merit a more cautious, secretive investigation. Michonne, instead, allows herself to be nearly caught in the Governor’s house, then actually caught having a slash-fest with a bunch of Walkers whose purpose she can’t have been aware of.

It’s a credit to the show’s more subtle version of the Governor that, on discovering all this, he didn’t go straight to the violent extremes of his comic counterpart. Instead, he tried a more subtle approach, cajoling Michonne and trying to recruit her to his cause, even going so far as to apparently ‘allow’ her and Andrea to leave the town. It’s another nuanced portrayal from the talented David Morrissey; we believe the Governor is a genuinely dangerous, scheming politician utterly without scruple, but seductive with it (despite, behind the scenes, plainly being an absolute loon).

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Andrea’s certainly seduced, to the extent that she’s unwilling to even entertain Michonne’s (as it happens, accurate) suspicions. I must confess, since her self-obsessed death wish for much of season two, I’ve found Andrea a hard character to like, despite a perfectly good performance from Laurie Holden. Here, she compounded unlikeability with sheer stupidity in her unthinking trust not just of a gang of strangers, but a man she would have every reason to be suspicious of – the ever-charming Merle Dixon.

Still, at least Merle was consistent, with more memorable scenery-chewing from Michael Rooker this week. You genuinely didn’t know which way he’d jump when opening the gates for Michonne and Andrea to leave, but you were on safer ground when he started having fun with the undead. It came as no surprise that, when the show realised the comic’s concept of the Woodbury zombie-based gladiatorial streetfights, it was Merle who was straight into the ‘ring’ as reigning champion.

In the comic, it was the revelation of the ‘bread and circuses’ zombie fights which was the ultimate Secret of Woodbury; here, with that revealed in the fifth episode, I’m wondering if there’s more. Certainly Dr Milton’s mysterious ‘experiments’ have still to be explained, especially with a ‘research team’ that includes a man like Merle Dixon. Together with the conversation about Walkers ‘remembering’ their former identities a couple of weeks ago, I have a feeling this is going to play into quite what the Governor’s up to with his decomposing daughter…

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Back at the prison, it was all fallout from last week’s jawdropping events. With Woodbury having the lion’s share of the action this week, there was still plenty of drama with Rick and the gang, as they struggled to deal with their losses, together with the new addition of a baby girl who needed feeding.

Prisons not normally being replete with baby formula, Daryl took charge to dash out beyond the fence and find some, accompanied by the surprisingly resilient Maggie. Rick, meanwhile, went from last week’s crying wreck into a violent, self-destructive fugue of grief, heading unheeding of protest into the bowels of the prison, with an axe, to wreak revenge on the Walkers. Any Walkers.

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Cue an orgy of head-splitting with some quite excellent gore effects, from which not even Glenn could dissuade his enraged leader. The whole sequence was obviously inspired by a similarly self-destructive orgy of Walker-killing from the original comic, in that case carried out by another grief-stricken character who didn’t make it into the TV adaptation. As was the cliffhanger, which saw the tearful Rick startled by a ringing from a dusty phone, and reaching out to answer it. In fact, given the show’s usual approach of deliberately subverting comic readers’ expectations, this week was surprisingly faithful in its straight(ish) adaptations of the original’s set pieces and concepts.

Even with comparably little airtime, the gang at the prison still found moments to (often affectingly) reflect on the trauma of recent events. Trying to choose a name for his new baby sister, Carl came up with a litany of all the names of the female characters who’ve died since the show began, ending (inevitably) with ‘Lori’. Glenn emotionally explained to Axel and Oscar that the group were more than just his friends; after everything they’d been through together, they were family. Suitably awed, the former convicts helped him to dig the necessary graves – looks like they’ve been accepted into the group now.

Still, Glenn might be being overly fatalistic with those graves, unless I’ve somehow missed something. Given Daryl’s melancholy emplacement of a Cherokee Rose on one of them, it’s presumably Carol’s; and yet, I don’t recall her fate being shown. Did the gang just put up a cross, with nothing to bury?

This was a more thoughtful Walking Dead than we’ve been used to of late, in keeping with the trauma of last week. There’s no way the show could keep up that level of adrenaline-pumping action for the whole of its sixteen episode run, and fun though it’s been, I wouldn’t want to see it exchange spectacle for drama. But even here, the showrunners appear mindful of last year’s criticisms, not stinting on zombie appearances. Even in the seemingly peaceful prison yard, there were corpses all over the floor and Walkers shambling around outside the fence. In contrast to last year’s largely zombie-free farm, this year we have a setting that demonstrates, however calm it may seem, that this is still very much a show about a zombie apocalypse.

The Walking Dead: Season 3, Episode 4–Killer Within

“It’s so easy to do the wrong thing in this world.”

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Wow.

After three damned good episodes in a row, I’ve been half expecting this much improved Walking Dead to stumble, with a stagey, talky episode like so many last year. I kind of thought this would be the one, with the gang safely ensconced in their new home and the unease about Woodbury still just a background murmur. Instead, this week’s episode served up one of the most unbearably tense, dramatic and emotional hours of television I’ve seen for a long time. Along the way, so many major characters were put in separate situations of jeopardy it was almost impossible to keep track, and by the jaw-dropping, tear-inducing end, we’d unexpectedly seen two of them bite the dust.

Sang Kyu Kim’s expertly structured script started slowly enough, intercutting tense scenes in Woodbury with the relative calm of Rick’s gang at the prison, where the clear up of the felled walkers was continuing apace. But in the precredit sequence, we’d already seen a mysterious figure (presumably the one watching Carol from the woods a couple of weeks ago) unchaining the exercise yard’s penned zombies and setting them a trail of disembowelled deer chunks. Plainly things were going to go wrong for Rick’s group. But I couldn’t have foreseen how frenetically wrong they would go as the episode ratcheted up the tension.

As the gang began their clearup, the mood was jocular; Maggie and Glenn had been off shagging in the guard tower again, prompting guffaws of mirth as a smirking Daryl enquired “You comin’?” Hershel was taking his first stumbling steps on crutches, and things looked good. A slight tension was introduced with the reappearance of convicts Axel and Oscar, who said they couldn’t live in the cell block full of their friends’ corpses and begged to join Rick and the gang.

Some toing and froing about this ensued, with T-Dog surprisingly taking the “group conscience” role left vacant by Dale. But to no avail – Daryl and the new, pragmatic Rick both had experience of these kinds of guys, and neither was prepared to take the risk. So they were penned between the outer fences pending release into the outside world, and things looked stable again. Which was when a horde of walkers showed up, and everything went to hell all at once.

In the chaos, the group were split up into at least four separate parties. Rick, Daryl, and Glenn were rushing to undo the multifarious locks that would get them back through the fences to their friends. Hershel and Beth managed to shut themselves up at the top of a stairwell. Maggie, Lori and Carl dashed for the opposite door leading into the depths of the prison. And Carol was dragged inside too by T-Dog, who in a genuine shock moment had got himself bitten.

In hindsight, I suppose T-Dog’s death was somewhat signposted by the fact that his moral argument with Rick and Daryl gave him seemingly more lines than he’d had in the entirety of the previous season. He’s never been well-used as a character by the writers, which gave him the unfortunate appearance of tokenism as the group’s only non-white character. But for his final episode (too little too late perhaps), he got to step up and be an honest to goodness hero. Having been bitten, it was only a matter of time of course; but even then, he sacrificed what little life he had left to save Carol, literally holding two slavering walkers back so she could escape through a nearby door while they chowed down on him with some really nasty gore.

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The stakes just kept ratcheting up as the episode went on. As Rick, Daryl and Glenn reached the yard to put pay to the walkers menacing Beth and Hershel, the prison siren unexpectedly started blaring, basically sounding a dinner bell to any walkers from outside. Then, as a gun-toting Carl led the way through the darkened interior of the prison like the hero of a first person shooter, Lori found the most inconvenient moment possible to go into labour.

Obviously giving birth in a corridor full of zombies wasn’t an option, so Carl led her and Maggie into a nearby machine room conveniently free of walkers. But even then, there was no letup in the tension. We already knew that Lori had had to have Carl by C-section, and would probably have to this time as well. But Hershel and Carol were nowhere nearby. Lori had only Carl and Maggie to help.

And again, things did not go well. Lori wasn’t properly dilated, and the baby couldn’t come out. There was only one option, on which Lori insisted despite the protestations of the tearful Maggie and Carl. They would have to cut her open to get the baby out. And with no anaesthetic, it would kill her.

The death of T-Dog (underused though he was) would have been shock enough for one episode. That the show was prepared to kill off, essentially, its female lead, was a hell of a surprise, and a well-handled one too. Having spent much of the last season whining and setting Rick and Shane at each other’s throats, Lori (through no fault of actor Sarah Wayne Callies) earned more than a share of fans’ ire. But she more than redeemed herself here, with a death scene freighted with emotion.

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Stepping up equally well with an amazing performance was Chandler Riggs as Carl. The tearful exchanges of mother and son saying goodbye were almost unbearable to watch. Not to mention the fact that, as Maggie cut deep into Lori’s belly to extract the baby, we couldn’t know if it would survive.

Survive it (she) did, but the ordeal wasn’t over; because Carl had to shoot his mother in the head before she turned. Again, Chandler Riggs’ performance, as he first begged to be spared this then went back into the room to carry out the deed, was nothing short of incredible. The shot happened offscreen, so we might yet see an undead Lori, her guts hanging out, have to be put down properly. But I hope not; to do that would be to undercut the dramatic impact of the scene.

But it was another supposed offscreen death that was to blame for the situation, as Rick and Daryl discovered. Finding the generator running the siren, they also found Andrew, the convict left to die by Rick two weeks ago. Evidently he hadn’t died, and was intent on revenge. The inevitable struggle was less tense than events elsewhere, as it hardly seemed likely that the show would off both its leading roles in the same episode. But it did give Oscar a chance to step up, choosing to shoot his fellow convict rather than side with him against Rick’s group. So the gang has another “token” non-white to replace T-Dog – let’s hope actor Vincent Ward gets a better share of the action.

If all that left you feeling thoroughly wrung out emotionally, it was nothing compared to the final scene as a devastated Carl and Maggie wordlessly handed Rick the baby, and Lori’s fate became clear to him. Andrew Lincoln too gave a gut wrenching performance as the new Ruthless Rick just crumbled, stumbling crying onto the floor. After recent episodes, this had upped the emotional ante by making it clear early on that Rick really did still love his wife. That just made it all the more heartbreaking that she died without them getting to reconcile with each other. And the fate of Carol is still unknown – is she still wandering the innards of the prison, or did the walkers get her?

With all that going on, you’d think it somewhat redundant to keep intercutting such intense action with the slower moving events in Woodbury. Not a bit of it; those scenes functioned as breathers in the action, and also heightened the tension. Each time one of the group in the prison was in mortal jeopardy, the scene cut to the more idyllic setting leaving you gasping with tension.

And those scenes also served to further the narrative of what’s happening in the show’s other setting. Michonne is still highly suspicious of the setup; having found the bullet holes and fresh blood in the newly acquired National Guard vehicles, she sailed perilously close to danger by voicing her suspicions to the Governor himself, who came up with glib but unconvincing excuses.

Andrea, meanwhile, was chatting with the new, mellower Merle, who found common ground with her now that they’d both been ‘abandoned’ by the group. She was also undeniably flirting with the Governor, who revealed his real name to be Philip, as in the comics. And Merle’s newfound eagerness to hunt for his brother led the Governor to comment that he “understood”. Could he have brother issues as well?

David Morrissey and Michael Rooker are well-matched, their scenes together like watching two alpha males head-butting. For the moment, the Governor has the upper hand. But how long will that last against the unpredictable Merle?

This will probably be the pattern of episodes for the foreseeable future, intercutting between the show’s two settings to wring maximum tension out of one, the other or both. This time, the dramatic heart of the episode (and boy, was it dramatic) was at the prison. It was an amazing episode, courtesy of writer Sang Kyu Kim and director Guy Ferland, that has achieved the apparently impossible in continuing to top the previous ones. From last year’s frustratingly stop-start narrative, The Walking Dead has now become one of the most compulsively watchable shows on TV – let’s see if it can carry on with episodes of this kind of quality.

The Walking Dead: Season 3, Episode 3–Walk With Me

“Looks like you’re sitting pretty at the end of the world.”

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Welcome to Woodbury.

As I suspected after last week’s total absence of Andrea and Michonne, this week’s Walking Dead focused exclusively on what’s happening with them, with no sight of Rick and the rest of the gang at the prison. The splitting of the narrative into two threads (and two settings) that will inevitably converge at some point is yet another of the strengths of this season compared to the last. Last year’s constant setting of Hershel’s farm was at once claustrophobic and boring, with the hints of budget restrictions preventing us seeing anywhere else; the new setting of the idyllic town of Woodbury, contrasting with the grim bleakness of the prison, already gives a sense of a wider world in the story.

It’s a standard trope in post-apocalyptic fiction that, at some point, our plucky survivors will encounter an idyllic, picture postcard perfect community where everything Seems Too Good To Be True. Because of course it is – these places always have a Dark Secret underpinning their seemingly utopian nature. In this regard, Woodbury is nothing new, and to the show’s credit it trades on that trope by giving us a sense of unease throughout, and revealing some pretty nasty aspects of the place in its very first episode.

As in the comics, the introduction of this new story thread was foreshadowed by the crash of a helicopter, presumably the one we’ve been seeing on and off since about the third episode. It was revealed to be military, a National Guard Huey forced down by an engine malfunction, killing all but one of the crew. Andrea and Michonne were drawn to it, but when they got there another group turned up, professionally killing the walkers with a minimum of fuss under a businesslike, black-clad leader. Meet the Governor.

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Yes, one of the comics’ best-remembered characters (along with Michonne) has finally shown up in the TV show. Played by Britain’s own David Morrissey (with a somewhat variable Georgia accent), his introduction is pretty faithful to that from the comics, but with the significant deviation that two of the heroes are ‘rescued’ by his party and taken back to the stronghold community of Woodbury, thus setting up a whole new narrative. In the comics, Rick and co stumbled over Woodbury and found out pretty quickly that it wasn’t as nice as it looked; here, it looks like Andrea and Michonne are going to settle in blithely (though Michonne at least is very distrustful already) before discovering the place’s Dark Secrets.

The show’s tendency to subvert expectations from the comics made me wonder if its version of the Governor might be less of a wrong ‘un than previously, but no, he’s established as a cast-iron baddie by the end of this episode. Again in keeping with the tropes of this genre, he’s a lying, manipulative politician, trading on the faith and wilful blindness of his community to carry out ruthless acts in its name. That hanging corpse outside Woodbury was just a hint; inside lies a secret lab run by a slightly unhinged scientist (notably like the one in Romero’s Day of the Dead), where unspeakable experiments are carried out on the walking dead.

And when the Governor found out from the injured pilot that a whole unit of National Guardsmen are just down the road, he gained their trust with a flag of truce before having them ambushed and massacred for their guns and equipment. He followed this up by telling the town of their “heroic sacrifice” before settling down with a drink in front of masses of fish tanks full of disembodied “living” zombie heads – including the (presumably murdered) helicopter pilot. That’s one of the creepiest images in the comics, and it was good to see it faithfully reproduced here, serving the same purpose – to show us that this guy is not right in the head.

Andrea, though, seems completely taken in, enough to end the episode seemingly flirting with him. Asking what his actual name was, she received the reply, “I’ll never tell” – an acknowledgement, presumably, of the confusion over his identity in the comics and the spin off novel also written by Robert Kirkman.

I’m not sure I buy Andrea’s instant trust quite so easily (although to be fair, she’s still pretty ill), given that she and Michonne were initially ‘captured’ by an old friend she would have every right to distrust. Yes, just as the show introduces a comics favourite in the form of the Governor, this week also saw the re-introduction of a favourite character created purely for the TV version. As was pretty obvious from the instantly recognisable offscreen voice, Merle Dixon is finally back – not as a teasing hallucination this time, but in the flesh, large as life and twice as ugly.

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Michael Rooker, as before, chews up the screen as Merle – and he got a lot of screentime to do it this week. This is no bad thing, as we finally got to learn what happened to him since we last saw him cuffed to a roof in Atlanta and having sawn off his own hand to get free. He’s constructed a nifty stump attachment thingy which can have a bayonet attached to it, and become one of the mainstays of Woodbury, despite the Governor’s sniffy dismissal of him as a barely tamed animal.

So he and Andrea got to fill in each other’s backstories (helpful for us viewers). Andrea, of course, was unaware that you don’t have to be bitten by a walker to turn when you die, while Merle was unaware of how his little brother Daryl had stepped up to the plate in his absence. “He became a valued member of the group,” Andrea supplied rather tactlessly, implying that before then both Dixon brothers had been useless hangers-on.

Merle didn’t seem offended by that. He actually seems to have mellowed a bit; his previous unreconstructed Southern racism was nowhere in evidence, given that he was working with an African-American doctor, and had no special contempt for Michonne. Could he be being groomed for a slightly more heroic role? I rather hope not, he works best as a villain.

The tight-lipped Michonne (referred to by name onscreen for the first time) got to parcel out a little more of her backstory, courtesy of creepy scientist Milton and a nice civilised breakfast. The conversation turned to whether the walkers actually remembered anything of who they had been (“an echo, perhaps”), a possibility an uncomfortable Andrea dismissed, remembering the experience of having to put down her risen sister.

Michonne, though, seemed even more uncomfortable, especially when the question of her armless, jawless zombie ‘helpers’ came up. She’d put them down herself earlier in an unsuccessful attempt to stay hidden; asked who they had been, her hostile refusal to answer spoke volumes. As everyone present worked out, she had known them when they were alive – but only Andrea was foolish enough to press the point, receiving a contemptuous glare for her trouble. After only two episodes of screentime, I’m very much enjoying Danai Gurira in the part; she has the perfect blend of steeliness and inner vulnerability I expected from the comics.

It was a talkier episode than the first two breathlessly-paced, action-filled instalments, but no less compelling for that. We had a whole new scenario to introduce, as well as several very important characters, and even comic fans were probably kept guessing (as I was) by Evan Reilly’s script. Intrigue in place of action is better than the endless arguing that formed much of last season, and there were still plenty of zombies in evidence. It was excellent to see Michael Rooker back as Merle, and David Morrissey made an impressive debut as the Governor, who looks set to be just as memorable on TV as he was in the comics. Another very strong episode from a much-improved show.

The Walking Dead: Season 3, Episode 2–Sick

“We took out these walkers, this prison is ours.”

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Warning – contains spoilers!

Having presumably learned a lesson from last year’s fitful pace, this second episode of The Walking Dead’s third season kept up the level of intense action established last week. There was plenty of gore and, importantly, plenty of zombies; but as in all the best zombie stories, the most dangerous threat wasn’t from the shambling dead, but from the greedy, self-interested living.

Readers of the comics will not have been too surprised at last week’s end-of-episode reveal that some of the prisoners had survived, barricaded into the prison cafeteria for nearly a year. But as usual for the show, it looks like their interactions with the heroes (if you can call them that) are taking a very different path from that in the comics. For a start, in the course of only one episode, most of them have now been killed.

The prisoners’ plight, expecting Rick and co to be a rescue team and not comprehending the scale of what’s happened to the world, was an interesting take on the whole post-apocalypse thing. Imagine if you had managed to wait it out, thought you were being rescued, and found out that the whole of civilisation had fallen.

Even then, they scarcely seemed able to grasp it, which was perfectly credible; wanting to borrow cellphones to call their loved ones rather than panicking. It was only when the group’s de facto leader, the aggressive and hyper-macho Tomas (Nick Gomez) pointed out how bad things would have to be outside for people to break into a prison that the reality seemed to sink in.

Tomas was obviously going to be a problem from the start, with he and Rick squaring off to each other as two alpha males vying for territory – if the show had been in smell-o-vision, you could probably have smelled the testosterone. But Tomas was taking his hard man status a little too seriously; as evidenced at the close of the last season, this is a new Rick, more hardened to Shane’s pragmatic view of needing to do anything in order to survive, and unhampered by moral objections from the group now that Dale is gone.

Fairly early in the episode, he had a cold, matter-of-fact discussion with Lori about whether to just kill the prisoners rather than take any risks, which Lori accepted meekly enough. As it turned out, Rick didn’t even leave it to the last resort. Shane may be dead, but it seems his philosophy lives on in his best friend, who was right to doubt the safety of cohabiting with the prison’s former inmates. That confrontational, “we took it. It’s ours” is virtually a quote from the original Dawn of the Dead, and there, as here, we’re perhaps not meant to sympathise with the man expressing such possessive sentiments. Given the alternative, you see his point; but if Dale had still been around, he might have seen the inmates’ point of view too.

These guys are hardened prisoners, and no clue was given as to why they were incarcerated; it could just as easily have been multiple murder as accounting fraud. The former seemed more likely as evidenced by the ferocity of their attack on the zombies. Completely undisciplined, they went at it violently but stupidly, viciously stabbing at anywhere but the head, contrary to Rick’s instructions. No surprise that, in one of the week’s more inventive gory moments, one of them ended up stabbed in the back by the arm bones of a zombie that had torn off its own hand to escape from a pair of cuffs.

Neither was there much surprise, given what we’d established about him, that Tomas chose to end the debate about trying to save his life by brutally smashing his head to a pulp. It was a surprise, though, quite how much Rick had changed towards Shane’s worldview when presented with Tomas’ sly but unconvincing attempt to kill him by shoving a zombie at him after ‘accidentally’ nearly clouting him with a baseball bat. For a few heart-stopping moments, the two men stared at each other coldly as they’d been doing every couple of minutes since the episode started. Then with nary a change of expression, Rick simply clove Tomas’ head in two with a cleaver. Bet he wasn’t expecting that.

But if viewers were shocked by this display of Rick’s new ruthlessness, it was nothing compared to what happened next. Tomas’ compatriot Andrew (who seemed so upset about Tomas’ death that the implication was they were lovers) made a run for it, with Rick in hot pursuit. And when Andrew stumbled into an exercise yard full of walkers, Rick simply locked him in to be torn apart, listening dispassionately to the screaming.

This is indeed a new Rick, hardening to his situation just as he did in the comics. It makes sense, pragmatically, if he’s to ensure his own survival and that of his group; but it also makes him harder to like as a character. I’m betting that this newfound ruthlessness will be a major plot point in the coming episodes.

It is at least (for now) tempered with a certain sense of fairplay, as he kept to his word in allowing surviving prisoners Oscar and Axel to settle in to the newly cleared adjacent cell block to the gang’s own. This may be a mistake. In the comic, it leads to a very gruesome subplot which looks unlikely in the show as it depends on additional characters not included in the TV scripts. Nonetheless, I can’t see showrunner Glen Mazzara leaving the plot thread of the group’s neighbours simply dangling. Custer-bearded whiner Axel (Lew Temple) seems amenable enough (but is he?), but his compatriot Oscar (Vincent Ward), stubborn enough not to beg for his life with a gun pointed at his head, looks like trouble. Still, my guess is that the show will subvert expectations by showing us that Oscar’s the one who can truly be trusted.

Amid all that action, there was still plenty of time for character moments and development, mostly centring on the rest of the group holding vigil for the unconscious Hershel while Rick, Daryl and T-Dog went off a-hunting. Refreshingly though, the character moments sprang as much from their actions as from sitting around listlessly talking, which seemed to be the main format of season two. Carol, in particular, has become much more self-reliant, partly trained by Hershel in medical techniques. After her mostly passive role in previous seasons, as beaten wife and grieving mother, it was good to see Melissa McBride taking charge here, binding Hershel’s stump and experimenting on a downed walker as practice for Lori’s potential upcoming C-section.

Lori, for her part, seemed to be curbing her tendency to whine at every moment, and even gaining a bit of self-aware humour. And it was she who took charge when Hershel stopped breathing, bravely giving mouth to mouth to a man who might rise from the dead and try to eat her face off. Indeed, it was a genuine shock moment that made me jump when he seemed to lunge for her to do just that; but as it turned out, he was back in the land of the living. This surprised me, as Scott Wilson’s absence from the main cast list, together with daughter Maggie’s heartfelt farewell speech to him, made me fairly certain he was on the way out. The fact that he isn’t is a good example of the show playing with your expectations.

It was a measure of how much better this year’s balance between action and character development seems to be that this week’s cliffhanger centred not on the prisoners, or any threat from the walkers, but on Rick’s ambivalence about his cheating wife, and her eagerness to be forgiven. Rick was at least able to reassure her that she was a good mother, after her earlier shouting match with the increasingly self-reliant Carl; like any good son, Carl seems to be following his dad’s example by hardening his worldview towards ruthlessness in order to survive.

But when it came to talking about where their marriage stood, after some wry discussion on the absence of divorce lawyers after the end of civilisation, the best Rick could offer was “we’re all grateful for what you did”, ie saving Hershel. So much left unspoken and nothing resolved – even amidst the thrills and the gore, it was a quietly powerful moment.

Thus far, I’m loving this new season, which seems to have truly taken the criticisms of last year on board. It’s worth noting that the pace of the previous season flagged as early as halfway through its first episode; here, it’s been breathlessly exciting for two already. Thankfully, though, the writers haven’t tacked to the other side of the balance by giving us nothing but action, gore and zombies; there’s still enough depth and development of character to make these people interesting enough to care about. Because without that, they might as well be the walking dead themselves.

My only disappointment this week was the complete absence of Andrea and Michonne, last seen wandering off towards an unspecified destination. I’m guessing we’ll see a lot more of them next week, as the season’s other major plot thread and location begin to get properly established…

The Walking Dead: Season 3, Episode 1–Seed

“Weapons, food, medicine – this place could be a goldmine.”

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Warning – contains spoilers!

After a rather windy, badly paced second season, AMC’s zombie hit The Walking Dead was finally back on our screens last night. The often dull second season, aptly summed up on Facebook as “people argue… and sometimes zombies show up”, was a frustrating mixture of the brilliant and the utterly mundane, with, generally speaking, comparatively few sightings of the zombies that are the show’s raison d’etre.

It also settled into a tedious routine, with all the characters stuck on Hershel Greene’s implausibly utopian farm and settling into tropes of established behaviour. As sure is eggs is eggs, Rick and Shane would argue about the interminable search for little Sophia, T-Dog would struggle to get even one line, Lori would moan about stupidly trivial issues and Carl would wander off unsupervised into mortal danger.

Still, amid the soap opera, there were some good emotional beats and musings on the post-apocalypse scenario the gang found themselves in. And there were some good zombie set pieces; the freeway attack in episode 1, the barn full of walkers at the mid-season break, and finally, a memorably apocalyptic finale which saw a herd of them finally overrun and destroy (thank goodness) the farm that we’d got sick of the sight of by then.

Season 3 gives the show something of a fresh start in all sorts of ways. The alpha male territorial pissing between Rick and Shane is finally resolved what with Shane being dead and all, they’re off the farm at last, Rick has firmly taken charge to stave off the ceaseless arguing, and, refreshingly, the gang has split up into two parties, giving the possibility of separate narratives and settings that was absent last season.

As if to reflect the fresh start, the opening titles have been given a revamp for the first time since the start. They’re still in much the same style, but the sepia-toned rotting buildings are new ones, and obviously, the cast credits have changed to reflect the fact that we’re now free of Shane’s belligerent head-butting and Dale’s endless moralising. And the final building we see is plainly going to be the setting for this season. More downbeat and grim than Hershel’s farm, it’s the prison that’s so well-remembered from a fair chunk of the comic.

I’d have preferred it if they’d got there sooner, by dealing with the farm plotline halfway through last season then moving on. But the last season had budgetary problems, among others; a requirement to make more than twice the episodes of the first season with about half the money. Hopefully, given that it was still a success, AMC has thrown a bit more money at this even longer, 16 episode season.

It certainly seemed like it from this well-paced season opener, which certainly didn’t stint on the zombies but also left room for us to catch up on what the characters have been up to. Clearly, some time has passed; in the wordless precredit sequence as the gang raided a walker-infested house for supplies, it was noticeable that Carl’s hair is now longer and straggly, while Hershel has grown a beard. Everyone else’s hair looked the same as ever, though, making me wonder when on their lengthy flight from the walkers the guys found time to stop and have a shave and a haircut.

Turned out they’d been running all winter from the herd that engulfed the farm, with other herds closing in from all sides. Fortunately for Rick and the gang, a quick scout down the road revealed what was presumably the prison we’d seen in the distance at the end of the season finale. Given that they’d had all winter, you’d think they might have stumbled on it before, but I’ll let that pass.

The prison was heavily stocked with zombies, but had the advantage of several layers of boundary fences, enabling our gang to get in and clear the place out in the manner that was cursorily swept over in the original Dawn of the Dead. Here, we got to see it all, which meant liberal doses of zombie action for most of the first half of the episode as our heroes hacked, slashed and shot at rotting heads all over the screen. Just when they thought they could deal with the dead prisoners easily, out shuffled some riot gear-clad guard like the next level up in a first person shooter, which led to some inventive grue.

The fact that this is, among other things, a gory horror story was not forgotten about, and some of the effects were convincingly gruesome, a mixture of CG and practical work from the legendary Greg Nicotero. Probably the best was the unfortunate rotting guard whose face came off together with his gas mask as Rick pulled at it:

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Once inside, there was a bit of time to pause and reflect before the next round of searching the darkened, bleak setting. Lori, predictably, immediately took to moaning about how her husband and son can’t stand her any more (not to mention the audience), but her worries about the pregnancy were inventive and well-founded. What if the baby was stillborn? Would it try and eat her from inside? (That might be interesting to watch) Or if she died in childbirth, would she eat the baby? Hershel reassured her that in any of those scenarios, she and/or the baby would be promptly dispatched. Actually, if she doesn’t stop moaning, that might end up happening regardless of zombification.

Looks like Hershel may not be around too long though, as, during the claustrophobic search of the next block, he foolishly ignored a corpse that the camera kept suspiciously lingering on, which duly got up and bit him. Hustling him into the prison cafeteria, Rick lost no time in hacking his leg off to stop the infection spreading, another wince-makingly gruesome sequence. Whether it’ll work is anyone’s guess, as the show’s still making up its own rules about its zombies.Still, it was good to see another well-remembered incident from the comic book brought to life, even though it happened to a different character there.

Speaking of the comics, fans will doubtless be cheered by the arrival of well-liked character Michonne (though she’s yet to be identified by name onscreen). Memorably introduced as a silhouetted figure accompanied by two chained, jawless, armless zombies in the final minutes of the last season, she’d rescued Andrea from the chaos of the farm’s destruction and apparently they’ve been hanging out together all winter.

Danai Gurira is suitably grim-faced and badass in the role, first appearing here to hack off the heads of some inconvenient walkers as she foraged for aspirin. The katana is her chosen weapon, as in the comics, and she uses her neutered zombies as pack mules, an inventive touch. Unfortunately Andrea was a bit under the weather with some nasty cold-like symptoms, so we didn’t get to see much of a dynamic between their tow characters as yet, but hopefully that’s to come.

So, a promising start which looks like the showrunners may have digested many of the criticisms of the show’s uneven second season, and perhaps AMC have been a bit less stingy with the budget. The cliffhanger, which reveals that our heroes aren’t the only survivors in the prison, is straight out of the comic books, and promises more of a plot than just another year of everyone hanging around in one place and bitching. Meanwhile, Andrea and Michonne being already separated from the main party is a deviation from the comic, but a damn good idea, giving more narrative scope from the off.

Let’s hope the rest of the season maintains the quality here; but I won’t take it for granted, as the second season opener was pretty good too. I noticed that with all the action, T-Dog still barely got a line; though character beats were fairly frugal so far. And at least Carl now seems able to take care of himself with a gun, so hopefully there’ll be less worrying when he inevitably wanders off. The throw forward to upcoming events looks promising too, with the much-anticipated arrival of Britain’s own David Morrissey as the nasty Governor of Woodbury – though perhaps once again, fans of the comic will find their expectations of him cleverly subverted. Either way, this season opener has so far done much to dispel the fans’ anxieties after last year.

The Walking Dead: Season 2, Episode 13

SPOILER WARNING – I’M GOING TO TRY AND REVIEW THESE EPISODES AS CLOSE AS POSSIBLE TO THE ORIGINAL U.S. TV BROADCAST. IF YOU’RE IN THE U.K., AND PLANNING TO WATCH THE BROADCAST ON FX THE FOLLOWING FRIDAY, BE AWARE THAT MAJOR PLOT POINTS WILL BE DISCUSSED!

Beside the Dying Fire

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So this is it – after thirteen weeks, it’s the culmination of The Walking Dead’s ‘difficult second album’. This has been a patchy season after the compressed, high-octane drama of the first. With more than twice the number of episodes for apparently about half the budget, the first half of the season was frustratingly meandering and slow-paced, with a restrictive claustrophobic setting that worked to the detriment of the drama, and a little too much post-apocalypse soap opera.

The show’s return after its mid-season break found a massive increase in quality. Its settings opened up to take in the town near Hershel’s farm, and most importantly we got a return of the show’s proper USP – zombies. After their near absence for most of the season’s first half, recent episodes have sated the audience with horde after horde of stumbling revenants, reminding us that this is a post-apocalypse scenario far more hazardous than that of, say, Survivors. Not that the character drama has been neglected for zombie action, mind – the two episodes prior to this finale have had some heart in mouth moments of tension with no zombie involvement at all. They’ve also had, it’s fair to say, a number of whopping great plot contrivances that don’t hold up to close scrutiny.

This mostly excellent finale had its share of those too, though I’ll come to those later. But with original comics’ creator Robert Kirkman co-scripting with new showrunner Glen Mazzara, this was for the most part a thrilling, gripping piece of TV that might almost redeem the uneven pacing of the season as a whole.

After last week’s cliffhanger ending of a horde of walkers stumbling towards the farm, this week’s cold open cleverly didn’t pick up right from there. Instead, cleverly, it eked out the tension with an epic sequence of how this previously unanticipated horde came to be there. Starting out in a city (presumably nearby Atlanta), they’d taken to following that helicopter we’d all forgotten about from way back in the first season. As in the behaviour described in the comics, more joined them and they continued to stagger in the same direction, gaining numbers as they went, until long after the object of their initial interest had been forgotten. Until, now numbering in the impressively visualised hundreds, the gunshots from the farm caused them to turn in a new direction. Seeing the end of last week’s episode, this time from their point of view, was an excellent lead in to the credits and the action proper.

And action it certainly was. Taking the climax of most classic zombie movies as an inspiration, the episode showed our heroes’ refuge being overrun by a horde of ghouls so large it was quite simply unstoppable. Most of the episode’s first half was a frenetic melee of chaos as the farm was overrun, with the characters scattered hither and yon across the fields as they took to the cars in an attempt to shoot and then distract the herd.

Rick and Carl, for their part, were left hiding in the barn as they found themselves unable to make it through the hordes to the farmhouse. Everyone else being unaware of this, they had to fend for themselves by setting the barn – and the walkers Rick rather fearlessly let in – ablaze, in a set piece that surely consumed a fair chunk of the season budget.

With all the shooting, burning, and mad driving, the script took the opportunity to kill off those characters who’ve been a complete waste of space since the season began. Jimmy, the mostly mute teenage boy who was on the farm for some reason or other, perished after foolishly forgetting to lock the door of the RV, letting in some hungry corpses; catching light from the barn, the RV – so closely identified with the now-deceased Dale – is now toast. Back at the house, Otis’ wife Patricia, who’s uttered barely a word since her husband died, was dragged away from Beth for some chowing down.

These deaths provided some welcome gore – this is a horror story, after all – but served to underline how badly these characters have been served by all the scripts since the season began. Were they introduced solely with the intention of becoming zombie chow in the last episode? Even if they were, some kind of character description might have made us care, like we did about Dale and even Shane last week. As it was, I simply shrugged and considered the show well rid of them. It might have had more impact to have lost at least one of the main characters; but I suppose having killed off two in as many weeks, the writers didn’t want the action undercut by that kind of trauma.

This elongated sequence provided some memorable moments. Hershel, futilely blasting away at the unstoppable horde approaching the house; Lori, screaming for Carl and being dragged away to the pickup truck; Glenn blasting away out of the Hyundai’s window as Maggie drove like a lunatic. Some excellent direction from Ernest Dickerson gave the whole thing a real sense of urgency and tension; more than once, I found myself pointing at the screen and yelling, “behind you!”

Eventually though, everyone had the good sense to realise that this wasn’t a battle they were going to win, and to get the hell out of there. Along the way, Daryl rekindled the spark he has with Carol by sweeping heroically in on his bike to rescue her from pursuing walkers. Elsewhere, Rick, for a wonder, managed to convince the stubborn Hershel that the farm was lost, and there was no point dying for it. Even T-Dog finally got some actual lines, as he drove Lori and Beth away in that tatty old pickup that shows not all the vehicles in the show are product placements. Having all, independently, made the decision to flee the farm, these separate groups all, independently, decided to head back to the highway, and the place they’d left supplies for the missing Sophia way back in episode 2.

And this is the whopping great plot contrivance I had trouble with. Yes, it might have been annoying to spend the first few episodes of the next season with the group trying to find each other. But for all of them, independently, to have decided to meet up there having made no prior rendezvous arrangement? That, I’m afraid, is just not believable. I could have accepted it if some of them did that; hell, even if most of them did. But all of them? Er, no, I’m not buying that.

A similar thing happened way back in episode 8, when Rick guessed that the missing Hershel was in the town bar (and he was), then Lori, having no knowledge of this, correctly came to the same conclusion when she set out to find him. I appreciate that sometimes you just want to move the plot along to a certain point, but for heaven’s sake do it in a believable way that actually makes sense!

Having ranted about that, I’m bound also to say that the second half of the episode, with the action over, was much more slowly paced. That’s not necessarily a bad thing, as our heroes have to pause to take stock, count their losses, apportion blame, and so on. Dramatically it makes sense. But perhaps less so in a season finale, when you’re wanting to stoke the thrills to fever pitch and leave your audience hanging in eager anticipation of the show’s return.

That said, there was some good character drama in this latter part of the episode, as the group’s morale plummeted and Rick began to seem increasingly unhinged in a way that might have made Shane seem preferable. Carol’s all for splitting up; T-Dog just wants to head ‘east’; and Lori, having been told that Rick killed Shane “just to get it over with” finds it hard to even touch her husband.

To add to that, we finally found out what Dr Jenner whispered into Rick’s ear at the CDC last season. As we suspected after the last few episodes, it was, “you’re all infected”. That Rick had known this all along and not told anyone did not go down well; but it looks like, for pragmatic reasons, they’re willing to sullenly accept him as leader. For now. It can’t have helped when he declared that, “this is no longer a democracy”. Having killed Shane, it seems like he’s rejected Dale’s way of thinking and adopted Shane’s anyway.

This is an unusual way of developing your ‘hero’, but it shows that The Walking Dead is not going to make compromises about how nasty even the best of people can be. The Rick in the comics developed along similar lines, his worldview hardening in light of the circumstances. He’s hardly recognisable now from the clean-cut cop at the story’s beginning. The development is unsurprising with comic creator Kirkman on scripting duties, and Andrew Lincoln rose to the challenge well, managing to make us angry with Rick while still sympathising with his viewpoint.

And speaking of the comics (which I’ll try not to spoiler too much), we finally got the much-anticipated arrival of one of their most popular characters. As the abandoned Andrea, finally having run out of bullets after fleeing the walkers all night, was pounced on by a huge ghoul, it looked like the end for her. Until, that is, its head was unexpectedly sliced off by a sword, wielded by a mysterious hooded figure accompanied by two chained, armless, jawless zombies. Without wanting to give too much away, comics readers will know exactly who this is, and may, like me, have punched the air at that point.

Back at the camp, the arguing over, the episode climaxed with an impressive crane shot. As the camera panned up, and across the river, we saw something else familiar from the comics – a massive, fenced prison complex in the near distance. Again, without wanting to give too much away, it’s not hard to guess where this is going, particularly after the group’s discussion about finding a ‘safe place’. And given the major comic villain we now know will feature next year, I wouldn’t be surprised if he was accompanied by the popular TV character of Merle Dixon too.

The show is back “in the fall”, though I’ve seen no firm date for its return yet. Apparently season 3 will have 16 episodes, giving more scope for storylines. We can only hope that AMC will be generous enough to give it a commensurately higher budget, to reflect its undoubted popularity; and that the showrunner manages to keep up a better balanced pace across the season, with rather less of the endless chit chat that characterised the first half of season 2. Still, uneven though the second season may have been, its second half more than made up for its first, and I’ll certainly be back to watch when it returns.

The Walking Dead: Season 2, Episode 12

SPOILER WARNING – I’M GOING TO TRY AND REVIEW THESE EPISODES AS CLOSE AS POSSIBLE TO THE ORIGINAL U.S. TV BROADCAST. IF YOU’RE IN THE U.K., AND PLANNING TO WATCH THE BROADCAST ON FX THE FOLLOWING FRIDAY, BE AWARE THAT MAJOR PLOT POINTS WILL BE DISCUSSED!

Better Angels

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With the season end in sight, this week’s Walking Dead suitably ramped up the tension in another gripping episode that seems to demonstrate a show regaining its form. Brilliantly paced, Evan Reilly and Glen Mazzara’s script built from a slow burning character drama to a climax that’s been seemingly waiting in the wings for weeks.

First though, the gang had to mourn Dale after his shock death last week. The show’s cold open nicely intercut Rick’s eulogy at his graveside with an incredibly brutal and graphic zombie hunt. As Rick solemnly intoned that he was going to do things Dale’s way from now on, a close up on Shane showed him looking distinctly unimpressed. The zombie hunt flashed through the ceremony, showing Shane’s preferred method of doing things – brutally, pragmatically and finally. The effects here gave us some top notch gore, as walkers were dispatched in some inventive, non-gunfire ways.

There was some time to take stock, as Rick set about organising the proper fortification of Hershel’s farm – something that they might sensibly have done some time ago. Having resolved to follow Dale’s moral compass, Rick was still set on reviving the plan to release the hapless Randall a long way from the farm, and from his well-armed comrades. He plainly didn’t trust Shane to help him with this, choosing Daryl instead. A sensible choice, but one that Shane saw straight through; as they argued the toss, it was interesting to see Shane as the calm one for once, with Rick acting like an arrogant hothead who knew all the answers. This, surely, was what precipitated the later, tragic events of the story.

First though, Carl confided in Shane that he saw himself as responsible for Dale’s death, by failing to kill the walker he taunted last week. Shane’s advice on this was as pragmatic as ever; it wasn’t Carl’s fault, but he should keep the gun and learn how to protect himself. The grownups wouldn’t always be there to watch out for him. Actually, by the end of this episode I was beginning to wonder whether anyone was keeping an eye on him at all!

Rick having finally taken Shane’s advice on talking to Carl, there was a touching father/son bonding scene, in which Rick almost tenderly outlined the new realities to his son. It was interesting to note that, after having proclaimed he’d do things Dale’s way, the thrust of this was Rick’s firm persuasion that Carl really should be armed. There was much debate after last week’s episode as to whether Dale’s pre-apocalypse, ‘civilised’ approach was the wrong way to go with the way things had become; it looks like Rick has decided that civilisation has to be tempered by the brutal realities of the situation. He continues to develop as a character, much as he does in the comics, and Andrew Lincoln was particularly good this week with some very strong material to work with.

Sarah Wayne Callies got some good stuff too, in a significant scene with Shane in which Lori finally acknowledged her own responsibility for the impossible situation between him and Rick. Lori’s been arguably the most annoying character this year, presumably intentionally; selfish, indecisive and occasionally incompetent at basic self-preservation. Seeing her finally admit some of her own shortcomings was a surprise, and the scene with Shane felt like the beginning of some kind of closure.

In hindsight, a lot of the early part of this episode was indeed building up to closure on Shane. The fuse was lit as he stalked into the barn where Randall was tied up, then began flipping out and smashing himself on the head. After weeks of gradually unravelling, it was plain that he’d finally, completely, lost it, and this made for interestingly tense viewing as I genuinely couldn’t tell which way he was going to jump. As he led Randall through the woods, encouraging him to spill all about his gang, I really believed that Shane might take the step of joining them. So it took me quite by surprise when they disappeared behind a tree and a distinctly nasty, neck-snappingish noise was heard.

And then, as Shane smashed his head against a tree, his plan became clearer – he was faking Randall’s escape. But why? Plainly he was up to no good, but even here it was hard to see what he was hoping to gain.

It all came to a head in one of the tensest scenes the show’s done, as Rick and Shane came to a desolate, moonlit field near the woods. Director Guy Ferland gave the scene some excellent visuals as Rick and Shane stood silhouetted facing each other, the moon high behind them, as if reaching the final showdown in a classic Western. The implication was clear, and Rick, a trained cop after all, figured it out quickly. “So this is where you’re going to do it then?” he asked, knowing that this was Shane’s endgame. “Good a place as any,” Shane replied laconically. The showdown vibe was unmistakeable; that same laid back attitude the antagonists display at the end of every Sergio Leone movie. I fully expected a long, drawn out standoff with increasingly close shots of the actors’ faces interspersed with shots of fingers twitching near triggers.

And what we got, cleverly, was something quite different. Having built up that vibe, the script switched tack as Rick went into classic ‘police negotiator’ mode, trying to persuade Shane that, if he only gave up the gun, all this could be forgotten and they could move on.

This was certainly the ‘Dale-like’ thing to do, and was reminiscent of the more peaceable philosophy of heroes like Jean-Luc Picard or the Doctor. It was also, in light of Shane’s increasing insanity, plainly the absolute wrong thing to do here. This played out for a tense few minutes, until Rick took the step of holding out his gun to Shane. At this point, I was prepared for two outcomes; Rick getting killed (unlikely), or Shane accepting his terms and condemning the viewer to more endless weeks of seething tension between them.

Instead, I was again genuinely surprised that the scriptwriters had the balls for Rick to finally accept what had to be. As Shane reached for the gun, Rick, sobbing, stabbed him through the heart. It was a shocking moment, well-handled by both actors. The look of amazement on Shane’s face as Rick finally bought into his way of doing things was priceless. Mind you, I also wondered whether the whole thing had been engineered by Shane as an elaborate, unhinged way of committing suicide; the scene seemed laced with deliberate ambiguity on this.

Even than, the shocks weren’t over, nor the script’s clever mind games. Carl suddenly popped up, having seen everything (really, does nobody keep an eye on what he’s doing?). And it looked for a moment like he was going to shoot his father. Rick certainly thought so, an indication of how he’s not getting the changes in his son.

But no, as the gunshot rang out, it was the stumbling, now zombified Shane that Carl shot; possibly a clever nod to the comics, in which Carl shot the living Shane much, much earlier. It also served to establish (along with the discovery that the strangled Randall was now a zombie too) something we’d suspected for a few weeks now – you don’t have to be bitten to come back from the dead. This is a potentially interesting development; it means that, if this is caused by some kind of virus, everyone is a carrier, with death waiting to trigger it. I wonder if that’s what Dr Jenner whispered into Rick’s ear at the end of Season One? Still no resolution on that – yet.

As a prelude to the season finale, the episode ended with a swarm of walkers, drawn by all that gunfire, stumbling across the field towards Rick and Carl – and the farm. Clearly, in time-honoured zombie movie tradition, the climax to this season is going to see an invasion of the undead laying siege to our heroes’ refuge. Will they survive? Will they have to move on from the farm? (God, I hope so!) And more importantly, will they have the sense to get guns with silencers?

With the episodes of the last few weeks, The Walking Dead really seems to have got its mojo back after a distinctly patchy, often badly paced season. This was another strong story, and a great sendoff for Shane. Jon Bernthal has been excellent in the role, and will be missed. Zombie stories really need a human villain to work; the zombies are an all-pervading danger, but they’re essentially mindless. For genuine nastiness, you need the living, something George Romero’s movies always remind us of. I gather that another of the comic’s well-known baddies is due to put in an appearance soon to fill the void. First though, our heroes have got what looks like an all out zombie onslaught to contend with. If it can match the quality of the last few episodes, roll on next week…

The Walking Dead: Season 2, Episode 10

SPOILER WARNING – I’M GOING TO TRY AND REVIEW THESE EPISODES AS CLOSE AS POSSIBLE TO THE ORIGINAL U.S. TV BROADCAST. IF YOU’RE IN THE U.K., AND PLANNING TO WATCH THE BROADCAST ON FX THE FOLLOWING FRIDAY, BE AWARE THAT MAJOR PLOT POINTS WILL BE DISCUSSED!

18 Miles Out

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This week’s close focus on just a few of The Walking Dead’s ensemble cast made for an impressive episode that should be known as ‘The One Where Rick and Shane Have a Long Overdue Punch-up’. Zombie mayhem was present and correct again, with the character drama being threaded through it, and informed by it, better than last week by some margin.

In some ways, it was a very traditional format for series drama; there was an A plot – Rick and Shane’s excursion to dump off teenage bandit Randall – and a B plot – Lori, Maggie and Andrea have to deal with the now-conscious Beth’s apparent desire to commit suicide. If you were missing your favourite character this week, consolation could be taken that the very tight focus on, effectively, just six characters made for a gripping piece, and left nobody with the sort of perfunctory role that T-Dog seems to have every single week. On the whole, if there’s nothing for a character to do, I’d rather not see them at all that episode than have them mill round in the background and occasionally say one line.

The two plot threads were balanced far better than last week’s ‘first half action, second half talking’ approach, and worked better for it. Of the two, it was necessarily the A plot that got the most attention, as alongside some more actual zombie action, the increasingly poisonous nature of Rick and Shane’s relationship came to a head. Rick put his cards on the table, telling Shane that he knew everything – about Lori, about the death of Otis, about Shane’s twisted love for his wife. Shane initially seemed to take this on board, looking chastened for the first time in about ever. But as they found themselves stuck with a dilemma about whether or not to kill Randall, then a swarm of walkers descended, Shane took the opportunity to have his say. And he was pretty firm about it too.

Jon Bernthal’s been pretty impressive as Shane this season, all glowering anger and frightening obsession; by comparison, Rick’s obsession with what may be a now obsolete morality has meant Andrew Lincoln has had far less of a chance to impress. Let’s face it, the goody-goody hero is usually the less interesting part to play. But Rick’s definitely changed over the last few episodes, and this week Lincoln got a chance to impressively show us the extent of that.

His no-nonsense roadside speech to Shane showed us a man to be reckoned with, and also a man who these days won’t shy away from doing what needs to be done, however horrible it might be. It was telling that he accepted Shane’s reasons for sacrificing Otis, and admitted that he might well have done the same thing. But the crucial difference between them, which drove this episode’s conflict, is that Rick will take the time to consider before doing the horrible thing; Shane will just charge in and do it as a first response.

Hence, when they discovered that shifty teenager Randall, pleading not to be left at an abandoned Public Works Depot 18 miles out from the farm, knew Maggie and had therefore known the location all along, Shane’s first instinct was to kill him right there. Rick, typically, didn’t altogether disagree, but wanted to take the boy back to the farm and think on it overnight. But this was what pushed Shane right over the edge, as he came to the conclusion that Rick didn’t have what it took to do the hard thing. The look on his face said it all as he told Rick, “you don’t have what it takes to keep us alive.” And from that moment, the punch up was on.

They weren’t messing about, either. This was a seriously nasty fight, with both parties struggling for possession of the gun. Clearly, Shane meant to use it on Rick; Rick, presumably would have just threatened Shane with it. But if there was any doubt about Shane’s murderous intentions, that went out the window when he flung a giant wrench right at Rick’s head.

Fortunately for both, he missed, though his intention was now in no doubt. Unfortunately, the wrench went sailing through a window into a room full of ghouls, who shuffled out en masse for another tense bit of zombie mayhem. Surrounded by some quite fast-moving walkers, Rick and Shane scarpered in different directions; the fight put on hold, but far from resolved.

We’d seen part of this action sequence in the show’s cold open, but this time I’d say it hadn’t been needed. I like non-linear narratives, but I’m not keen on the practice of grabbing the viewer pre-credits by taking an exciting bit from halfway through the story then rewinding to the start. It smacks of a lack of imagination – what, you couldn’t write an exciting scene at the story’s beginning? Particularly when, I felt, writer Scott Gimple had done so this week. I would have been grabbed quite sufficiently by Rick’s opening speech to Shane, with a zoom in to the latter’s surly face leading to the credits.

Still, at least we knew there was going to be zombie action. While less numerous than last week, it didn’t disappoint, particularly for taking place in daylight where the detail of the impressive make-up could clearly be seen. These were some nasty looking corpses, particularly the big, lipless brute that ended up toppling on Rick – the first of three to fall hungrily on him, pinning him to the ground while he frantically shot them in the head, unable to wriggle out from under.

Shane too had problems as he bolted into a school bus with a door that couldn’t be locked, and tried to knife each zombie in the head as they squeezed through the gap. Randall arguably had it even worse, as his hands and feet were still tied. Even with this stricture, he managed to graphically snap an undead woman’s arm before reaching the knife he needed.

This was some tense stuff, and well done – there was no stinting on the gore, either. But it was also integral to the progression of Rick and Shane’s fight. As Rick managed to grab Randall and run for the car, Randall made the fairly sensible point that it made no sense for Rick to rescue a man who several minutes ago had been trying to bash his brains in. For a minute, it looked like Rick agreed, as he hared away in the opposite direction; like Shane, I was totally taken in by that, so it was a surprise when the car roared up next to the bus, with Rick exhorting Shane to make his escape via the back door.

On the drive back, Shane was more docile, but the look on his face made me think that we’re far from seeing their rivalry resolved. But all the secrets between them are now out in the open, and the field of battle is laid. As a result, I’m now seeing Rick less as a do-gooding moraliser, but as someone whose judgement is more measured and considered than Shane. It looks like he really does have what it takes to survive. But somehow I don’t think Shane will be convinced.

Meanwhile, back at the farm, Beth unexpectedly got a plot thread as it became clear she was hellbent on killing herself. Lori and Maggie, inevitably, were horrified, but Andrea had a more Shane-like pragmatism given her own recent desire for suicide. We’ve not really seen any interaction between Lori and Andrea before, but this week they got an electric face-off in Hershel’s kitchen; neither pulled any verbal punches, and we were left in no doubt as to the contempt they hold for each other. Lori sees Andrea as lazy and not pulling her weight; Andrea, for her part, sees Lori as selfish and spoiled, taking for granted all the good things she has in such a horrible situation.

I have to say, it was Andrea I really sided with. It’s no fault of actor Sarah Wayne Callies, but Lori really is irritating and comes across as always wanting more from everybody. This is now so consistent that it must be an intention on the part of the showrunner – I’m sure her selfishness will lead to much trouble in the upcoming weeks. Andrea, meanwhile, had an uncomfortably sensible pragmatism about the desirability of suicide in the scenario they all face. In the event, she left Beth to make her own decision, and the half-assed attempt she made at slashing her own wrists betrayed her lack of conviction in killing herself. Eventually, even Lori had to concede this had probably been the best approach. Trouble is, I’m betting that, having had this one plotline, the writers will be unable to think of anything to do with Beth afterwards. After all, her boyfriend Jimmy has still barely had more than a handful of lines despite having been in it since the second episode of the season.

This dark philosophising on the attraction of suicide was efficiently threaded through the action with Rick and Shane, so the episode as a whole felt far better balanced than last week. There was also some touching on an issue I mentioned last week – is it only bite victims who rise as zombies, or everyone who dies? This came up as Rick and Shane puzzled over some zombies they’d just killed who seemed to have no bite marks at all. Eventually they concluded that the infection must have got in through scratches on the victims; which should worry them both given the open wounds they both got during their fight, and the amount of zombie blood liberally sprayed about near said wounds later on. It could be that one of them isn’t long for the world of the living – my money would be on Shane.

A gripping, action and character filled episode ended with Rick and Shane back where they started, heading back to the farm with a bound Randall in the trunk. Next week, it looks like they’ll have the unpalatable dilemma of whether to kill him in order to ensure their group’s safety. That could be interesting, and intentionally or not shows yet another resemblance to classic BBC post-apocalypse drama Survivors.

There’s a truly gripping episode in the first series of that in which the settlement of plague survivors debate whether to kill an apparent murderer in their midst; with no judicial system any more, it could be the only way to deal with the situation. Eventually, the ‘murderer’, a man with the mind of a child, is indeed executed. And then the group find out that he was innocent after all. It made for an enthralling moral dilemma, and it looks like Rick’s gang are about to find themselves in a similar situation. This could be the ultimate test of Rick’s considered judgement versus Shane’s bullheaded pragmatism –  and could be very interesting indeed.