A Seattle-based podcast about games, comics, superheroes, zombies, robots, wizards, dinosaurs, and other things relevant to your interests. We're SJW FTW, and we’ve been nerding out about nerd stuff since way before everybody was a nerd.
Season 2 of Preacher kicked off last night, with a quick-turn episode 2 airing tonight on AMC. I discussed season 1 at length last year, and Paul and I chatted about it just as the show kicked off, so check out the archives to get the backstory on the (problematic) comics and the many interesting choices Seth Rogen and Evan Goldberg made to adapt them to the New Golden Age of Television ™.
The new episode doubles down on the narrative distance between the comics and the series, seemingly setting up the Saint of Killers as the big bad (though I’d be surprised if they don’t either divert him or have him switch sides entirely before much longer) and introducing Jesse’s uncle on his father’s side, which produced a profound WTF moment in me–did I forget this? The Custers didn’t get much narrative space in the comics except for traumatic flashbacks to Jesse’s poor dad. Glenn Morshower added heft to what could have been a dark trifle, as he often does.
Reinvention can be tricky, but the showrunners brought on series creators Garth Ennis and (recently deceased) Steve Dillon to ensure that things didn’t stray too far. The best changes clean up the problematic stuff, and the rest let the story open up to what could end up being a long-running series. Lord knows the comics give them plenty of fodder, and they seem willing to take it all and run with it until the end of the world.
Things have been pretty quiet around here lately, and I’m full of excuses. My current hot #1 all-inclusive excuse for neglecting friends, family, and pressing medical concerns is last month’s launch of Civilization VI.
If you’re a regular, you know I’m a fan of the series*, and I wrote it up in our pre-Nerdhole days as well. Hell, I’ve been playing since at least 2004 when I picked up a used copy of Civ III. The series scratches quite a few itches–alternate history, resource allocation, exploration, and absurd situations like archers destroying (severely wounded) tanks. “One more turn” is to me and my fellow Civ players what “Braaaaains” is to zombies of a certain era.
And so here we are. Civ VI has been out for not quite a month and I have been playing the hell out of it despite, as usual, not quite having the hardware capacity to keep it running smoothly. Endgame turns run loooong, especially if I’ve got more than a couple of opponents left in the game. But I persevere, and I expect to upgrade my hardware soon BUT NOT JUST BECAUSE OF THIS GAME. GOD!
I’ve seen this version called an incremental advance, but some of those increments are, well, game-changing. One innovation that is a much bigger deal than I had thought is the notion of districts. Each city now has to build out districts to contain particular kinds of buildings, and you can only have so many per city. That means you need to choose just a few out of many options for each city–that holy site may keep you from building a factory when you need it later in the game, or that hot new entertainment complex may hold back your scientific achievement. In older versions, you’d just pack each city with as many buildings as you could afford to maintain. This forces strategic choice on almost every turn.
Another change is in workers (now called “builders”) and improvements. Each unit now comes loaded with a few charges it can use to build farms, drain marshes, or carve out quarries–and they can’t be automated. Many of us relied on AI to take care of building infrastructure–just like real life–and I was sure I would hate having to micromanage that aspect of the game. As usual, I was wrong. The designers have changed the game on many levels to make tile improvements both more important and less time-consuming. Roads get built automatically via trade routes, and the number of strategic resources needed has dropped significantly. Now you just pop out a builder when you need to get a new city buzzing quickly or when you learn how to handle a new resource like coal or aluminum. See above re: forcing strategic choice.
There are other big changes, though some of them hearken back to the Civilization Revolution offshoot series: Units can be combined into stronger armies, but they’re limited and don’t create the stacked-unit problem endemic to pre-Civ V versions of the game. The interface is a little cartoonier, diplomacy is deeper and weirder, and the victory conditions have changed considerably–and now include a religious victory.
Stop! It’s caveat time! Some concepts have sent me scrambling for Google when the help system failed me–but I likely just clicked past those parts of the tutorial in my eagerness to get to the real game. Your first few games will be much more satisfying if you keep your phone handy to learn why the world looks so different to settlers and how spreading religion works in detail–and so much more. Maybe in-game help systems are vestigial now? It’s a small gripe–go forth and civilize!
Hey, our pals over at A Podcast for All Intents and Purposes** chatted about Civ VI not too long ago–check it out.
* Beyond Earth did not hold up well, in my opinion. An interesting exercise for sure, but gimme my Gandhi back.
** Note to editorial staff: Please set up a hotkey to autocomplete this.
We got another chance to interview Friend of the Hole and rockstar game designer Jonathan Tweet, whose magnificent book Grandmother Fish comes out today in his new deal with Macmillan. We’re going to the launch party at Ada’s Technical Books in Seattle on Saturday 9/10 from 10am-2pm, and you should too.
In the interview, we also got to talk a bit about Clades, a game Tweet is designing to teach evolution to kids and their adult companions. We played a bit of his early design and had a great time. We’ll let you know when he fires up that Kickstarter next month.
Age is a terrible drug, children. Rob woke up this morning creaking and cranking with pain all over his body, just from being alive at PAX for two days in a row. He’s been overseeing Nerdhole operations from our Capitol Hill HQ while Paul and Mary have been exploiting their youthful vigor and taking in the sights and sounds of Day Three.
Karma was the trippiest thing we’ve seen so far, and it’s sure to give a few of you some hearts and grins just to look at for a while. It’s a point-and-click game, generally not our favorite, but its gentle non-verbal directions and lack of time pressure make it a lovely, low-key experience. It’s won many nods for its art, style, and design and it’s launching this month on Steam. Check out the demo if you like what you see.
You can demo 2K’s Carnival Games VR in the atrium near the PAX swag booth. Available 10/28 for PlayStation VR and HTC Vive and eventually for the Oculus, the game itself is pretty straightforward–it’s exactly what it sounds like–but what’s more remarkable is just how pervasive and common VR is now. Last year PAX had a few VR games but this year a good percentage of the Indie Megabooth, as well as many of the AAA booths, were dedicated to VR games. We live in exciting times.
At the Indie Megabooth, Mary tried out the charming and extremely pretty Luna. A VR game for the Oculus Rift, Luna is serene, like trimming a bonsai. The textures have a vaguely mid-century feel and a bystander compared the artwork to the illustrations in Dixit. The demo starts with the player connecting stars into constellations which creates various natural items that become usable assets in the next phase. Once the player completes all the constellations, they are presented with a little terrarium-like landscape which they can populate with the items they created. (Check out our Instagram video below for a taste.) You can read more about the full game and story on their website. The game is expected to ship early next year.
Mark Taylor was an IT consultant stuck on a long flight playing a game that we love, rymdkapsel, when he thought, “What if somebody made this for VR? … and then made it an RTS? … and for multiplayer?” The result is the Tron-vibey goodness of Korix, one of our favorite games from this year’s Indie Megabooth:The RTS aspect feels like a nice blend of old-school Starcraft and tower defense: you’ve got a home base, and you spawn hordes of little rymdkapsel-esque “workers” who travel back and forth collecting resources from a limited number of pools on each level. You then spend those resources to buy defenses (walls, lasers, artillery, and the like, all of which can be repaired and upgraded) and offensive troops (tanks, aircraft, etc., on up to nukes) to take the fight to the relentless stream of enemy creeps.The VR was surprisingly satisfying for this kind of tower-defense tinkering: you’re like a disembodied god floating over the battlefield, using a “gun”/laser pointer to place and modify your defenses across a large grid. The mix of defense types and the large battlefield let you experiment with all sorts of strategies (do you build a maze or a castle? do you fortify a central area or sprawl out across the battlefield?), and that will surely be especially rich in multiplayer, which can be competitive or cooperative.Korix is also a great indie Cinderella story: Mark was working full time in IT and teaching himself Unity on the side. Sony called him up, interested in what he was doing, so he went to the London office and pretty soon they were discussing what he needed to make it happen for PS VR. As Mark says, “Four months ago I was booting server farms, and now I’m at PAX!” Korix arrives on PS4 later this year, and on PC for Vive and Oculus in late 2017. The floor demo is about 10 minutes, enough to play a full two-player coop battle against the AI, and well worth your time if you’re an RTS or TD fan.
Virtual desktops strike us as VR frippery, but the glee of one of our nine-year-old henchmen has made us take pause. He was using a Vive to search for Ssundee videos on YouTube (and to dismiss a banner ad for getting a flu shot), which seems like kicking sand in the faces of HTC developers—but wow, did he have fun. You can also modify your virtual “office” extensively, and the developers have plans for encouraging user-generated content, which has the potential for much fun weirdness. If you’re in the VR Village in the Westin, look for these guys behind the giant World War Toons encampment. They’re in town from Palo Alto and super nice and knowledgable, and it’s a great way to get some Vive time without lengthy lines and appointments. (We’re also going to watch for a fun-sounding party game they recommended, Sweet Escape VR.)
Speaking of World War Toons, that is definitely one of the essential visuals of this year’s PAX if you haven’t seen it already:
We’re wisely pacing ourselves this year and focusing on a few things instead of trying to do ALL THE THINGS. We hope to continue this trend through the evening and be in good shape again tomorrow (#HangoversofPAXPast.) At any rate here’s what caught our attention today.
We sat in on an Acquisitions Incorporated Intern Program orientation session, and were mighty impressed with the efficiency and deadly humor on display. Two AcqInc Career Counselors laid down the law, instructing new D&D players on the basics of gameplay with delightful snark and an amazing video straight from the Ninth Circle of Human Resources. With slogans like “Do Don’t Die” and “Sometimes teamwork means not being on the same team” (that last one ad-libbed by a deft Career Counselor), the interns were well prepped to head out and collect treasure.
Mary attended the World of Warcraft: Legion panel, which she’ll write about at greater length later. The mood was jovial, and both the fans and devs had a great time discussing the new content. The biggest news was the announcement of the Legion Companion App, available for iOS and Android. Launching this coming Tuesday, September 6, the app will allow players to complete certain tasks and quests from their phone when they can’t be in Azeroth. This has been a much-requested feature and the room erupted in whoops and applause followed by a lone shout of “THANK YOU!!!!” Check out the trailer below:
We passed a group of women in costume, each one a mash-up of a Playboy bunny and a superhero. Mary had some complicated feelings about the costumes: “I had heard that’s a thing and thought it couldn’t possibly be a thing. It’s not that I’m against sexy cosplay at all (my love of nerd burlesque is well-documented) and I absolutely believe everyone should wear whatever makes them happy. But I find it problematic to use such a blatant symbol of the male gaze since it seems to play right into the idea that girls aren’t fans, they’re just dressing up for male attention. It would be great if they were commenting on that terrible trope, but that didn’t seem to be the case.” Feel free to mansplain to Mary in the comments why she’s wrong. (Rob and Paul are pretty sure she’s right.)
We demoed a prototype of the Penny Arcade–Lone Shark Games collaboration Thornwatch today—with Paul running the demo!—and had a great time. The last time that we playtested this game was literally in a garage three years ago, and while it was already fun then, it’s really matured into a solid little gem. It’s part board game, part card game, part graphic novel. Play is quick and the learning curve is gentle as you master the deck of one of five members of the Thornwatch, but even crunchier gamers will appreciate the elegant ideas in play here—especially a “momentum” system that melds damage and initiative into a satisfying and constantly shifting back-and-forth. (Fellow fans of PA will of course swoon over the source material.) We exhort you to try the game either at Lone Shark’s sixth-floor booth or (even better) in the Thornwatch freeplay area on the third floor of Olive 8. The Kickstarter has already more than doubled its goal.
We made some Xbox One custom controllers the hard way back in the day with non-OEM parts, YouTube videos, and some sharp little arcane plastic tools. This is oh so much cooler. And yee, look at the Swatch one! Plus, with your gamertag. So ordering.
Indie games can take a long and winding road to release, and it’s heartening to see Night in the Woods so close to coming out (“this fall!”) on the PS4 (and PC/Mac/Linux) after its successful Kickstarter way back in 2013. Described at one point as “like Gone Home, in third-person, with talking animals,”Night in the Woods has a kids-book style but with a smart, intricate melancholy to it. You play as a wayward college dropout Mae (yes, a cat), back in her hometown and slowly discovering that something weird is up. Most of the exploration comes through dialogue, and the town is full of well-realized characters (apparently over 60 of them), and your choices affect the path that you take through an 8 to 10 hour story. What a nice weird break amidst the giant Sony presence.
We took a look at a few of the PAX 10, and were as impressed as usual. Blockships was a sweet little shmup that is strongly reminiscent of Galaxy Trucker. You start as the core of a starship and then race to collect new components to add to your ship while other folks are doing the same and trying to kill you. They keep it simple with just gun, engine, and power components, but there’s an interesting richness to it because each hit knocks off components that anyone can grab. It’s 10% off on Steam now through 9/9.
Splitter Critters, also in the PAX 10, looked a little intimidating until we learned that we were watching a very advanced level. It’s a lovely puzzle game with a unique mechanic—players swipe to split the level and then can shift the pieces to create new configurations. It’s easier to show than describe, so check out the trailer below. We’re psyched that this has been Greenlit on Steam.
We’re back at PAX, which has finally succumbed to the reality of large, successful organizations and renamed itself “PAX West.” We’re super-psyched for the success of our favorite nerd show, but it was nice to experience Northwest privilege while it lasted. PAX Prime is dead, long live PAX West!
Other than that, the vibe and essence of the con haven’t changed, as far as we can tell. Everyone is still super-friendly, the scene feels super-inclusive, and the focus on fans and players is clear as day. They’ve put together something special for sure, and we’re grateful for all they do.
We swept through the Indie Megabooth, scouting it out for more focused time during the rest of the show. One very noticeable difference was the massive number of VR games available. This was also true of the main show floor, but it was fascinating to see that tech get adopted so quickly by small, scrappy devs. Rob tends to experience IRL nausea when he’s set up with VR, but Paul and Mary welcome the new hotness.
We may have more to say about this later, but we wanted to give a quick shout out to Open Sorcery, which is on display at the Indie Megabooth. It’s a text adventure that incorporates modern elements to damp down frustration (it’s based on Twine, which is a big help) (can we just take a moment to reflect on how great Twine is? Like really?). You are a magical being that is also a firewall protecting community sites from intrusion, which should send some of you straight into the Smile Zone. Maybe its premise is a little hard to explain, but it’s well worth a look—check it out free online. It’s also on iOS and Android if that works better for you.
Mary wandered into the Bethesda booth and was immediately mesmerized by the trailers, standing open-mouthed and staring for a very long time. You won’t be surprised to hear that we’re all really looking forward to the latest Fallout 4 DLC, Nuka World. We saw both the adorable animated trailer and the gameplay trailer, the highlight of the latter being feral ghouls getting run over with a roller coaster. We really want to do that.
When we walked up to Republic of Gamers’ booth and there were only three or four people waiting to play Minecraft on the Oculus, we were like, “Did this come out last year?” But no! It was just the magic of Friday. (And perhaps the distraction of the ridiculously huge ARK T-Rex across the way.) Minecraft VR is pretty much brand new—less so for Gear VR—and it is hell of fun. Our nine-year-old nerdling henchmen very excitedly said, one to the other, exactly what you might expect: “It’s like you’re in Minecraft, dude!” We talked to the nice RoG guy about the future of more and more games being VR ready, and the coding hurdles required in basically creating simultaneous tandem left-eye and right-eye renderings. He was partial to playing Project CARS on Oculus (games where your avatar is stationary, e.g. in a driver’s seat, are of course ideal for VR), and he said that Project CARS 2 will likely be built even more for that experience.
A video posted by Nerdhole Podcast (@nerdholistic) on
We have little experience with Dishonored, but the trailer for the sequel looks fantastic. In a very general way you could say that it’s steampunk-meets-Assassin’s Creed, but that’s not really doing it justice. Both the cinematic and the gameplay trailers show a neat mechanic that involves the player character turning into a smoky, ethereal form to sneak up on enemies and squeeze through tight spots. There’s architecture that literally folds up and transforms as you pass through it and an eerie conspiracy driving the plot. We’ll post more if we’re able to try out the demo.
Rob was intrigued and a little nostalgic about the trailer for the rebooted Prey, coming next year from Bethesda. It’s one of the first games he picked up for his Xbox 360, and it had some fascinating physical mechanics—like portals, a year before Valve’s Portal made us fall in love with magical door-like contraptions. It also gave a taste of social justice issues, as it starred Native American characters and used some kind of problematic Native American spirituality in what was basically a bug hunt. It turns out that the developers did a fairly decent job of reaching out to Native communities, and the protagonist is nothing like any stereotype we’ve ever seen. The new game is a “reimagining,” which could mean practically anything, but Rob will keep his eyes on it.
We were surprised to see that Blizzard had an entire booth dedicated to their brand-new World of Warcraft expansion, Legion. Blizzard makes relatively few appearances at PAX West, and generally it’s been well before an expansion drops. On the other hand, they’ve been working hard to make WoW even more accessible to new and returning players, and this is most likely part of that push. Mary will certainly have an entire post dedicated to Legion at some point since there’s plenty to say about it, but here’s the tl;dr: it has launched much more smoothly and with more fanfare than the last few expansions, so if you’re thinking about trying the WoW, now is a good time to do it.
We took a quick look at Yukon Salon, which was being touted in the board game zone by our podcast pal Andrew of A Podcast For All Intents and Purposes. It’s a fun-looking card game that involves (among other things) giving afros to miners and bears. More like BEARSTYLES, right? Anyway, there’ll be a Kickstarter coming your way in the very near future, and we’ll let you know when that goes live.
Our nine-year-old nerdling henchmen took us on a tour of Kaladesh, i.e., into the depths of a completely Magic’kd-up Paramount Theater to celebrate the debut of the new expansion. These were the highlights: For Seattle gamers who have probably seen everything from the Pixies to Soundgarden to Yo Gabba Gabba Live! here (we’re not judging), it’s exciting to see the Paramount all dolled up for one of our favorite games.
These guys were playing in the “Inventors’ League,” a free casual competition in which you grab a small deck (you pick your favorite color, plus a random one), put on a lanyard to identify your inventiveness to other Inventors, and then play five matches for a $2 discount on tourney play. There are many OP events (including 2HG, Mini-Master, and Deck-builder’s Toolkit Challenge) all weekend.
Or you can simply bask in the Magic World Championship happening on center stage, with the top 24 players in the world playing quietly in the background and duking it out for $70K. The stage is also home to many great Magic panels and an M:tG improv show on Saturday night that we kind of can’t not go to. (Is “Yes, and…” an instant? I need the name of a planeswalker and an enchantment! We’re here all weekend, folks.)
You can also just stand in the lobby and fog up the glass looking at REAL LIVE KALADESH BOOSTERS!
Last but not least, follow Magic on Twitter to learn about how they’re giving away these over-sized cards from the new set several times a day. This one went to the first person to bring a “vehicle” (in this case, a Magic Carpet card) to the corner of 9th and Pine at the appointed time. BTW, even if you don’t have a PAX pass, the whole alley beside the Paramount will be bustling with Kaladesh madness that you can partake in starting at 10am every morning, including Kaladesh cosplayers, glass-blowing, and a build-your-own-ornithopter(!) area.
Check out previous years’ PAX coverage at the Stranger right here. We’re also posting tons of stuff on Instagram!
We nabbed ace game designer Brandon Bozzi for a great, funny interview about the design process and the economy of free-to-play games. We’re sad to report that Smash Squad, the game he was working on and discussing, has been axed since we recorded this, but we felt that the conversation was worth hearing anyway. We hope to have Brandon back on in the near future to talk about his next project, which for now must remain a mystery.
“I have a theory about the Joker,” said the most pretentious nerd ever.
Okay, now that I’ve acknowledged my extreme worthlessness, let’s get on with it. I think it’s impossible for the Joker to have a satisfying origin story. I don’t mean that there’s no writer good enough or idea captivating enough to work. I mean that any satisfying origin story cannot work for the Joker by definition.
There are many, many explanations for The Joker peppering the literature. Some of the most interesting takes on his background (like The Killing Joke, which does contain some remarkable writing despite its vile and demeaning treatment of Barbara Gordon) acknowledge that they are on shaky ground at best, or even outright lies spun by the least reliable narrator. Some of the best interpretations of the character (The Dark Knight, duh) don’t bother explaining him at all, and this gets at the heart of my argument.
While he was occasionally little more than a clown- or playing-card-themed villain (see the Silver Age Batman comics for examples), he has largely been an agent of pure chaos*. When he lapses into logic, it’s invariably to show Batman how puny and unreliable reason is when confronted with reality–using logic to refute itself. The best Joker stories revolve around his provoking Batman to question or abandon his ideals, and he invariably wins by losing. He personifies the second law of thermodynamics, and that’s why he’s so compelling and terrifying: he reminds us that death is inevitable and the universe is uncaring.
He’s not a person so much as he’s an abstraction. That’s true for many comic book characters (e.g. The Hulk is rage), but in his case it limits his personhood much more sharply. Rage and other heroic/villainous qualities are human, but chaos transcends humanity–heck, it transcends what we think of as reality. If you are chaos, then you aren’t a person with a history, much less an origin story.
The Joker can either be a terrific iconic villain, or he can have an interesting backstory. But maybe what we need is more contradiction. I’m all in favor of adding more and more canonical origin stories to the mix until eventually we realize that they’re all wrong and misguided and unimportant. Tell us all the lies and one day we’ll see the truth.
And so it goes. Gotham has been nodding and winking about The Joker’s origin even as it’s been ducking and weaving in an effort to avoid the inevitable. If we’re all lucky (especially the showrunners), it’ll be cancelled before the big, unsatisfying reveal. Or maybe they know what they’re doing and can find a way to just call down the Joker without explanation. I’d watch the hell out of that.
* When I use the word “chaos,” I don’t mean random or ever-changing. I mean a state that reflects complexities our minds aren’t complex enough to understand. It’s the natural order of the universe that can’t be compressed into the artificial order we create with our minds. I swear to god I am not high.
We’re all over Stranger Things, Netflix’s homage to all of the 1980s. They may have poached Mary’s memoir title, but we can’t hold that against them because the show is just that perfect. When we recorded, Mary had binged the hell out of it while Rob had just dabbed a pinky toe in, but our enthusiasm is loud and clear (and correct).
You guys. I just watched the finale of AMC’s Preacher adaptation–the one we talked about a few weeks back–and I’ve got some thoughts. If you’ve never read the comics and don’t intend to, skip down to the heading “OK, THEN, LET’S GET ON WITH IT.”
First, I need to revise what I said about the comics. I’ve reread the series since that episode, and the icky stuff is ickier than I had remembered. The comics’ attitudes toward women, people of color, and especially LGBTQ people are conflicted at best. Writer Garth Ennis consistently calls out and makes fun of bigotry–yay! At the same time, he uses gay male sexuality as a punch line so often that it feels like self-parody. As for the theme of modern American men coming to terms with women’s equality, yeah, it’s in there–but I don’t think Ennis went deep enough to pull it off. He could have taken one more step and created a fascinating take on women’s deaths as plot devices (“fridging”), but he never quite gets there, sticking instead with a fairly standard romance. Sigh.
But it’s silly to talk about what someone else’s work could or should have been. It is what it is, and what it is is problematic. The best of the series is still fantastic, but the worst of it is puerile.
What about the AMC series? It diverges so massively, in so many ways, from the comics that it’s like hearing that Avatar was based on The Smurfs. If you’re a fan of the comics, expect major differences in plot, characters, and relationships. Many of these changes were necessary to adapt the format to multiseason drama, but some are just inexplicable:
Jesse and Tulip knew each other as children instead of meeting by chance in a lurv-at-first-sight moment.
Arseface’s father is a tough, confused, but loving dad instead of a monstrously hateful bigot.
The pathetic second-string angels Fiore and Deblanc are elevated to big-bad status, sort of.
Jesse’s congregation survives his first taste of Genesis.
If Ennis and artist Steve Dillon weren’t involved in the production, I’d blame show creators Seth Rogen and Evan Goldberg for letting their self-indulgence run wild. But it could be they’ve just decided to tell a very different story, and it seems as if they’ve shed much of the most problematic material from the books.
OK, THEN, LET’S GET ON WITH IT
The show is lovely. It alternates densely-packed action with long, dawdling moments of conversation against a backdrop of Texas wasteland. The basic narrative of the show takes its time to develop, but here’s the elevator pitch: A troubled preacher with a past accidentally becomes the host for a power that rivals God’s.
The acting is terrific across the board. Dominic Cooper works surprisingly well as the lead, despite shifting the character away from the strong silent type toward someone more comfortable using his mind-control power. Ruth Negga is brilliant as Tulip, stepping up her game from Agents of SHIELD while baiting the racists and delivering one of the best character introductions in modern memory. Joseph Gilgun (Misfits) is perfect as Cassidy the vampire, full stop. And oh god Jackie Earle Haley kills it as bad guy Odin Quincannon.
The dialogue is good fun, and the exposition is never insulting, even though there is quite a lot of it. The show looks and feels unsettling and hyperreal, as if something terrible is just about to happen. (It usually is.) My one faint critique is that the first season felt like it was all just a setup for the next. It was a fun ride, but we didn’t get very far.
So! It’s definitely worth watching, unless your tolerance for violence is low-to-middling. It’s somewhere between Breaking Bad and The Walking Dead, so it’s not for everyone. If you can handle blood spatters, lovingly rendered shotgun blasts, and cries of “He shot my dick off,” you’re all set.