Alien: Earth – Lily Newmark on the Nibs Moment She’s Been Waiting Her Whole Life For
Ever since Ian Holm’s Ash oozed milky white blood all over the floor of the USCSS Nostromo, androids have been an integral part of the Alien franchise. Now FX’s Alien: Earth, the first TV series in the hallowed IP, has upped the ante in a major way.
The eight-episode Noah Hawley-created project features three distinct flavors of artificial intelligence: your standard android (Timothy Olyphant’s Kirsh), a cybernetically-enhanced human (Babou Ceesay’s Morrow), and a collection of child brains in robotic bodies known as “hybrids,” whose unique consciousness have led to some rich drama. Case in point is the season’s penultimate episode “Emergence,” in which hybrids Wendy (Sydney Chandler) and Nibs (Lily Newmark) come across their own graves, occupied by tiny bodies they’ve left behind and marked by names that are no longer their own.
“Initially it was very heartbreaking to confront but in the end, it was more about having closure, you know, really putting Rose to bed, so to speak,” Rose Ellis a.k.a. “Nibs” actress Lily Newmark tells Den of Geek.
First introduced to mass audiences via Netflix’s British sex dramedy Sex Education, the London-born Newmark is making the best of her time as one of Alien: Earth‘s “Lost Boys.” While Nibs doesn’t share much in common with her identically-named counterpart from J.M. Barrie lore, her experience as a child thrust into a situation far beyond her comprehending still rings true. The scientists of Prodigy Corporation may have erased the precocious hybrid’s memory but as we see in episode 7, it takes more than a little shedding of white blood to truly bring her down.
We caught up with Newmark to discuss Nibs’ big episode, what it’s like working with T. Ocellus, and the finer points of tearing a man’s jaw off his head.
Den of Geek: What’s the audition process like for a role like this? How do they even describe a “hybrid” on the page?
Lily Newmark: It was so confusing! I’ve had some cryptic synopses and briefs sent to me before, but I’d never been sent anything with this kind of premise, so I was deeply confused, as was Kate Rhodes James, who was the casting director for this. Kate got me on Zoom, and we just experimented with the three scenes I was sent. We explored what it would be like doing a scene as an eight-year-old child, and then doing a scene as something more robot, and then doing the scene just as my adult self. And in the end, the character was a combination of all three. So eventually I had to figure out how to combine all those ways of approaching it.
The penultimate episode of this season is a pretty big one for Nibs. What was it like playing that scene in which Nibs comes across Rose Ellis’s grave? What’s going on for her at that moment?
Initially it was very heartbreaking to confront but in the end, it was more about having closure, you know, really putting Rose to bed, so to speak. It was finding myself being present in my new physical form and being excited by that as opposed to it being a triggering circumstance. It really was more about catharsis and closure and just regaining control once again in a more peaceful way.
This episode also gives you the opportunity to play around with some of the physical sci-fi things that come with the Alien universe. What was it like to tear that dude’s jaw off?
That was so much fun! I’ve been waiting my whole life to do that. With the effects team, we practiced with a dummy version of that character’s head. It was honestly creepy how realistic it was. It had like a retractable jaw that I could pull out with all these guts attached to it. So it was a real mouth piece that I yanked out of his mouth. A lot of that was practical effects – like it was real blood and guts we were working with. It felt very satisfying to rip it off. I was gagging for it.
Can you tell me what it’s like working with “The Eyeball” or T. Ocellus on set? How much practical eyeball stuff do you get to play with, and what is it even called in the script?
I thought it was “T.Oculus,” but I think misread it. We were calling it the “Eye midge” when we were working with it, which was really just working with my imagination. There were a couple moments where they gave me a kind of mini version of it. I don’t know if you ever had those bouncy balls as a kid, the ones that really go springing, those ones. It was kind of that size with stringy, jelly legs. It wasn’t anywhere near as large as it is in the final edit but I had a few goes with that one where it wrapped around my hand.
For all the wider angles where I’m seeing it from afar and it’s approaching me, I just had to use my imagination, which was a fun challenge. But yeah, the physical effects and the special effects really do most of the work in that scene. I was just praying that I had the most appropriate reactions in the final edit. You don’t know really what you’re working with until you see it on the screen. I think it’s [beloved] because it’s kind of a cute version of an alien. It’s probably one of the more likable ones
As evidenced by that T. Ocellus line of questioning, I’m always highly invested in little critters. With that in mind, what’s it like working with that diva, Mr. Strawberry?
Oh my god, just the biggest diva. Everyone said!
What is he, by the way? Is he like a road runner?
I know he does look like Road Runner, that’s so true. But he’s an ostrich. He’s a big booty ostrich. He was wonderful to work with. I don’t have a bad word to say about Mr. Strawberry. He did need a clean pretty much every day because he, poor guy, got covered in all sorts. He was also used as a sweat rag because it was so hot over there. I couldn’t have done the job without him. He was my strongest ally on set and I miss him. I miss him.
The eighth and final episode of Alien: Earth season 1 premieres Tuesday, September 23 at 8 p.m. ET on Hulu.
Sneakers Remains Robert Redford’s Most Underrated Performance
With news of his death at the age of 89, Robert Redford will be remembered as a beloved actor from the New Hollywood era. While obituaries will be correct in discussing his stunning screen presence, commitment to interesting roles, and contributions to independent cinema, they may overlook a surprising and oft-forgotten fact about Redford: he was not always respected as an actor. Audiences of the ’60s and ’70s dismissed him as too handsome, a position often taken by the famously acerbic and influential critic Pauline Kael.
Today, we recognize Redford as classical movie star who knew how to use his glowing on-screen persona to create compelling characters. His work alongside Paul Newman in Butch Cassidy and the Sundance Kid and The Sting is heralded as an exemplar of the late-’60s style and his paranoid thrillers All the President’s Men and Three Days of the Condor use his charm to add texture to the tension. Heck, even the part that most younger audiences know—no, not playing a HYDRA agent in Captain America: The Winter Soldier, but the gif of him nodding in approval in 1972’s Jeremiah Johnson—demonstrates his ability to command the screen.
Yet, throughout this career reassessment, one of his best performances goes overlooked. That performance occurs in the 1992 thriller Sneakers, in which Redford shines within an ensemble cast of oddballs.
A Charming Sneak
After a cold open showing how activist hacker Martin Brice (portrayed by Twin Peaks‘s Gary Hershberger in the past) was nearly captured by police in 1969, Sneakers begins with a group of professional thieves pulling off a bank heist. The sequence serves to establish the quirky main players: a tightly-wound former CIA agent (Sidney Poitier), a blind telecommunications specialist (David Strathairn), a young and idealistic hacker (River Phoenix), and a conspiracy minded technician (Dan Aykroyd). The heist ends with Martin, older and now calling himself Martin Bishop (Redford), transferring a large sum of money into his account.
The payoff to the sequence demonstrates Redford’s skills as an actor. After the heist is finished, director Phil Alden Robinson—who gets a co-writing credit with producers Lawrence Lasker and Walter Parkes—cuts to the next morning, where Bishop is closing his account at the bank, receiving in cash the massive amount he transferred. In a single, unbroken shot, we watch as Martin accepts the bills, walks past a security guard and up to a board room, where he returns the money to waiting executives and provides an assessment on the institution’s security protocols.
As a secretary in the next scene puts it, as she fills out a check as legal payment for Martin’s services, “People hire you to break into their places… to make sure no one can break into their places?”
The magic of the scene comes with the slightly embarrassed shrug that Redford pulls when Martin answers, “It’s a living.” Up until that point, Redford has played Martin as calm and collected. Where all of the other members of his team are either prattling on about secret assassinations or letting their nerves overtake them, Martin is even keeled and cool. He betrays nothing when he tells a teller inquiring about his decision to close his account that he “just doesn’t feel safe” with that bank, and he remains confident in in his appeal when he demands payment before providing further analysis.
Yet, when the secretary draws attention to the ridiculous nature of his job, and when she makes a crack about how little he gets paid, Martin gets shaken up a bit and Redford reveals that drop in confidence in his performance. He opens his mouth in rebuttal, as if he knows that someone so handsome and cool should have a come-back, but then walks away without saying anything, he’s jaw still slack.
In that moment, Redford shrugs off the romance of Martin as awesome ’90s hacker. Instead, Redford allows him to be a human.
Acting Human
Redford’s ability to mix Hollywood charisma with human vulnerability drives Sneakers. After its place setting opening, Sneakers follows Martin’s team as they’re coerced by what appear to be NSA agents into stealing a secret codebreaking device from a brilliant mathematician (Donal Logue, back when he could be cast against type). Along with help from Martin’s sometime girlfriend Liz (Mary McDonnell), the team attempts their goal by duping a gullible scientist (Stephen Tobolowsky), getting pulled further into post-Cold War intrigue and coming face-to-face with a surprising mastermind (Ben Kingsley).
At the time, some viewers complained that Sneakers failed to challenge Redford, that it just asked him to repeat beats from his ’70s paranoid movies. However, with two decades of age on him, Redford was even more equipped to balance his charisma with humanity. As thrillers of the era grew more slick, with big stakes and fancy technology—Enemy of the State, Mission: Impossible, The Long Kiss Goodnight—Redford’s ability to ground Bishop and his wacky pals made Sneakers stand out all the more.
Sneakers never stops insisting that Martin has remarkable hacking skills, that he’s fundamentally a good man against powerful forces. And Redford can embody those admirable traits. But throughout the film, Redford finds ways to keep Martin human: the way his shoulders slightly drop when Liz reminds Martin that he messed up her relationship, the tightening in his jaw as Martin waits to learn if his friends will take on a risky job that would clear his record, the slight lean back when Martin realizes the mastermind’s identity.
As Sneakers repeatedly shows, Robert Redford was a movie star, remarkably handsome and blessed with endless charisma. But by pairing him with oddball character actors and having him play a real person in a heightened story, Sneakers also proves that Redford was a proper actor, able to remain a human being, even when idolized on screen.
Have We Forgotten Batman Is for Kids?
Has the Dark Knight become too dark? If a new report about pop culture trends for the next generation is any indication, the answer might be yes. Another for kids might be, “Who’s Batman again?”
As per Variety, a recent scientific poll found that Gen Alpha (children born between 2010 and 2025) surprisingly enjoy going to movie theaters more than previous generations. The kids surveyed were also asked what some of their favorite franchises or characters are. The top five, unsurprisingly, consist of video game franchises such as Roblox, Minecraft, and Pokemon. Superheroes, however, enter the list soon afterward with the Avengers and Spider-Man at sixth and eight place, respectively. Yet coming all the way down in 20th and last place is Batman. That’s apparently beneath even Wednesday Addams these days.
That’s shocking to those of older generations. Batman, along with Superman and Wonder Woman, was one of the few Golden Age characters to survive the initial superhero bust after World War II precisely because he had visibility beyond comics. Batman has been an ongoing concern in not just comics, but on television, movies, toys, and even video games. Whether it was Adam West in 1966, 1989 Batmania, or the euphoric reception of Batman: The Animated Series in the ’90s, the character has long been an all-generations concern. So what changed?
The Fall of Bat-Media
Kid-focused media starring Batman is still in production. Any toy store in the country will have Imaginext play sets of Gotham City and the Batcave, all with soft-edges and hard-to-swallow parts. Batwheels, which applies the logic of the Cars franchise to the DC Universe, is slated to debut its third season later this year on HBO Max. And in 2022, Keanu Reeves voiced a cuddlier version of Batman alongside Kevin Hart‘s Ace the Bat-Hound in the animated movie DC League of Super-Pets.
Batman also continues to star in Lego games designed for kids. And just eight years ago, he was the star of one of the better Bat flicks, 2017’s The Lego Batman Movie.
Still, that’s a far cry from kid-focused Bat-media of the past. Long gone is the sophisticated but still kid-appropriate Batman: The Animated Series, replaced by the decidedly more young adult-focused Batman: Caped Crusader on Amazon Prime Streaming. The successor shows Justice Leagueand Batman Beyond live on HBO Max, as do series for young viewers such as Batman: The Brave and the Bold and Justice League Action (well, they do until David Zaslav removes them for a tax break), but kids need to seek them out intentionally. They’re much less likely to stumble upon the shows on television or YouTube streaming.
When speaking in terms of broad visibility in pop culture, never mind the comic page or big screen, DC’s long deprioritized making Batman for kids. So why would kids be on the lookout for Batman?
No Bat-Kids Allowed
This isn’t to say that Batman has disappeared from the pop cultural landscape. On the contrary, he’s just as present as ever for the same folks who were watching TAS 33 years ago. Currently there are two Bat-movies in production, Matt Reeves‘s The Batman: Part Twoand the mainline DCU movie, Batman: The Brave and the Bold. Batman’s as big as ever in the comics too, as DC just did a high-profile relaunch of the mainline series with A-list creators Matt Fraction and Jorge Jiménez. Moreover, Batman’s a mainstay of alternate reality tales, including the incredibly popular Absolute Batman, in which a economically poor but physically huge Bruce Wayne battles crime in a darker version of the DC Universe.
But as great as it is, Absolute Batman shows exactly why kids are losing interest in all things Gotham. Writer Scott Snyder and lead artist Nick Dragotta are putting their passions into the series, creating a storyline that generates new buzz each issue for the incredibly brutal images they put on the page. But Absolute Batman is decidedly not for kids, as the new origins of classic Bat-villains such as Penguin and the Riddler disturb even long-time comic readers.
The same is true of The Batman, a solid, deeply bleak noir take on the Dark Knight that does nothing to attract young viewers. Anecdotally it is difficult to imagine many young families enjoying a matinee out for a three-hour movie that opens with a Zodiac serial killer-coded Riddler beating a father to death on Halloween. But for further proof, look at one of the action figures made for the film, which depicted an unmasked Bruce Wayne with Robert Pattinson‘s signature pout and streaked makeup. Not exactly the sort of thing that inspires little ones to imagine new adventures.
The action figure highlights the bigger issue with recent treatment of Batman. It’s not just that The Batman and Absolute Batman aren’t for kids. That’s fine, not everything needs to be for every audience, and Batman’s appeal comes from the way the character can be reinterpreted for new generations and audiences. It’s that the stuff made for kids is treated as an afterthought, with none of the excitement that Snyder or Reeves, or Rocksteady’s M-rated Batman: Arkham Knight video game (meaning it was for 17+ only), bring to their work. Previous generations had Paul Dini, Bruce Timm, and others firing on all cylinders for Batman: The Animated Series. Today’s kids had Kevin Hart, Dwayne Johnson, and Marc Maron barely deviating from their standard public personae in DC League of Super-Pets. Can we blame kids for not caring?
The Dark Knight Returns… to Kids?
At this point, one might object and insist that Batman isn’t for kids. No, really, these folks exist. After all, they might argue, “The Case of the Chemical Syndicate,” the story by Bill Finger and Bob Kane that introduced Batman in 1939’s Detective Comics #27, ends with Batman glowering with satisfaction when a murderer accidentally kills himself. Batman has always been a grotesque creature of the night who strikes fear into the hearts of cowardly, superstitious criminals, right?
Well, clearly not. Just look at all of the Batman stories made directly for kids. And, you know, the fact that Batman is a guy who wears blue and gray tights and has a big cave with a giant penny and a dinosaur in it. You’re telling me that’s not for kids? Not even a little?
Obviously Batman stories for adults can be told. But so can Batman stories for kids. DC just hasn’t been telling them, at least not in any type of media that reaches kids with the kind of excitement and fanfare of, say, X-Men ’97 or Spider-Man: Across the Spider-Verse. And in the long term that ironically might speak better to the generational longevity of Spidey versus the Caped Crusader.
Of course all is not lost for Batman. As the recent response to James Gunn’s Superman demonstrates, it’s not that kids don’t care about Krypto. It’s that they had no use for the Rock half-heartedly mugging his way through a WB sound booth on DC League of Super-Pets. In other words, if DC actually puts some passionate talents and attention onto kid-friendly Bat-media, children will probably come along.
Signs are good that something like that may happen, as the DCU has two high-profile projects in the works starring the most kid-appealing character in the Batman universe, Robin the Boy Wonder. Robin will appear alongside Batman in the upcoming Brave and the Bold movie while two other variations of the character—the Dick Grayson and Jason Todd Robins—will star in the animated film Dynamic Duo.
Then again these projects all come under the aegis of James Gunn who, as much as he truly understands how to tell rich and compelling superhero stories, struggles to leave R-rated territory. Will Gunn and company be able to change their approach and show a new generation of kids everything great about Batman? Or will they keep the Dark Knight in the shadows, forever hidden from the eyes of youngsters? Hopefully, someone will find a way to shine a beacon.
The Best Ninja Video Games Ranked
Whether it’s in movies or television, there’s just something cool about ninjas. That appeal is something that’s certainly carried over to the video game medium since its earliest days. Whether it’s the bevy of ninja fighters in Mortal Kombat and Dead or Alive or the countless hack-and-slash games with ninja protagonists, the shadowy martial artist archetype is just as vibrant now as it was in the ‘80s. 2025 alone has the release of three different Ninja Gaiden titles as well as the revival of the classic Sega ninja franchise Shinobi.
Simply put, video game ninjas are here to stay and they remain just as vital and action-packed as ever, with each putting their own unique stamp on the genre. Of course, not all ninja games are created equal and, with that in mind, here are the best ninja video games ranked and ready for a revisit.
10. Ninja Gaiden II: The Dark Sword of Chaos
The Ninja Gaiden franchise had gotten its start on the Nintendo Entertainment System, beginning with 1988’s eponymous debut. The 1990 sequel, Ninja Gaiden II: The Dark Sword of Chaos, continues the story of master ninja Ryu Hayabusa as he takes on the evil emperor Ashtar who plans to use the titular sword to plunge the world into eternal darkness. This leads Ryu to venture into Ashtar’s shadowy domain to defeat the dark lord and rescue his kidnapped CIA agent girlfriend Irene Lew.
Ninja Gaiden II takes everything that worked in the first game and improves upon it significantly for an even more epic sequel. The level design and gameplay mechanics have been considerably refined while the then-revolutionary cutscenes between levels take on a more noticeably cinematic quality. At the same time, Ninja Gaiden II is just as hard as its predecessor, but not as notoriously difficult as its own sequel, so players unfamiliar with the “NES Hard” reputation of unforgiving games on the console are in for a rude awakening if they try this out.
9. The Revenge of Shinobi
Sega’s cult classic Shinobi series made its debut on the Sega Genesis with 1989’s The Revenge of Shinobi, the direct sequel to the original 1987 game and its Master System port. The game has master ninja Joe Musashi descend from his mountain village to avenge his fallen mentor and rescue his wife from the criminal organization Neo Zeed, who struck at Joe’s loved ones in revenge from their past confrontation. Joe infiltrates a modern city run by Neo Zeed, progressing through each of its districts to face the syndicate’s leadership and rescue his beloved Naoko.
The Revenge of Shinobi showcases how far the franchise has come from its Master System era, upping the visuals over its initial titles. The game is every inch as difficult as other Shinobi installments, this time placing a greater focus on strategic combat and the types of ninjutsu techniques Joe should use to defeat specific enemies. A strong launch title for the Genesis, The Revenge of Shinobi cemented the property’s importance for Sega, at least until a certain blue hedgehog was introduced two years later.
8. Ninja Gaiden: Ragebound
The first side-scrolling game in the series since the ‘90s, 2025’s Ninja Gaiden: Ragebound was developed by The Game Kitchen and published by beat-’em-up aficionados Dotemu. Players control Kenji Mozu, the protege of the usual franchise protagonist Ryu Hayabusa, who defends their clan’s village while Ryu is away on his own adventure. Eventually, Kenji teams up with Kumori, a ninja from the rival Black Spider Clan, with magic temporarily allowing them to fuse into a powerful composite warrior.
Ragebound is a lot of fun and a refreshing return to the franchise’s roots, albeit tailored towards modern gamer sensibilities. That means the game itself is still notably difficult but it never quite feels cheap, encouraging players to improve and rethink their strategy to progress and defeat its numerous enemies. An effective reminder that side-scrollers are just as relevant as their 3D contemporaries, underscored by its gorgeous art design, Ninja Gaiden: Ragebound proves that the classic franchise doesn’t need to be all 3D all the time.
7. Tenchu 2: Birth of the Stealth Assassins
After the successful launch of the Tenchu series with the release of 1998’s Tenchu: Stealth Assassins, the franchise returned to the PlayStation for its 2000 prequel Tenchu 2: Birth of the Stealth Assassins. Set four years before the events of the preceding game, Tenchu 2 follows three young ninja warriors within the Azuma Clan who face a rogue ninja syndicate known as Burning Dawn. Divided into three campaigns centered on each of its protagonists, the game reveals the origins of the first game’s big bad amidst the sprawling conflict between rival ninja groups.
Tenchu is a rare ninja video game series that actually requires its players to rely on stealth techniques to progress and outmaneuver their enemies. Tenchu 2 pushes the envelope from what the first game achieved, refining the gameplay mechanics for a more intuitive and rewarding experience. A more ambitious follow-up, Tenchu 2 is more accessible and takes better advantage of the original PlayStation hardware for arguably the strongest installment in the series.
6. Shinobi III: Return of the Master Ninja
Sega upped its successful Shinobi series’ presence on the Sega Genesis with 1993’s Shinobi III: Return of the Master Ninja, taking the console hardware as far as it could go. Picking up where its 1989 predecessor left off, protagonist Joe Musashi returns after sensing that the crime syndicate he vanquished is back deadlier than ever under the leadership of the enigmatic Shadow Master. Joe learns new techniques to take on his resurgent enemies, battling the sinister Neo Zeed for the fate of Japan as he once again stands against a small army assembled to stop him.
Placing a greater emphasis on the overall gameplay speed, Shinobi III will have players tearing across levels with Joe’s enhanced moveset. Noticeably easier than its predecessors, the 1993 game is more accessible, though it’s still a relatively difficult game, especially by its final levels as Joe faces the upper echelons of Neo Zeed. A significant step up for the Shinobi series, both in terms of technical presentation and intuitive feel, Shinobi III is arguably the high point of the series.
Anyone who turns up their nose at the idea of a Teenage Mutant Ninja Turtles game appearing on a best ninja game list probably needs to remember what the “N” in “TMNT” stands for. Leonardo, Raphael, Donatello, and Michelangelo hit just as hard as any of their human ninja counterparts, the latter of whom display just as much stealth as the reptilian siblings in their own gameplay. Of all the Ninja Turtles games, as good as the 1989 arcade game and Turtles in Time are, the best is 2022’s Teenage Mutant Ninja Turtles: Shredder’s Revenge.
A modernized take on the classic arcade beat-’em-ups that firmly established the Ninja Turtles’ video game bonafides, Shredder’s Revenge features the fan-favorite animation style from the 1987 animated series. Supporting co-op gameplay of up to six simultaneous players, Tribute Games and Dotemu make each of the playable characters feel unique in both personality and fighting style, something expanded upon with the game’s post-launch DLC. A seamless blend of nostalgic presentation with modern gaming sensibilities, Shredder’s Revenge is a must-play for any fan of the genre or the Ninja Turtles themselves.
4. Ninja Gaiden Sigma
Team Ninja completely reimagined its classic Ninja Gaiden franchise as a 3D hack-and-slash experience in 2004 for the original Xbox. A remastered version, Ninja Gaiden Black, was released the following year and an enhanced port for the PlayStation 3, Ninja Gaiden Sigma, in 2007. The game has a returning Ryu Hayabusa go on an epic adventure to recover the mythical Dark Dragon Blade stolen during an attack on his clan’s village and avenge a fallen childhood friend.
Retaining the difficulty that the franchise was known for, the 3D reinvention of Ninja Gaiden offered the most immersive experience starring Ryu Hayabusa yet, giving him a variety of ninjutsu moves for players to employ. Sigma is the most feature-rich version of the game, with additional game modes, an improved technical presentation, and exclusive levels with supporting figure Rachel as a playable character. A successful transition of the franchise into the modern era, 2004’s Ninja Gaiden proved the property could work beyond its original perspective and gameplay mechanics.
3. Mark of the Ninja
Despite the art of ninjutsu relying so heavily on the art of being unseen, there aren’t as many stealth-oriented ninja games as one might think. The game that gets the furtive aspects of discipline down the best is the 2012 game Mark of the Ninja, which was remastered for newer platforms in 2018. The game involves an ancient ninja clan who are discovered by the modern world and attacked for their magical powers, with a nameless protagonist stepping up to defend his community.
From its stylized visual presentation to its strong emphasis on stealth gameplay, Mark of the Ninja wisely avoids the hack-and-slash tropes the genre is known for. As the game progresses, it ventures deeper into puzzle-solving setups, making players think carefully how they’re going to approach and complete a given scenario. Meditative and moody, Mark of the Ninja is a refreshing change of pace for the genre and something that fits perfectly within the established ninja aesthetic.
2. Sekiro: Shadows Die Twice
Given the expected difficulty that comes with the ninja genre and soulslike games, it’s a wonder that a ninja soulslike game before 2019’s Sekiro: Shadows Die Twice. Set in the tumultuous 16th century Japan, the game has players control a wandering shinobi given the moniker Wolf drawn into a war for the fate of the country, with the young noble Genichiro using dark magic to conjure a supernatural army. Fitted with a prosthetic arm after an ill-fated initial duel against Genichiro, Wolf is given the new name Sekiro and uses his enhanced abilities and shinobi skills for a rematch against Genichiro to save Japan.
FromSoftware’s usual penchant for creating challenging games in the genre they popularized is on full display in Sekiro, which is arguably the studio’s hardest game yet. But with a greater emphasis on swordplay and precise timing in combat, progressing through the game also possesses a greater sense of reward for the diligent. Certainly not for the faint of heart, Sekiro: Shadows Die Twice features an engrossing environment and a combat system that demands complete mastery of its players.
1. Ninja Gaiden Black 2
After successfully bringing the franchise to 3D, Team Ninja upped the ante in every conceivable way for 2008’s Ninja Gaiden II, originally released for the Xbox 360. The game has Ryu Hayabusa pursue the Black Spider Clan around the world after they steal the Demon Statue from his village, cutting down legions of monsters along the way. The game received a remixed port for the PlayStation 3, Ninja Gaiden Sigma 2, and a remastered port combining elements of both versions of the game for modern consoles in 2025 under the title Ninja Gaiden Black 2. Everything great in the first 3D Ninja Gaiden is dialed up for its sequel, with Ryu given more weapons and techniques to master, the level design becoming more elaborate and distinct from each other, and the number of enemy types increased considerably. Each of the major action sequences feel like cinematic set pieces, from Ryu battling a colosseum full of werewolves to cutting down scores of rival ninjas as he climbs of a steep staircase in the game’s final level. Ninja Gaiden Black 2 really is the definitive way to experience this classic and is the clear highpoint of the franchise to date.
Spawn Creator Todd McFarlane Explains How to Break a Character Out of the Comics Bubble
Todd McFarlane is more than just comics. He may have got his start penciling for DC and Marvel, and then became a superstar while working on Amazing Spider-Man, but these days he is far more known as the creator of Spawn, a character who has appeared in television and film, and as the namesake of McFarlane Toys.
It’s that very ability to spread into other media that allows McFarlane to remain in the spotlight, even decades in the industry.
“The one thing that I try to stress to other creative people is longevity matters,” McFarlane told Den of Geek in an exclusive interview. “At some point, over time, and I don’t care what business it is, you’re going to have high and low points. But what matters is that you make sure that your brand, that word that you’re putting out there, just never goes away. It always stays out there, even with attrition that comes over and over and over and over.”
“Has Spawn had highs and lows? Of course it has,” McFarlane admits. When he debuted the character in 1992 as part of the launch of Image Comics, McFarlane experienced both record sales and critical derision. The big retail numbers, driven in part by a collector’s market that went bust within two years, and the flashy artwork seemed to make Spawn a textbook example of a fad. Sure, it would be popular in the moment. But like so many other also-rans against the Big Two, Marvel and DC, it would quickly sputter away.
Yet that’s not what happened. Spawn continues to be an ongoing concern even 30 years after its debut, and has produced not only popular toys and a movie that’s reached cult status, but also some respected runs by creators such as Alan Moore, Garth Ennis, Greg Capullo, and others.
According to McFarlane, he’s been able to enjoy such success because he doesn’t focus on short-term wins.
“My frustration as president of Image Comics is that creators come in and do four or five issues of really good books that, in my mind, could easily go 40, 50, 60 issues. You don’t have to do 300, that’s me being insane. But four or five issues and then jumping to the next thing? You’re not building anything that resonates because your book’s the hot thing for two weeks and then the hype goes away. And here’s the problem. You get big sales on your first five and then they start to flatten or taper down. And the thought is, ‘Well, I can go start another book and I get big sales for the next five of those, right?’ The answer is ‘yes,’ economically. In the short term. But I’m telling you, long term you need to get to issue 50. Every book that Image Comics has done that has gone 50 or more issues has gotten outside the bubble.”
By the bubble, McFarlane refers to an invisible barrier that limits a character’s popularity to the comic book fans who have pull lists at their shops and visit comic-centric outlets. The choir isn’t at all a bad thing, McFarlane explains, but they’re only one part of a potential audience.
“The choir is always coming,” the Image Comics co-founder points out. “How do you get it now out to t-shirts, hats, toys, video games, movies, TV shows, so that your neighbor may have heard the word? Walking Dead, as great as that book was, got outside the bubble. When I tell people I created Venom, they go ‘Oh my gosh, Todd,’ but it’sbecause they went and saw the movie. They didn’t buy the comic book. They got it because Venom got outside the bubble again.”
Such longevity is only possible if creators don’t get distracted by the highs of a new book launch, or discouraged when sales dip and keep pushing to 50 issues. And to do that, they just have to keep focused on the work itself.
“You put a book out every month, and four years and two months adds up to 50,” he states. “Here’s my frustration: I could have a room of a thousand of my peers, and I could ask a simple question, ‘How many of you have been in the business for four years and two months?’ I’m going to get an 85 percent hand-raise. And then I’m going to go, ‘And how many of you spent any of that time on your own project that you own?'”
For McFarlane, that makes all the difference. A creator-owned book won’t break out of the bubble if not even the creator sticks with it. And McFarlane is convinced that creators can do it.
“If you’ve been in the industry four years and two months, you could have done it,” he declares. “How many have been in the business for 10 years, 15 years, 20 years? You could have done this four times over. You could have got the 50, started a new IP. And yet, when I was talking to Eric Stephenson, the editor-in-chief at Image Comics, and we asked, ‘How many books have actually gotten to 50 in 30-plus years outside of the original founders and the partners?’ We could only count five.”
For evidence of his claims, McFarlane need only look to his own work. “I’ve got Spawn #367. I’ve got seven compendiums,” he points out. “I’ve gotten to issue 50 seven times on Spawn, and now I’m adding three more.”
McFarlane’s quick to point out that he says this not to boast—”It’s just math,” he points out—but rather to encourage his fellow creators to be able to reach the same level of success he has, to make his character a household name.
“I have done it, one human being has done it with the help of lots of good talented people, 10 times, and the rest of my community in 30 years has done it five times.” Here’s hoping others can do the same with their characters.
Mario’s 40th Anniversary Proves Super Mario Galaxy Is the Best Mario Game
Nintendo fans have been more than a little patient in waiting for the company’s announcement regarding Mario’s 40th anniversary. We knew there would be something, most likely a re-release of an old title, and we were correct. Super Mario Galaxy and Super Mario Galaxy 2 will be upgraded for the Nintendo Switch 2 with 4K graphics and other bonus features like the option to forgo motion controls.
Who knew that Nintendo would go one step further and make the entire day about Super Mario Galaxy? The sequel to TheSuper Mario Bros. Movie from 2023 officially has a title and release date: The Super Mario Galaxy Movie will release in theaters in April 2026. Mario’s tales in space will take up so much of the plumber’s time in the next six months that he should volunteer for Elon Musk’s mission to Mars (much better than sending real humans and the dangers that come with that, right?)
Super Mario Galaxy holds a special place in my gaming heart, and I’m sure it does for many other mid-’90s kids. The first game came out when I was around 12 years old, and the sequel when I was starting high school. Just as my world was getting a whole lot bigger and scarier with puberty and growing up, Mario’s trips to the galaxies beyond ours were simultaneously comforting and daring. They transformed Mario’s adventures on a grand scale and made the universe feel so much heavier than before. Mario was more than just the dude saving the Mushroom Kingdom, now. The mustachioed hero belonged to the whole universe!
Nintendo’s decision to revisit these games and introduce them to new audiences through the movie demonstrates the company’s reverence and appreciation for its own work. Super Mario Galaxy is Mario at his absolute peak. An orchestrated soundtrack, visuals that pushed the Wii to its limits, and levels that departed from the traditional sandbox style of play make this sub-franchise arguably the best in Mario’s entire 40-year history, and Nintendo certainly seems to be agreeing with this sentiment with these anniversary celebrations.
Super Mario Galaxy Corrected the Errors of Super Mario Sunshine
The time period that Super Mario Galaxy came out in was a somewhat tenuous one for Mario. The previous 3D platformer before Galaxy was Super Mario Sunshine, perhaps the most controversial title in Mario’s canon. Unlike The Legend of Zelda: The Wind Waker, Super Mario Sunshine hasn’t really become beloved in the decades since it came out. Wonky controls and frustrating difficulty were the tip of the iceberg for fans who thought the game was just doing too much. It’s an incredible game if you can overlook some of its flaws, but casual gamers aren’t really known for doing that.
Super Mario Galaxy immediately corrected the controls by making Mario operate much more tightly and within reason. No longer did he need to be so precise, as power-ups like the Bee Suit and the ability to spin in the air made him more acrobatic than ever before. The motion controls for the Wii were used intuitively and not excessively (a complaint that was applied to many other big releases on the console).
Despite being set in space, this is not an open-world adventure. Super Mario Galaxy ironically contained Mario within different, unique sections of each course. Each level forces the player to stay within a section and accomplish what needs to be done before being catapulted to the next planet. The density of each section makes the levels feel massive, even if the actual size to explore is smaller than in any other 3D Super Mario title.
All of this is to say that Super Mario Galaxy perfected Mario’s formula by providing the sense of wonder that Super Mario 64 and Super Mario Sunshine did, while also incorporating old school elements and keeping the action concise like in a 2D platformer. All of the qualities came together, working in unison to mimic and completely inhabit Mario’s special place in gaming lore up to that point and in the years to come.
The series is now retro enough (I can hardly believe that the late 2000s are considered old now, but alas) that Nintendo’s re-release of the games and the movie based on the universe will put these two special games in historical context. Mario has never been more vast, yet so incredibly well-confined. The reach of the Super Mario Bros. Movie franchise will only further validate Super Mario Galaxy as the cinematic and aesthetic masterpiece that doubles as Mario’s best game.
Desperado: How Steve Buscemi Became One of the Greatest Hype Men in Cinema
In 1995 Robert Rodriguez unleashed Desperado onto the movie-going public. A remake/sequel to Rodriguez’s low-budget debut El Mariachi, Desperado stars Antonio Banderas as El Mariachi, a musician uniquely gifted in the art of destruction who goes on a rampage of revenge after a mysterious drug kingpin kills his girlfriend. Over the course of 105 lean minutes, Rodriguez treats the viewer to Danny Trejo as a knife-hurling killer, endless gunfights, and a bazooka hidden in a guitar case.
And how does Rodriguez choose to introduce the viewer to such mind-bending mayhem? With Steve Buscemi.
Whether you are familiar with Buscemi’s varied and fantastic career or just know him as the guy from the “Fellow Kids” meme, he would at a glance seem an unlikely choice for an action movie intro. Physically slight with piercing eyes and soft lips, Buscemi hardly looks like a guy who can strike terror into a bunch of toughs in a Mexican dive bar. And yet, that’s exactly what happens in the first scene of Desperado.
The film opens with Buscemi’s character, helpfully named Buscemi (no, really!), entering the bar and shrugging off the dirty stares tossed his way by the patrons and the bartender (Cheech Marin). After ordering a drink, Buscemi starts prattling on about how lucky he is to be alive, and how he was just at another bar where he witnessed an act of unspeakable violence. At first no one believes him, yet the constant jokes at his expense by other patrons seem to encourage Buscemi more. The more insults, the more grandiloquent his prose becomes.
“It was as if he was always walking in a shadow. I mean, every step he took towards the light—just when you thought his face was about to be revealed—it wasn’t,” Buscemi as Buscemi intones. “It was as if the lights dimmed, just for him.” Slowly Buscemi’s tale compels the other patrons, even as they can’t help but continue their jokes, if only to settle their rapidly unraveling nerves.
But then Buscemi reveals the reason for the shadowy killer’s visit to the bar in his story. The stranger is looking for someone, a person called, “Bucho.” At the sound of this name, the bartender and patrons listening to Buscemi exchange nervous glances with one another. They’re now listen very intently as Buscemi goes on to describe how the man wreaked havoc.
Buscemi’s speech perfectly sets up Banderas’ hero, giving him an entry every bit as iconic as Indiana Jones entering Raiders of the Lost Ark or the Dark Knight preparing to confront some crooks in Batman (1989). It works, in part, because cut aways to Buscemi’s fanciful story allows Rodriguez to do the wild, kinetic action that is his stock in trade. To show the images and fears running through the patrons’ minds, Rodriguez fills the screen with pistol flares and explosions, cutting to close-up of Banderas’ eyes piercing through his fallen tresses and filling the soundtrack with Los Lobos’s wailing guitar rock. The mythic nature of Buscemi’s tall tale-spinning means Rodriguez doesn’t even need to pay passing lip service to “reality” or verisimilitude.
Just as important to the proceedings, however, is the fact that the narration comes from Buscemi. There’s a wryness to the actor’s delivery, as if he’s daring the patrons to dismiss him. He knows full well that they can beat him up, and he’s giving them reason to do so. But he also knows that they fear for their lives, that this mythic avenger will come for them next, so Buscemi laces the slightest bit of irony in his delivery, mocking their fright.
The joking goes no further than that. Rodriguez may have broken into Hollywood alongside Quentin Tarantino, who appears later in the film as a joking bar patron, but Desperado has no interest in winking postmodernism. Rodriguez plays every note straight, from El Mariachi’s single-minded mission, to the malevolent evil that Joaquim de Almeida imbues in Bucho, to the passionate romance between El Mariachi and Carolina (Salma Hayek).
And that’s exactly why the opening works so well. Desperado isn’t a rich text, full of complex themes and ideas. It’s a straightforward revenge Western, notable for how well Rodriguez et al. execute a standard genre. To draw attention away from the simplicity of the story—the rawness of the emotion or the excess of the violence—would undercut the entire thing, and make it all laughable.
Which is why Buscemi’s exaggerated introduction works so well. Even if he’s doing an over-the-top description of the movie’s hero, he does so on a way that draws all possible laughter onto himself. We can poke fun at him, but not at the hero of our movie. No, whatever the tone Buscemi adopts, the images make clear that the destruction wrought by El Mariachi isn’t a joke. It’s a promise fulfilled by the time the credits roll on Desperado.
Doctor Who Needs to Be More Careful With its Legacy Villains
The fate of televised Doctor Whohasn’t been this unclear in decades. We don’t know when the series will be coming back to our screens – or even if it will, though it seems highly unlikely that one of the BBC’s most profitable shows will be left to wither on the vine. We certainly don’t know what form it will take, or how the behind-the-scenes production details will shake out.
But it’s not just the logistics of distribution deals that make this particular hiatus feel so fraught. The most recent season made some divisive storytelling choices, and the finale saw the surprise (and, to many fans, premature) exit of Ncuti Gatwa, as well as his apparent replacement by series icon Billie Piper – though again, the exact nature of Piper’s involvement remains a mystery.
Basically, whatever angle you happen to be coming from, it all feels very messy. But there is one particular angle that, while it may seem like small potatoes when set against a possible Wilderness Years 2: Wilderness Boogaloo, is in many ways emblematic of the issues facing Doctor Who at this strange juncture.
Let’s talk about legacy villains.
A Rich History of Villainy
In the age of IP, where it’s borderline impossible to get something made without existing brand recognition, a show like Doctor Who has certain inbuilt advantages. No matter how many times it regenerates, it still has a rich 60-year history to delve into, with numerous heroes, villains, and concepts that can be taken off the shelf and dusted down for a new era.
Not only are these returning characters good for some publicity, but they come with a certain symbolic weight – a sense of deep lore, a vast and complex mythos spanning decades of real-world time and countless centuries of in-universe time. They’re part of the trusty scaffolding that can, in an ideal world, support new stories, characters, and approaches.
When the revival series started in 2005, then-current (now former and also current) showrunner Russell T Davies was understandably careful about which elements of Doctor Who’s history he brought back, and how. The Autons were an effective threat in the first episode, “Rose,” because they were recognisable enough to mark the show as being “proper Doctor Who” without being so iconic that they overshadowed the introduction of the new Doctor and his companion.
Davies would be equally careful with the far more iconic Daleks, the Cybermen, and later the Master, trying – with admittedly varying degrees of success – to update these classic foes to suit the type of show that Doctor Who had become. The Master was a particularly interesting example. While the three-part finale in which he appeared remains divisive, John Simm’s portrayal of a sadistic, Joker-like mirror of David Tennant’s Doctor was invigorating, and opened up entirely new dramatic possibilities. Without Simm’s Master, it’s hard to imagine that we would have got gender-swapped incarnation Missy, created by Steven Moffat – arguably the most complex and successful take on a legacy villain in modern Who, and a textbook example of how to make a character with decades of baggage feel fresh and vital again.
But just as history can be a benefit, it can also be an albatross.
Diminishing Returns of Legacy Characters
One of the problems with long-running franchises like Doctor Who is that when handled carelessly, those rich legacies can easily start to have diminishing returns, dragging the show down and sucking the air out of the room. And this, unfortunately, is where we found ourselves with the most recent seasons of Doctor Who. The Sacha Dhawan incarnation of the Master, masterminded by Chris Chibnall, was something of a harbinger in that respect, a take on an old villain that felt retrograde, with all the mania and sadism of John Simm’s portrayal dialed up to 11, but to no particular end.
While most fans likely hoped that the return of Russell T Davies would mean more considered interpretations of older characters, the returning villains across Ncuti Gatwa’s brief tenure as Doctor have been, while not necessarily disastrous, arguably underwhelming. Sutekh, the Rani, and Omega were all major antagonists from the classic series, and their returns were given a lot of pomp and circumstance. The Rani (Ranis, eventually) was first teased in 2023’s “The Church on Ruby Road” before being fully revealed in 2025’s “The Interstellar Song Contest.” Sutekh was built up throughout season 14, and Omega was a surprise extra villain dropped as a supposedly seismic cliffhanger in the penultimate episode of season 15.
But despite the show’s best efforts, these reveals all fell varying degrees of flat. This is partly because Doctor Who had already brought back all its most iconic villains, with the Rani, Sutekh, and Omega not carrying anywhere near the same level of name recognition as the Daleks, the Cybermen, or even The Master. As a result, it couldn’t help but feel a little desperate to have them announce themselves dramatically, as if the mere fact of them being classic characters was cause for applause.
This wouldn’t have been such an issue if the show had proceeded to do something fresh and exciting with these villains. But there was a pronounced sense of “will this do,” as if these old standards were being dutifully shuffled on screen so that older fans could say “oh yeah I remember them” and baffled new fans could be pointed towards the relevant classic episodes on BBC iPlayer. It never felt like Russell T Davies had much of a take on any of them, which was a surprise, considering how careful he had been previously – including his very effective use of the Celestial Toymaker in the 2023 anniversary specials.
Where there were potentially interesting ideas at play – the bigenerated Rani’s new characterisation as a sort of Time Lord genetic supremacist, ancient Time Lord Omega’s reimagining as an eldritch Lovecraftian horror – none of them were explored in enough detail to make them feel satisfying. Nor did they reflect the themes of their respective seasons, or the personal journeys of the Doctor and his companion.
They felt empty, disposable, and fundamentally backwards-looking, making the show seem smaller. This is a real problem when your entire mission statement is that you can go anywhere, at any time, and see anything.
Quality Over Quantity
Contrary to what you may be thinking, this is not a call for Doctor Who to abandon its history and stop bringing back legacy villains. Purely from a pragmatic production standpoint, that would be absurd. But equally, there is value in bringing back a familiar face. It just needs to be done carefully.
If and when the show does return, it would be interesting to see it abandon the current model of dropping cryptic hints throughout a season, leading to a big reveal of a returning villain. Not only has it been done to death at this point, but it means that far too much weight is put on that reveal, so if it doesn’t hit, it retroactively cheapens the entire season, making all the buildup and speculation feel like a waste of time.
And if a classic villain is to return, please can we have a fresh take? “This villain is important because they’re important to the metatext of Doctor Who and have a big entry on the wiki” simply doesn’t cut it anymore. Why did this villain work the first time? Why has their memory lingered? What about them is especially compelling, exciting, threatening, terrifying? And how can those elements be updated, twisted, subverted, made new? This is a show that constantly reinvents itself, so surely that philosophy should apply to everything.
There also needs to be some effort made for the villain to feel integral to the show’s current era. How is the return of this foe the worst possible thing to happen to this Doctor at this specific time? How does their shared past illuminate the present – and threaten the future? What are the thematic implications, the personal repercussions? What makes this villain right for this moment in the show’s history, and what makes them effective in a way that no other returning foe could be?
The Master was the only choice for the season 3 finale. Missy was the only choice to go up against Peter Capaldi in season 8. But Sutekh’s role in season 14 could have been played by any of a dozen sinister god-like figures from the show’s deep past. Omega’s too. It didn’t need to be them. It just was, because… because.
Not every experiment works, of course. That’s the nature of Doctor Who. You roll the dice, and – to really torture our sporting metaphors – for every home run there’s a gutter ball.
But that’s part of the joy of the show. It’s what makes it exciting. It’s what will keep it alive for another 60 years.
Star Trek Crews Ranked from Worst to the Real Number Ones
Star Trek is all about exploring the final frontier. But its also about how you can’t explore it alone. From the naval trappings that inform its starship setting to the utopian United Federation of Planets, Star Trek offers a fundamentally communal vision, a depiction of the future in which humanity has overcome its petty differences and work together.
That vision begins on the bridge of each ship in the respective Star Trek series. Yet, as anyone who’s ever visited a Trek-centric website knows well, not all crews are created equal. So here’s our attempt to rank the ten main crews across the Star Trek franchise.
10. Sirena (Picard)
Even if the third and final season of Star Trek: Picard didn’t reunite the TNG crew on a reconstituted Enterprise-D, the crew of the Sirena would be in last place. How could they not be? Owing to Patrick Stewart‘s reluctance to repeat too much of what he previously did as Jean-Luc Picard, the first two seasons of Picard didn’t have a proper crew. Instead, he gathered a rag-tag group to go on an unauthorized mission.
Some of those members did make for compelling characters. Jeri Ryan has made Seven of Nine only more nuanced over the years, Santiago Cabrera is endlessly watchable as Chris Rios, and Alison Pill manages to find something compelling in the disastrously-written Agnes Jurati. But with duds like Raffi and Elnor on board, Picard shows that rag-tag teams don’t work when audiences don’t enjoy watching the misfits interact. If only the current Trek producers learned that lesson before making Section 31…
9. NX-01 (Enterprise)
Certainly, some will point out that other, more recent shows deserve to be lower than the team on the NX-01, because Enterprise gave each member of its bridge crew at least one character trait. However, this writer contends that it would be better to know nothing about a character than to know that they’re insufferable jerks, which is too often the case aboard the NX-01.
This isn’t to say that Enterprise was completely devoid of interesting figures. Trip Tucker managed to embody the fighter-pilot mentality that the series wanted to harness, T’Pol’s arc showed just how hard it was to build the alliance between Earth and Vulcan, and Phlox is the best doctor on the show. But compared to Archer’s confused belligerence and Reed’s constant whining or creepiness, Mayweather becomes one of the best characters on the show because we can’t hate someone that we know nothing about.
8. Discovery (Discovery)
Discovery belongs toward the bottom because it eschews the ensemble approach that became the franchise’s trademark. Michael Burnham is a solo protagonist in the way Star Trek had not had since TOS (and even then, it was only a one-man show when Shatner got his way). One episode reveals that that Owosekun comes from a planet of space Luddites, another shows that Detmer is mad a Michael for a while about the hunk of mettle in her face, and one of the other guys says he likes to surf… I don’t remember which.
That said, there are some gems in Discovery‘s crew, even in its unusual structure. Sonequa Martin-Green’s considerable charisma isn’t quite enough to make Michael someone worth so much attention, but Mary Wiseman’s earnest and annoying Tilly helped bring out the best in the eventual captain. Doug Jones is incredible as Saru, adding a layered vocal performance to his remarkable-as-usual physical acting. Stamets and Culber sometimes suffered from uneven writing, but they managed to show how a marriage could work on a starship. And Tig Notaro may have just been playing herself in space, but Tig Notaro is great, and she killed every line.
7. Voyager (Voyager)
Voyager very much wanted to return to Next Generation-style storytelling after the more experimental Deep Space Nine. At first, that meant not just a return to episodic storytelling, but also a focus on the ensemble crew. Even better, the series’ premise gave Voyager a great storytelling engine with which to work, as getting stranded in the Delta Quadrant required members of the Maquis, ex-Starfleet officers who rebelled against the organization, to fall in under Janeway’s command.
In an incredibly frustrating move, the producers of Voyager decided to ignore the potential stories in such a conflict. Outside of a handful of episodes here and there, the former Maquis and the Starfleet officers had no issues. Sadly, missed opportunities became the hallmark of the show’s approach to the ensemble, especially once Seven of Nine. From that point on, Harry Kim, B’Elanna Torres, and Tuvok took a back seat to Janeway, Seven, and the Doctor. That trio got plenty of great episodes, and it was always nice when attention turned to some of the other members of crew. But it’s hard to give Voyager special condemnation for its ensemble work.
6. Protostar (Prodigy)
From this point on, all of the Star Trek shows do a good job with their ensembles, and all of the crews are good—the only question is about how good they are. And, for certain, the group of alien children who escape the confines of an alien overlord from the Delta Quadrant and become Starfleet cadets are very good. Prodigy somehow manages to be a kid’s show, a sequel to Discovery, and a darn good Star Trekshow, all at once.
That said, the narrative of Prodigy demands that they aren’t quite on the level of the other more professional and seasoned crews on this list. Dal has all the makings of a great captain, Gwyndala will be a great linguist, Jankom Pog will be a great engineer, and so on. But they aren’t there quite yet, because they’re still kids learning about how Starfleet works. That fact makes for fantastic viewing, and we better get at least one more season of Prodigy to see how they develop. But it also puts the crew at the bottom of the good groups on this list.
Photo: Paramount+.
5. Cerritos (Lower Decks)
At first, it seemed like Lower Decks would be a two-hander with a couple supporting characters, surrounded by thinly-sketched others. Ensigns Mariner and Boimler were the stars, Ensigns Rutherford and Tendi were their friends, and everyone else existed for jokes. But as Lower Decks developed, it became about more than just laughing about horga’hns and Spock Helmets. It became a proper Star Trek show, about exploration and discovery.
As it did so, the characters developed and the crew became more distinct. Mariner and Boimler evolved past just slacker and try-hard, into good Starfleet officers, just like Rutherford and Tendi became more than just players in the leads’ adventures. Even better were the rest of the Cerritos‘s crew, especially Mariner’s mother Carol Freeman. Neither a once-in-a-generation adventurer like Kirk nor a perfect diplomat like Picard, Captain Freeman is just trying to do her job, and she does it well. It’s Freeman’s no-nonsense watch over the Cerritos that allows her crew of goofballs to shine.
4. Enterprise (Strange New Worlds)
The Strange New Worlds crew aboard the pre-Kirk Enterprise is fun to watch. Beginning with Anson Mount’s take on Captain Pike as a cool, supportive older brother, Strange New Worlds feels less like the return to exploration suggested by its title and more of a romp across space starring familiar characters. While the individual episodes may not be to everyone’s tastes, such as the infamous musical episode or the self-parodying proto-holodeck episode, no one can help but smile while watching the cast interact.
Some of that fun comes from the compelling new characters added to the series, the security officer La’an or the cooky engineer Pelia. Likewise, the show has done remarkably well acting as a prequel, giving us belivably younger versions of Uhura, Scotty, and Spock. But the real pleasure of Strange New Worlds has been the way it develops characters we knew only by name. Number One, M’Benga, and Chapel have gone from being footnotes in Trek history to fully-formed characters who deserve mention alongside their more famous counterparts.
On the set of the TV series Star Trek (Photo by Sunset Boulevard/Corbis via Getty Images)
3. Enterprise (The Original Series)
I know, I know. The Original Series set the stage! Star Trek wouldn’t be Star Trek without Scotty and Uhura and Sulu and Chekov! While this is true, it’s also true that everyone who wasn’t in the central trio of Kirk, Spock, and McCoy never got much character development, even in films that purported to give them more to do. As director, Leonard Nimoy made a point of spreading the attention to his co-stars in Star Trek IV: The Voyage Home, but that attention still resulted in single bits: Scotty talking into a mouse, Chekov looks for nuclear ‘wessels,’ Sulu checks out a chopper.
However, the fact that the crew is so beloved despite their relatively small amount of screentime makes them all the more impressive. None of the side characters displace the main three, but Nichelle Nichols, James Doohan, Walter Koenig, and George Takei manage to make the most of the attention they get, so that they feel far more fleshed out than they actually are. Thanks to the supporting cast’s work, TOS set the stage for the crews to come.
2. Deep Space Nine (Deep Space Nine)
Deep Space Nine has a bit of an unfair advantage, as its central cast isn’t the crew of a starship; they’re the staff on a space station. That difference allows us to include barkeep Quark and constable Odo, characters that otherwise might not fit on the main crew. But the real secret to DS9‘s success comes down to its commander-turned-captain, Benjamin Sisko. From the very beginning, Sisko was a different type of character than the other leads, a single father who was skeptical of Starfleet and thrust into the position of religious figure.
Because of this distinction, Sisko was able to have different types of interactions with those around him, making for unique interactions with the crew. He saw Dax as both a subordinate and a mentor, thanks to the symbiote she carried. He bonded with O’Brien over feeling like an outsider, while he recognized Garak as a necessary evil. From the top down, DS9 offered new team dynamics, all part of its groundbreaking approach to the franchise.
1. Enterprise (The Next Generation)
The Original Series crew felt like a group of compelling characters who worked and lived together. The Next Generation crew was a a group of compelling characters who worked and lived together. Well, eventually they became that. Part of the problem in the famously uneven first two seasons of TNG is that it tries to replicate the focus on three characters—originally, Picard, Data, and Geordi. But as the series went on (and Stewart gave into playing along with his co-stars), the Enterprise-D became a proper ensemble.
Several episodes demonstrate these dynamics, from the delightful holodeck romps to the gripping two-parters. But none illustrate it better than the series finale, “All Good Things…” Watching Picard check in with the crew across time, only to finally join them in a card game at the end puts the perfect capper on the show. These are explorers and scientists and military personnel, yes. But most of all, these are friends.
Apparently Paramount Skydance Will Just Buy Everything Now
Now, before Stephen Colbert’s body is even cold, the newly-formed mega corporation is on the prowl for more competitors to eat and, according to multiple reports, it has found its target. Paramount Skydance has engaged with investment banks as it prepares an offer for Warner Bros. Discovery, with a bid set to arrive as early as next week.
From a business perspective, it certainly makes sense that Warner Bros. Discovery would be amenable to an acquisition. Under the David Zaslav regime, the once venerable conglomerate hasn’t exactly been the best steward of itself. The company’s announced plan to split in half to become Warner Bros. (housing HBO Max and Warner Bros. studios) and Discovery Global (TV networks) is a tacit admission of failure, and Paramount Skydance’s apparent interest in buying both halves of the business before the split is complete must sound pretty appealing.
Corporate consolidation has always been a feature, not a bug, of capitalism, but the streaming era has seen that shrinkage accelerate in some truly extreme ways. The Walt Disney Company’s acquisition of 21st Century Fox in 2017 set off an unprecedented media sector arms race in which the only mantra was “grow or die.” In fact, both companies involved in this potential Paramount Skydance/Warner Bros. Discovery merger have been involved in multiple other transactions throughout. Paramount merged with its longtime ally ViacomCBS in 2019, and Warner Bros. dumped Time Inc. in 2014, got bought by AT&T in 2018, merged with Discovery Inc. in 2022, and planned to split itself once again in 2026. Warner Bros. is basically the Forrest Gump of the streaming age… which is fitting since that Robert Zemeckis film is a Paramount property.
Of course while the deal might make sense on paper for the enormous entities involved, real life isn’t lived on paper, and there will be tangible consequences for the employees, consumers, and the world at large. Workers within Paramount were already staring down the barrel of likely layoffs as the combining of two companies made multiple jobs redundant. Now those same workers will have to endure two acquisitions. The aforementioned Stephen Colbert situation hammers home just how expendable anyone can become in these situations.
Then there’s the rest of us. What does a world of a combined Paramount/Warner Bros. look like for us? Not great, Bob! Once the FCC decides a deal is in the public interest (which: lol), the following brands will be owned by the same entity: Paramount Pictures, Paramount Television Studios, Paramount+, BET, Nickelodeon, MTV, Comedy Central, Showtime, CBS (and all affiliates), Paramount+, Warner Bros. Entertainment, DC Studios, Fandango, all Turner properties, New Line Cinema, The CW, HBO, HBO Max, and CNN.
While that list is big and overwhelming, it’s the way in which the informational landscape will get smaller that will be more concerning. Should this acquisition go through, all of the biggest brands in traditional film and television media (NBC, CBS, ABC, Fox, Warner Bros. Studios, Universal Pictures, Paramount Pictures, Walt Disney Company, Columbia Pictures) will essentially be consolidated down to an ownership of four (Paramount/Warner, Disney, NBCUniversal, Sony). From there it’s only a hop, skip, and a jump to two. And while you’re on two, you might as well bring things down to one.
This narrowing of diversity and competition is a surefire way to make art worse, plain and simple. Even more troubling, however, is the ways in which it could curtail social, cultural, and political dissent. Both Warner Bros. and Paramount have their own news and informational products in the form of CNN and CBS News. Taking one of those off the board via consolidation is another brutal blow to already gut-shot media landscape. And that’s even assuming that any combined entity would still be invested in any level of media independence and sound journalism, which recent evidence suggests that Paramount Skydance is not.
All for a Harry Potter/Star Trek crossover that nobody asked for.
Robert Downey Jr. Doctor Doom Reveal Reminds Us Marvel Protects Its A-Listers
Ever since a green-cloaked figure strode onto the Marvel stage at San Diego Comic-Con and revealed himself to be Robert Downey Jr., fans have been wondering the same thing: “What the heck will the MCU version of Doctor Doom look like?” Well, thanks to a recently leaked piece of promo art, we have our answer. He looks like Doctor Doom.
Thanks to images shared by several online social media feeds, including Avengers Update on the app formerly known as Twitter, we can now say that the MCU will be bringing a faithful version of Doctor Doom to the big screen next year in Avengers: Doomsday.
First look at Robert Downey Jr. as Doctor Doom in promotional art for ‘AVENGERS: DOOMSDAY’ pic.twitter.com/ox0MfuekgU
The MCU Doom wears a mask twisted into a glowering visage, surrounded by a hood attached to his green cloak. Green cloth runs down the sides of the not-so-good doctor’s body, with a harder material on his abdomen, covered with a diamond pattern. Doom’s gauntlets have the same high-tech look, as do the bands running across his arms. However, the purely mechanical armor has been replaced by chainmail. Interestingly, the discs on Doom’s chest now have two different images on them, but, all-in-all, this is classic Doctor Doom.
Of course it’s not like Doom has undergone too many changes since Jack Kirby and Stan Lee debuted the character 1962’s Fantastic Four #5. Kirby gave the character his signature green tunic, his ever-present steel face, and his high-tech body armor. And most creatives who followed knew they could not improve upon it. Sure, Marvel has sometimes changed Doom’s color scheme—most notably considering the upcoming Avengers movie slate, he donned a white version for Secret Wars—and, sure, he sometimes has variations for a particular moment, such as the ghastly new armor he created when devoting himself to sorcery during Mark Waid and Mike Wieringo’s legendary run (seriously, look it up; it’s nasty). But not even John Byrne, who rarely missed a chance to meddle with King Kirby’s work, veered from the classical look.
By following the lead of these classic creators, Marvel reminds us that as much as they’ve been willing to toy around with the backstories and design elements of secondary characters—making Star-Lord the son of Ego the Living Planet instead of J’Son of Spartax, streamlining Carol Danvers’ backstory—Marvel doesn’t mess with their A-listers. In the same way that Spider-Man‘s only undergone minor tweaks to his costume, and that Hugh Jackman was fitted for a classic yellow and blue Wolverine costume as soon as he entered the MCU, the big names get their recognizable looks.
Which, of course, has always been Kevin Feige‘s calling card. Even while working under Avi Arad on 2000s movies such as X-Men and Spider-Man, Feige advocated for comics-accurate versions of the characters to appear onscreen. Which is a good reminder as we look forward to Doomsday.
While the news that Downey would return to the MCU, not as Tony Stark but as the despot of Latveria, certainly excited many MCU fans and casual viewers, it concerned Doom aficionados. Would one of the greatest characters in from the House of Ideas be reduced to a marketing stunt? Would Downey be able to hold his quippy on-screen persona long enough to make Doom work? And, most importantly, would Marvel—who invented a new cinema language to show Stark in the suit—be able to resist unmasking Downey when he’s playing a character who famously and crucially never shows his face?
Will Marvel allow Downey to fully embody Doom and stay in costume? Or will this great design be tossed aside so we can spend two hours looking at RDJ’s handsome mug? We’ll find out next year, when Avengers: Doomsday arrives in theaters.
Avengers: Doomsday is scheduled to release Dec. 18, 2026
The Long Walk Movie vs. The Book: What Changed Beyond the Ending?
This article contains The Long Walk spoilers.
The Long Walk was the first novel Stephen King ever completed. It was not the first book published. That distinction belongs to Carrie, which originally appeared as a paperback in 1974. But nearly a decade before that, King was writing The Long Walkas a freshman at the University of Maine.
The youthfulness, and anger, of the literary work’s reaction to the then raging Vietnam War is still immediate to any modern eye. A story where virtually every named character is an adolescent boy who will soon be dead, including our point-of-view character Ray Garraty, is a simple and brutally efficient parable. It would also predict decades in advance the concept of “reality” TV competition, with viewers at home picking their favorite Walkers and Vegas bookies laying odds on them. It was a gateway to the now booming subgenre of fiction that includes Battle Royale, Squid Game, and The Hunger Games among its ranks.
Intriguingly it is the director most associated with the Hunger Games adaptations who also now is tackling King’s paterfamilias young adult dystopian fiction, with Francis Lawrence helming a screenplay by J.T. Mollner. Both artists honor the abject humanism of King’s work and capture the surreal horror of this maddening setup, but they also make bold changes to the source material, including entirely changing the ending. There are likely reasons for each change that we can only speculate on, as well as opportunities to note what the differences might imply. Below we unpack the biggest points of comparison and contrast.
Superficial Changes Made for Expediency
When adapting a novel, even one as succinct as The Long Walk, concessions to the new medium and the expectations that come with them will naturally lead to omissions, a condensing of events, and the compositing of characters. We do not wish to exhaustively list every such change made to the material, but we can highlight some of the more noticeable ones right here.
Stephen King, for one, has already acknowledged a shift that his constant readers picked up on in the trailers: in the novel, the Walkers are required to keep at a speed of four miles-per-hour or faster, otherwise they get a warning. In the movie, it was changed to a more reasonable pace of at least three miles-per-hour. According to producer Roy Lee, King asked to make the change for the film, stating, “There’s no way you could walk four miles an hour for that long.”
That seems a prudent realization, and one we imagine the filmmakers were already eying since having the characters rushing at a brisk walk the whole movie would make it more difficult to maintain the fraternal, and eventually wistful, character conversations and tone.
Similar changes include that in the novel there are 100 walkers chosen allegedly at random by a lottery—albeit then with a much more extensive screening and interview process which measures the candidates by mysterious standards. In the movie, it’s 50. Furthermore, one child represents each state in the U.S., whereas it was presented as a fluke that Garraty was a local boy from the state of Maine where the walk begins. This obviously makes it easier to have fewer characters—and more affordable to have fewer extras—in a narrative like this. It is likely for the same reason that while the Walkers pass crowds in nearly every small town they go through in the book, including Freeport, Maine where Garraty sees his mother, in the movie it is said that no crowds are allowed.
In the same vein, several of the tertiary Walkers are blended together. So while Ben Wang’s Mark Colson is both the braggart and unlikely young married man among the film’s contestants, the book’s Mark has no wife. However, a character named Scramm does—a bit of a two-dimensional hillbilly type with missing teeth from the Midwest. Scramm is also the most outwardly athletic boy, and the oddsmakers in Vegas think he’s the one to beat until he gets a cold. In the film, the more stealthily imposing Stebbins (Garrett Wareing) is both the obvious frontrunner and the one felled by an unlucky illness.
There are a number of other changes likely made for either time, budget, or medium constraints. There’s simply less space in a two hour movie for beats like the bit early in the book of Olson psyching out the competition, or a subplot about one of the boys’ mother (Percy, who does not appear in the movie) trying to call out to her son from various vantages on the side of the road until the government arrests her. But such changes are the nature of the beast.
Garraty and McVries’ Motivations
Major shifts that are more than utilitarian begin with the backstories and motivations which drive our two main characters, Ray Garraty (Cooper Hoffman) and Peter McVries (David Jonsson).
In the text, Garraty is like a lot of other kids: he cannot really articulate why he signed up for the Long Walk lottery. Like Hoffman’s Garraty, he has vivid memories of his father being dragged out of their family home for expressing anti-government sentiments against a fascist autocracy. However, Garraty neither sees his father executed, nor is it inexplicably at the hands of the Major (Mark Hamill in the movie), a national figure who is unlikely to be doing the grunt work of oppression in small town New England.
Garraty represents the metaphor of youth in America, and what King likely saw as a naivety and inability to grasp one’s own mortality until it is too late. Ray wants the prize of untold riches, and he likely in some way is reacting subconsciously to the anger of his father being gone. His father took him as a child once to watch the Long Walk in Freeport (where they did not live in the book) with the intention of teaching his son the horror of the Long Walk and their government. Yet after his father’s politics leads to his absence, Garraty finds himself rebelling against his memory and joining the Long Walk. He does not seem fully aware of this spiteful self-destruction, but he is lashing out at his parents by signing up for the system of the broken world they bequeathed him.
In the movie, he has a much more clean, Hunger Games-esque mission of tearing down the system by inspiring resistance via the planned assassination of the Major. It’s an easier motivation to cinematically convey (REVENGE!), but it also has profound implications on the ending, which we will get to in a moment.
McVries’ transformed motivations are more striking though. In the motion picture, the second lead is played with dazzling charisma and affability by Jonsson as not just a good friend, but a kind of ring leader to the Four Musketeer team he builds up. We eventually learn that this aura is something he carefully cultivated over a lifetime of uncertainty and loneliness. It turns out Jonsson’s McVries is an orphan who got his scar by being beaten by a stranger in the streets. He has since learned how to ingratiate himself with other kids, building fast and profound connections, and spending his teenage years sleeping on couches and in basements.
He doesn’t quite articulate it, but it would seem that like Art Baker, McVries joined the Long Walk for the camaraderie and sense of belonging it provides. He feels like he has found a real brother in Garraty… and perhaps more.
But right down to the scar, McVries’ past and future signal something darker in the text. That’s because the literary McVries did not get the scar while fighting a bully. He gained it after a fight with his girlfriend turned violent. Yes, in the book McVries had a girlfriend. He eventually admits they left home in high school to live in the city together as young people (which would have been more taboo in the 1960s than today). However, after she gets a promotion at her work and sees a better future than Peter can afford in his factory work, McVries’ resentments turn physical and in a particularly disturbing admission, it’s suggested he might have sexually assaulted her. It’s framing in the book is deliberately vague, with McVries telling Garraty that wasn’t his intention, but when he reached out to kiss her, she cut him to protect herself. But this is his version of events and there is a self-loathing in Pete that gives pause (as do the social understandings of consent in the 1960s).
McVries ultimately admits that since that day he’s had a death wish, just as he suspects every boy on the Long Walk secretly does in one way or another.
Sex and Death
It is perhaps prudent at this point to acknowledge that King’s Long Walk delves at least superficially into the fixation of a lot of teenage boys: sex for some an love for others. While McVries develops a strong sense of self-loathing in the book after what he did to a girlfriend he knew was slipping away, it is Garraty’s girlfriend more than his mother who inspires him to keep walking.
In the source material, Garraty never broke up with high school sweetheart Jan. It came close as he recalls how she pleaded with him to back out of the Long Walk after she discovered he “won” the lottery, but she stands by him. And it is Jan who Garraty’s internal monologue fixates on and deifies before the end. Like a soldier at war writing to a fiancée he barely knows, Ray rapidly goes from viewing Jan as a person to an ideal that gives him a reason to keep walking. In the huge crowd outside Freeport, it’s Jan and his mother who are waiting for him, and to Ray’s later regret, he completely ignores his mother in favor of holding Jan with tears in his eyes until McVries saves him from getting a ticket in front of them.
The irony of this is that only two days earlier, Garraty was unfaithful to Jan when he allowed a fangirl cheering “Maine’s Own” on the side of the road to make out with him. He even risks getting a ticket as his lust and erection lead to him lingering long enough to feel her up. Later, another boy in the walk ends up dying after being unable to leave a thrill-seeker who similarly tempts him at the side of the road. Meanwhile other Walkers discuss girlfriends who tried to dissuade them from the competition; and in Scramm’s case, he chose to do this suicidal thing because he had a wife and kid on the way back home. He admits he is too poor for college, but he plans to make sure his child could go to any school she wants.
Excising any trace of these story elements is curious. On the one hand, it again streamlines the narrative to a crisp descent into darkness. On the other, it ignores one of the core aspects of life: love (even if it is almost entirely aspirational for adolescent boys). There is also King’s interest in exploring the uncomfortable paradoxes of adolescent life, high ideals and physical repression. It may also echo the experience of guys he knew who went to ‘Nam.
I personally wonder if removing these elements is a commercial one since (social media tells us) romance, and sensuality in particular, have become controversial with younger moviegoers. Then again, Lawrence’s own Hunger Games franchise would seem to dispute this emerging conventional wisdom in Hollywood. More likely, I suspect the choice was made to remove what might become more unsavory aspects of the Walkers (McVries assaulting his girlfriend) as well as the crowds who watch them (it’s heavily implied that the kid who died in a state of lust was lured to his death by a girl who wanted to see a ticket punched).
Intriguingly it also narrows the focus entirely to the camaraderie of the Walkers, and even leaves open an interpretation that McVries and Garraty could be more than brothers. When Garraty asks McVries if he has a girlfriend, there is a look of longing on his face as he pauses to answer no. This could suggest the loneliness of a boy who doesn’t have a home; or it could be read as someone who sees in Garraty a possible kindred spirit.
Friendship Over Hate?
All of these elements seem to circle the central thesis of the tale: why did they sign up for this? In both versions of the story, we are told that the Long Walk is voluntary, although in the film, we are given the added texture that no boy on the road knows of a friend or classmate who didn’t also enter the lottery.
On the page, it’s not quite so simple. While we are told there are hundreds of thousands of applicants in any given year, it is not millions. It is indeed a big deal that Garraty was a local boy who entered and won the lottery. The mayor of his tiny hometown hosts a dinner at the nicest restaurant around where Ray and his mother are the guests of honor. This occurs despite his mother, his mother’s boyfriend, and Jan all begging Ray to drop out.
That is because plenty of boys do not enter the lottery, and plenty more back out after winning. One of the characters cut in the film even reveals he entered the lottery as a joke, making fun of the Major in his application’s essay portion. He only bothered applying because the movie he wanted to see that night at the cinema was sold out. For King, the driving question is always why?
One reading of the book would suggest it derives from mirroring the world around King in 1966. At that time, conscription at the local draft board was mandatory for American males above the age of 18, but there were plenty of volunteers as well. The why of it seemed to haunt King, who blamed the absent-minded community of flag-wavers who urged young men to throw their lives away (at least that’s how it’s framed in the book). For no discernible reason, kids were dying in the jungles and on the six o’clock news every night, and everyone acted like it was the most natural thing in the world. Why Garraty, angry at an absent father and his doting mother, or McVries, who was angry at himself, his lot in life, and his romantic/sexual frustration, signed up when others didn’t becomes the point.
In the movie, that decision is almost made for them. Everyone does it. No one backs out, even though the book’s McVries was actually an alternate who only found out about 12 hours before the Walk he “won” the chance to join after another kid changed his mind. In this way, Mollner and Lawrence would seem to be updating the theme to be not so much about a war as perhaps the American system itself. These boys, like any good consumer, are promised the chance to one day be rich and successful… even though for the system to work, it will mean most of them can never be those things.
So like any child who one day dreams of being president or an influencer, or an NBA star, or NBA owner, the Walkers all buy into the system without much thinking about the downsides of it until it’s facing them like a loaded gun. But since there is almost no logical escape from the system, the film is less interested in blaming anyone but the powers-at-be. In the book, Garraty and the reader come to despise the sycophants and gawkers who cheer them on but thirst to see red.
Yet when Cooper’s Garraty begins thinking that way onscreen, McVries tells him to gain some perspective. Everyone on the sides of those roads, he claims, are simply families trying to get by. They are driven by love, not hate. For most of its running time, the film would seem to echo those sentiments, with McVries being the voice of reason as he tells Garraty to go back to his loving mother if he wins the Walk. One might even say a storyteller in 2025 has a little more sympathy for Americans living under an increasingly authoritarian and autocratic state. Whereas King saw collaborators and tools, Lawrence and Mollner see victims or folks trying to endure a world sliding into madness. This is a story about love of thy neighbor and fellow man triumphing over hate.
… At least that seemed to be the point until we get to the ending.
… About That Ending
Which brings us back to the biggest changes from King’s book: how it ends. The final movements of the page are actually quite ambiguous and haunting. Rather than Garraty and McVries, the final two Walkers of the novel are Garraty and Stebbins. McVries just eventually sits down and meets as peaceful an end as a gun allows. Meanwhile Stebbins doesn’t so much choose to embrace his fate, as realizing that despite his confidence he is flesh and blood. He just eventually collapses dead of exhaustion and fatigue, leaving Garraty the default winner.
But when the Major comes to congratulate Garraty on his valor and victory, Garraty doesn’t seem to notice the old man. Instead he looks past him at a dark mysterious figure.
“Garraty stepped aside. He was not alone. The dark figure was back, up ahead, not far, beckoning. He knew that figure. If he could get a little closer, he could make out the features. Which one hadn’t he walked down? Was it Barkovitch? Collie Parker? Percy What’hisname? Who was it? … A hand on his shoulder. Garraty shook it off impatiently. The dark figure beckoned, beckoned in the rain, beckoned for him to come and walk, to come and play the game. And it was time to get started. There was still so far to walk.”
Deliberately opaque, King’s ending leaves much to the imagination. What was it that Garraty thought he saw, and what would happen to him? The short version, in this writer’s opinion, is that it was the shadow of death and also his future. No one wins the game. Even if you are the last survivor, the trauma and horror of what you endured in this mad world will never leave you. The walk will never end, and for however many days or years Garraty has left, and whatever riches that fill them, he’ll never be able to shake or leave the soul-crushing horror of what he experienced and had to do to survive.
It’s bleak and probably too ephemeral for a commercial studio entertainment.
So in the film, we get a major reversal both from the book and general audience expectation. Rather than Garraty being the winner, he sacrifices himself to save McVries. Garraty was obsessed with avenging his father, and maybe igniting a revolution. McVries only wanted to live and use a gained fortune to maybe find love. But he also didn’t expect to win.
So the movie’s Garraty dies for McVries… and perhaps then so does McVries for Garraty.
In the last moments of the picture, the young man who preached love to Garraty arguably gives in to hate. He fulfills Garraty’s original wish by asking for a carbine and using it to assassinate the Major on the spot. He then walks off into the rain and darkness to a mysterious fate.
In some ways, it is the most crowdpleasing ending. McVries shoots the bad guy in Ray’s name. But it’s also just as bleak as the book, for surely Pete will be executed within moments after the film cuts to black, right? It maintains a level of mystery similar to the book while giving it a more action-forward turn.
In actuality, this is probably a more subversive ending. While the novel’s poetic end has sophistication, and matches the downbeat zeitgeist of the incoming 1970s, it’s ultimately pessimistic. There is no hope in this world. Live or die, you always lose. It’s doubtful the movie’s McVries will live much longer than his literary counterpart, but he still enacted some type of radical subversive change by murdering a man who represents oppression to the whole country on live television… and it wasn’t done out of hate. He did it as an act of love for Ray.
The ending would seem to offer flickers of the same revolutionary desire to overthrow an oppressive system one might see in The Hunger Games or V for Vendetta. And in our current political climate where folks feel evermore angry and helpless, McVries and the movie’s about-face over love being enough to endure a fascist state seems startlingly transgressive. There are miles still to go, but it’s a first step.
The Long Walk is in theaters now.
The Most Affordable Video Games To Buy Right Now
The worst kept secret of gaming is how expensive this addicting hobby is. With everything so expensive these days, it feels like a guilty pleasure to purchase a new game when there are bills to pay and other more important financial responsibilities to attend to.
I have good news! Not every great game has to be $69.99. And you also don’t have to buy a $499.99 Nintendo Switch 2 to spend a night relaxing and experiencing a fantastic platformer or a daring adventure. These are the best titles that are required for anyone who claims to be a gamer, and you won’t even have to take out a second credit card to add them to your library.
Hollow Knight: Silksong
Price: $19.99
One of the most anticipated sequels of all time, Hollow Knight: Silksong lived up to every ounce of hype after its eight-year wait. The game is one of the definitive Metroidvania experiences you can have on any console, from Switch to Steam and everything in between. The controls are fluid, the maps are more diverse than in the first game, and Team Cherry maintained the same melancholy of Hollow Knight to boot. The first game is only $14.99, so you can actually buy both in the franchise for a measly $35.00!
Stardew Valley
Price: $14.99
The simulation game genre can be a dangerously addictive one, and Stardew Valley is one of the defining examples of it. This mighty classic sees you take on the role of a rural farmer who can do anything from fishing to raising a family. If you love The Sims or Animal Crossing and haven’t played it yet … well, I’d be pretty shocked.
Is This Seat Taken?
Price: $9.99
One of the newest games on this list, Is This Seat Taken? takes what should be a dull concept and makes it relaxing, mentally stimulating, and thoroughly satisfying. This puzzler tasks players with creating a seating chart for a group of needy patrons in restaurants, buses, weddings, movie theaters, and more.
Axiom Verge
Price: $19.99
Another Metroidvania that is actually overshadowed in the field of legendary genre classics, Axiom Verge doesn’t play around when paying tribute to its inspirations. The game is 99% Super Metroid, plain and simple. Retro graphics and awesome weapon power ups give it an exquisite mix of past and present styles.
Cuphead
Price: $19.99
Cuphead is the ultimate masochistic gaming experience. With graphics that emulate early 20th century cartoons and even a level that draws comparisons to a famous cat and mouse cartoon show from our childhoods, the game tries to distract you from its immense difficulty with some of the best artistic expression in the last decade.
Chicory: A Colorful Tale
Price: $19.99
Chicory: A Colorful Tale is indie gaming at its purest. The game plays like a 2D Zelda but with a paint brush and coloring book aesthetic that differentiates it from Nintendo’s legendary adventure franchise. A poignant story and well-written characters round out this gem.
Untitled Goose Game
Price: $19.99
Untitled Goose Game is the rare video game that will make you laugh. Controlling a rebellious goose in a village full of annoyed citizens, the viral hit is also replete with solid gameplay and controls as you make life a living hell for poor, innocent townsfolk. It’s great to finally see what makes being a goose so great! The only issue with realism is the lack of a button that lets you take a dump in the middle of a walkway.
Pipistrello and the Cursed Yoyo
Price: $19.99
Pipistrello and the Cursed Yoyo is a mashup of several different top-down adventure themes, but you’ll once again find the most similarities to The Legend of Zelda. The graphics and weaponry slant more towards The Minish Cap or the original Link’s Awakening, so Millenials who loved their Game Boys will appreciate this.
Celeste
Price: $19.99
Celeste’s platforming prowess has been written about ad nauseum, but its themes and characterization are what deserve to be praised even more, especially for an indie game at this price point. The main character is hinted to be transgender and her journey to the top of the game’s mountain is a literal and symbolic climb that signifies just how arduous, yet rewarding it can be to accept yourself regardless of society’s detractors.
Pizza Tower
Price: $19.99
Is Pizza Tower really as much like Wario Land as people say it is? Not really, but that doesn’t mean it’s not still one of the best action platform games you can buy. A much faster, less puzzle-heavy take on its inspiration makes it stand out from the crowd. If you really want an indie game much more like Wario’s series, try Antonblast also for $19.99.
Cocoon
Price: $24.99
Made by the development team that created Inside, Cocoon is a science-fiction-adjacent puzzle adventure that warps your sense of environment while exploring. Space and time are used in unique ways as one world’s exit might just be another’s entrance. It’s not as difficult to understand as I’m making it sound, but it’s truly a rare type of genre-blending that you can only find on the indie scene.
BOXBOY! + BOXGIRL!
Price: $9.99
Every game in the BoxBoy series is relaxing puzzling, but the most recent one has co-op and lots of extras to incentivize playing it first. An environmental puzzle platformer at heart, BOXBOY! + BOXGIRL! provides cutesy characters and requires lots of brainpower to overcome its hundreds of levels.
Peacemaker Episode 4: What’s That Weird Alien?
This post contains spoilers for Peacemaker season 2 episode 4.
By this point, no one is surprised to find a weird alien in a DC Comics project. Nor, really, are we surprised to find one in a project from James Gunn, the guy who brought to the screen broccoli people and Starro the Conqueror.
But still, when we see the cold open to the fourth episode of Peacemaker‘s second season, which shows how an idiot like Auggie Smith could acquire a quantum folding chamber, we’ve gotta ask: what’s that weird alien?
Even the biggest DC nerds might have trouble identifying the alien seen in Peacemaker. It’s a bug-eyed, vaguely bird-like creature with grayish skin. It’s not wearing anything besides a blue sash, the steel case it carries doesn’t have any identifying logos, and the noises it makes aren’t even subtitled.
There’s a very real possibility that, like Mr. Handsome in Superman, this is a James Gunn original creation. But until we know for sure, let’s take a moment to round up the usual inter-dimensional suspects and guess at where this guy comes from.
The Reach
One of the more compelling possibilities is that this is a member of the Reach, the alien would-be conquerers who developed the scarab that eventually finds its way to Jaime Reyes a.k.a. the Blue Beetle. Gunn has spoken highly of (the very enjoyable!) 2023 movie Blue Beetle, but he’s also been cagey about its status in the new DC Universe. Gunn has also been adamant that anything from the previous universe not explicitly mentioned in Peacemaker season 2 or Superman isn’t part of the new universe, so this would be a fun way to acknowledge that parts of that movie are still canon.
That said, the members of the Reach seen in DC Comics and the series Young Justice tend to wear ceremonial clothing, and have clearer speech abilities. Moreover, the members of the Reach have more distinctly human facial features than the creature in Peacemaker, so it would be quite the creative redesign for the two aliens to be the same.
Dhorian
Although they generally have pinker skin, the vaguely bird/bug-like features of the Peacemaker alien could make him a Dhorian. For the most part, there’s only one major figure from Dhor in the DC Universe, the reoccurring Justice League villain Kanjar Ro. Ro is an intergalactic petty crook, a slimy guy who usually does minor crimes, but occasionally gets wrapped up slaving or something equally heinous.
It’s hard to believe that Gunn doesn’t have love in his heart for a sniveling little weirdo like Kanjar Ro. And the blue sash worn by the Peacemaker alien does recall Ro’s usual garb. But the pathetic creature begging for his life doesn’t really match the haughtiness of a guy who regularly challenges the Justice League.
Astonian
To readers of Green Lantern comics, a kind, greyish alien with an extended head and blue clothes brings one character to mind: Saint Walker of the Blue Lantern Corps. Introduced in 2008’s Final Crisis: Rage of the Red Lanterns #1, Saint Walker is the most notable member of an intergalactic force that brings hope to the universe. In the same way that the Green Lanterns have harnessed willpower, the Blue Lanterns harness positive emotions in a mission to spread serenity across the galaxy.
While the Peacemaker alien’s head isn’t quite as extended as those on the Astonians seen in DC Comics, it would make sense for Gunn to bring the race in here. We know that the HBO series Lanterns is coming soon to the DCU, which will have its intergalactic elements. Plus, it would make sense that someone of Saint Walker’s stature would have access to cross-dimensional technlogy. That said, it’s hard to imagine that Gunn jibes with the hippy-dippy nature of the Astonian, but maybe that’s exactly why he had one get shot in the head by a redneck.
Glazzonion
If Saint Walker is too hippie for Gunn, then the Green Lantern Ahtier would be even worse, even though she dies in her first appearance, in 1987’s Tales of the Green Lantern Corps #3. I mean, she’s a Glazzonion—just read out loud the name of the species. Then again, a story about a pregnant hero sending her ring off to find a successor with her final breath is the type of tragic nastiness that Gunn does well.
Further, Ahtier does really look like the Peacemaker alien, in terms of coloring, humanoid form, and head shape. Ahtier’s eyes are a bit smaller than the one seen on the show, but outside of that, it’s a dead ringer! Plus, the Peacemaker alien dies in its first appearance too!
Eraserhead Baby
I mean, David Lynch went to his grave without ever revealing the origin of the horrid infant in his debut feature Eraserhead. Maybe it was an alien? And maybe he told James Gunn about it one night. Stranger things have happened.
New episodes of Peacemaker season 2 stream on HBO Max each Thursday at 9 p.m. ET.
Star Trek: Strange New Worlds Season 3 Episode 10 Review — New Life and New Civilizations
This Star Trek: Strange New Worlds review contains spoilers for season 3 episode 10.
For all that it centers on a character whose life we know will end in horrific pain and disfigurement, Star Trek: Strange New Worlds isn’t a show that often embraces the darker side of storytelling. Sure, every so often there are episodes about the trauma of war or those that explore more horror-tinged settings and themes. And Captain Christopher Pike has been forced to look the irreversible nature of his own tragic end in the face on more than one occasion. But for the most part, it’s a sunny, optimistic show that uses these heavier moments to underline why such an outlook is important, even necessary, for the world we find ourselves in. Season 3 concludes on a note that straddles the line between the two, and its finale is an hour that serves as a bittersweet farewell to Melanie Scrofano’s Captain Marie Batel even as it ties up several loose narrative threads and gives Pike yet another look at a life he won’t get to live.
Given that everyone, including Pike himself and several of the Enterprise crew members, is aware of the future that’s waiting for him, it’s not surprising that Strange New Worlds has wrestled with the idea of destiny several times already over the course of its run. Accepting the manner of his life’s end is, in many ways, Pike’s life’s work, and though he has railed against it at various points, it’s almost never been for his own benefit. The idea that his girlfriend, Captain Batel, has a similarly sacrificial future waiting for her is particularly tragic, given that much of their relationship this season has been about Pike deciding to build a real life for himself in the shadow of his own destiny. But that is basically the central concept at the heart of “New Life and New Civilizations”.
Essentially a follow-up to midseason episode “Through the Lens of Time,” the hour sees the evil creature known as a Vezda escape its prison in the Enterprise’s transporter buffer by building a copy of poor dead Ensign Gamble’s (RIP) body and using interdimensional ley lines to escape the ship and travel to a distant planet, where Roger Korby just so happens to be investigating a culture who worships the creatures as gods. Convenient! The plan is obvious: The Vezda wearing Gamble’s form intends to use the same interdimensional highway to free the rest of its imprisoned people and wreak havoc on the galaxy, presumably using the people of Skygowen as vessels. It’s the Enterprise’s job (with a handy assistance from the USS Farragut) to stop it. Thankfully, the gang has a secret weapon: Captain Batel, whom we’ve already seen power up and attack the Vezda before, and who suddenly begins to undergo even more dramatic transformations on both a cellular and physical level. (Her glowing eyes that seemed to contain galaxies were, admittedly, very cool looking.)
The explanation for all this is messy in predictably Star Trek fashion. Apparently, all the attempted medical treatments meant to save Batel’s life—Una’s Illyrian blood, Gorn DNA, and the Chimera Blossom—have somehow combined to make her something greater than she was before, a near-mythical being known as the Beholder whose sole purpose is to protect the universe from pure evil that is the Vezda. (Don’t ask how Batel is Marie, herself, and also the statue on Vadia IX; the idea of interdimensionality apparently covers a multitude of sins.) That she is both now and apparently has always been the Beholder is a bit of timey-wimey gobbledygook worthy of that franchise featuring the time-traveling Doctor that Pelia once hung out with, but it gives her sacrifice the sort of cosmic and fated scope that feels of a piece with Pike’s.
Her actual face-off with Vezda Gamble is fairly anticlimactic, involving little more than glowing extremities and beams of light conquering swirls of darkness. What’s more interesting is the episode’s middle segment, a filmstrip version of the life that Pike and Batel might have been able to have together in a different world. We see them celebrate anniversaries, get a dog, and have a daughter. Pike’s disfigurement is magically averted, and the pair grow old together, hosting family dinners and celebrating their daughter’s engagement. Much like the season 1 episode “A Quality of Mercy,” it’s another bittersweet glimpse at a life not lived, because Strange New Worlds loves dangling the prospect of Pike somehow getting the second chance we’re all so desperate to give him in front of us. Although here, the alternate reality is really meant for Marie, a reminder of the love and possibility of the universe she’s about to sacrifice herself to save.
There’s something almost painfully romantic in the idea that Pike and Batel are both slaves to destinies they didn’t choose and can’t control, and that any happiness they’ve managed to steal—including the time-bending regular life they get the chance to spend together in the moment before Batel imprisons the Vezda wearing Gamble’s body—is all the sweeter for it. I’ve had my fair share of issues with the way this relationship has been presented onscreen, but Strange New Worlds manages to make the pair seem positively star-crossed here, and I’m not ashamed to admit that I am extremely into it. (Plus, even as an old man in an imagined reality, Pike still has great hair!) It doesn’t hurt that Anson Mount sells the heck out of Pike’s layered devastation; no other character is as equipped to know why Marie has to do what she has to do, or to understand what it’s costing her to embrace her fate. In a season where he really hasn’t had as much to do as many of us (read: me) likely hoped, it’s a very satisfying reminder of why both Mount’s Pike is the beating heart of this series.
Thankfully, not everything about “New Life and New Civilizations” is doom and gloom, and the hour balances Batel’s sacrifice and Pike’s grief by centering another relationship: The bromance of Kirk and Spock. A big chunk of season 3 has revealed in the act of putting the future Enterprise bridge crew from Star Trek: The Original Series together as often as possible, but has, thankfully, had a surprisingly deft touch when it comes to building the foundations for Kirk and Spock’s friendship. This episode is less subtle about their connection, full of obvious metaphors involving mind melds, piloting two ships in perfect harmony, and playing chess, but thankfully, Paul Wesley and Ethan Peck’s believable chemistry and easy banter mean that it’s charming instead of annoying.
The episode ends on an optimistic note, with the Enterprise once more heading off to seek, you guessed it, “New Life and New Civilizations” in uncharted regions of space. It’s a more bittersweet conclusion than previous seasons have offered, as a visibly dejected Pike reflects on memory, grief and the idea that the people we love never really leave us. (He can’t even bring himself to say hsi famous “Hit it” catchphrase.) But as his bridge crew comes together to bolster him for their next adventure, it’s a surprisingly lovely moment of community and affection, a reminder that none of us goes through the worst things that happen to us alone. And it’s hard to think of a more Star Trek-appropriate lesson than that. Onward to season 4.
All 10 episodes of Star Trek: Strange New Worlds are available to stream on Paramount+ now.
Seven Remains Morgan Freeman’s Best Performance
Morgan Freeman is an icon. His voice is instantly recognizable. He has a screen persona that brings immediate gravitas to everything from superhero movies like Batman Begins to Oscar players such as Invictus. Freeman even maintains dignity while pitching credit cards and playing a goofy wizard in The Lego Movie. Yet as universally beloved as Freeman is, his best bit of acting gets overlooked. At this point, 30 years after its release, the twist ending of Seven is well known, as is the way Freeman’s co-star Brad Pitt plays the horrid reveal. How Pitt conveys the horror of a young hotshot detective realizing that his wife (Gwyneth Paltrow) was beheaded by a serial killer is endlessly quoted. And for good reason.
But Pitt’s despairing breakdown distracts from the way Freeman approaches the same scene as veteran detective William Somerset. Freeman keeps the terror internalized, which not only grounds his character but also makes the fundamental horror of Seven all the more upsetting.
A Dark City in a Dark Movie
Even all these decades later, discussion of Seven seems to revolve around the ghastly set pieces cooked up by director David Fincher and screenwriter Kevin Andrew Walker. To be sure, the grotesque ways in which mysterious killer John Doe (Kevin Spacey) kills his victims, all via elaborate tableaus inspired by the Catholic Seven Deadly Sins, stick in the memory. But there’s a clear difference between Seven‘s rich morality and pulpy (but often fun!) films like Saw. Seven might have inspired the torture porn wave of the following decade, but it isn’t of that exploitative subgenre.
Fundamentally Seven is a film noir; a throwback to that collection of crime films inspired by hard-boiled writers like Dashiell Hammett and Raymond Chandler. Most of Seven‘s action follows its lead gumshoes as they traverse across an unnamed, perpetually rainy city, unraveling the clues behind what seem to be, at first, just disconnected murders.
As demonstrated by the term film noir (“black film” or “dark film”), the genre features cynical worldviews in which the downtrodden Sam Spade or Philip Marlowe uncovers all manner of corruption at the top of society, even as they fail to stop it. Seven might not distill that worldview in a single line, like fellow latter day noir Chinatown, but it does drive Freeman’s character, Somerset. The up-and-coming Mills and Pitt’s showy performance suggests a young person still full of hope. But in Freeman’s quiet, resigned performance, we see a person who knows just how bad the world can be.
Effective as it is, such subtle acting can be easily overlooked, especially in Freeman’s finest moment, a scene for which Pitt gets most of the attention.
Quiet Terror
The final act of Seven begins with Doe arriving at the police station to turn himself in, and to strike a dreadful bargain with Somerset and Mills. He’ll tell them where to find the victims of the last two sins, envy and wrath, if they drive him to a distant location that only he knows. The detectives agree to drive Doe out into a desert, populated only by power lines, scattered junk, and a busted trailer.
At a time appointed by Doe, a delivery van drives toward the trio. Somerset leaves Doe with Mills to intercept the driver, and he keeps his partner at a distance when he learns that the delivery is for Pitt’s David Mills. What follows is stuff of cinematic legend. Somerset opens the box and recoils—and then immediately starts telling Mills to put down his gun. As Mills tries to make sense of his partner’s shouting, Doe begins monologuing, slowly revealing that he has assaulted and killed Paltrow’s pregnant Tracy, and placed her head in the box.
Certainly Freeman allows Somerset some burst of emotion in this sequence. There’s the shutter that runs through his body when he peers into the box, the backhand he delivers to Doe to stop the killer from talking. However, Freeman never goes as big as his screen partners, not Spacey savoring every malevolent description that Doe offers, nor Pitt’s wild gesticulating and moaning. Still, Freeman imbues each of his lines with emotion, emotion that’s all the more powerful for how hard Somerset tries to regain control of the spiraling situation. Freeman allows a waver in his voice as Somerset reminds Mills that Doe wants him to become biblical wrath and seek vengeance. He lets his hand jitter, his voice shake.
Through these slight movements, we see the actual stakes of Doe’s crimes. Throughout the film, Somerset has been the guy who has seen it all, a man who knows exactly how evil the world can be. As he faces retirement, he sees himself not as a guy who fought the good fight and even scored a few victories, but as someone who has done all he humanly could do, and it made no difference. Somerset sees immediately that the brash Mills has too much hope in humanity and faith in the law to survive in the city, but he’s willing to let the newcomer figure that out himself. That is until he meets Tracy and sees a glimmer of goodness in the world. And, despite himself, he begins to care again.
So while the revelation of Tracy’s death may not be as personally cutting as it is for Mills, Somerset loses something deeper and grander: the one sliver of meaning in the world. It’s the fact that Somerset has already lost all hope, including the hope he thought he may have regained, that informs Freeman’s subdued performance. When Somerset looks up at Mills right before the gun goes off, we see neither anger nor even sadness in Freeman’s eyes. He shows none because Somerset has none. Freeman hardly reacts when Mills fires his gun to kill Doe. Somerset does not react because there is no surprise.
Even the final bit of voiceover finds Freeman not doing the calm reassurance that has become his signature. “Ernest Hemingway once wrote, ‘The world is a fine place and worth fighting for,'” Freeman declares, with a sting of cynicism in a voice where once there was warmth. “I agree with the second part.” That’s not a promise to keep doing good work. That’s a recognition that there’s nothing else a good person can do in an awful world.
Unspeakable Dread
It’s easy to see why Freeman is the most overlooked part of Seven‘s climax, if not the entire film. By that point, he had already settled into elder statesman while Pitt was still new to high-profile serious work, and Spacey was an up-and-comer in Hollywood. Furthermore, the two get to do big emotions and big philosophies, all of which matches the intensity of movie’s murder scenes.
Yet it’s Freeman that keeps the film human. And as an actual human being living in a joyless world in which young husbands get their wives’ severed heads delivered to them, he prevents Seven from becoming a torture porn spectacle. He makes it into truly sublime horror.
The Duffers Reveal Stranger Things’ Most Important Season
We’re so close to the final season of Stranger Things that we can practically taste the Eggo waffles! Over three years of speculation about the fifth season’s plot will finally turn into tangible results in just a couple of months, but Stranger Things’ creators, the Duffer Brothers, have added a little more food for thought before the climax.
And you know what? The Duffers are correct. Here’s everything that made Stranger Things season 2 so invaluable and why the fifth season will live up to expectations if it samples plenty from that encore act.
Stranger Things Season 2 is the Densest Piece of the Story
Stranger Things has gotten progressively bigger in scope and characterization as its four seasons have unfolded. What started out as an intimate, mysterious little tale in the first season has exploded into an epic science-fiction spectacle replete with supervillains like Vecna, who are trying to destroy the world as we know it. It’s quite sensible to make a show bigger, both literally and figuratively, as the seasons go on, especially in genre-heavy work like Stranger Things, but the show has lost some of what made it feel so human from the first two seasons.
Stranger Things season 2 is the only set of episodes in which the show found the exact correct balance of foreboding evil in the background and childlike wonder in the foreground. The kids were still young enough that the season felt like a Stephen King novel. The Halloween theme made it thematically rich while also wondrous. The Mind Flayer was a frightening antagonist, but not as scary as Vecna. He was just the right amount of haunting. He may also be central to learning about some key insights regarding the series’ lore.
The cast was still small enough during season 2 that everybody got a fulfilling amount of screentime. The characterization was richer than in seasons 3 and 4, which made the story easier to get engrossed in. Overall, the rich mix of small and large set pieces and a plot that was a combination of setup for the future and intrigue in the present made Stranger Things season 2 the densest, most satisfying season of the show. Stranger Things season 5 would do well to heed the words of the Duffers and scale back some of the elements of season 4 that made it too large.
Guest Stars Became a Signature Part of the Series
The series always has a gazillion heroes to root for, but Stranger Things season 2 had one of the most overlooked, but beloved, guest stars in Bob Newby (Sean Astin). Bob the Brain set the standard for the show in this department, starting a tradition of an amazing actor entering the story for one season and completely changing the dynamic of the cast.
Bob was the only reason Joyce (Winona Ryder) and the rest of the gang were able to escape the Hawkins Lab in the penultimate episode of the season. His sacrifice ended up being symbolic of the type of bravery Stranger Things revels in so often. Further fan favorites like Eddie Munson (Joseph Quinn) may not have been created without Bob’s existence.
Season 5 is set to have Linda Hamilton in a guest role, continuing the tradition of one-season characters that will alter the story in dramatic ways. Nobody knows the specifics of her character, but it will be hard for her to surpass Bob in the fandom’s guest star Hall of Fame.
Will, Max, and Steve Became Series-Long Catalysts
We’ve talked about the vitality of the characters in the series quite a bit, and season 2’s ability to expand on the cast from the first season, while also not leaving anyone behind, was a masterclass in both acting and writing from the entire cast and crew. Watching the evolution of Will (Noah Schnapp) and Steve (Joe Keery) into main cast members after being on the fringes of the story in season 1 was a pleasure.
The introduction of Max (Sadie Sink) added a much-needed jolt to a friend group that was lacking girls. All three of these characters are at the pinnacle of Stranger Things’ mountaintop of casting choices. The Duffers said in the aforementioned script book that season 2 gave them the courage “to lean on our brilliant actors.”
Schnapp, Sink, and Keery are all highlights of an ultra-talented ensemble, but they’ve been in and out of the rotation depending on the episode as the series has gone on, especially Schnapp. Will must have a larger role in the fifth season as his connection to the Upside Down will be the key to absolving the evil at the heart of Hawkins.
Stranger Things season 5 volume 1 premieres on Wednesday, November 26 at 8 p.m. ET/5 p.m. PT. Volume 2 arrives Thursday, December 25 at at 8 p.m. ET/5 p.m. PT. The final episode will be available to stream Wednesday, December 31 at 8 p.m. ET/5 p.m. PT.
The Long Walk Review: Stephen King at His Most Nihilistic Done Justice
Anybody can win. This is the maxim Americans are told, and which they tell themselves, from the cradle to the grave. If you work hard enough, try hard enough, are simply good enough, you too can be a millionaire; a billionaire; or these days an autocrat above the laws of gods and men. Of course to be on the top means, by default, you will have stepped over someone along the way to that finish line tape. It’s a deeper truth that perhaps has never been so vividly visualized as in the new adaptation of Stephen King’s first completed novel, The Long Walk.
Helmed by lifelong Hunger Games director Francis Lawrence—who tackles King between rounds in the Panem prequel trenches via Songbirds and Snakes and Sunrise on the Reaping—The Long Walk movie shrewdly updates the material. King first published the story in 1979 under the pseudonym Richard Bachman, but it began flowing from his pen in 1966 when the writer was still a freshman at the University of Maine. It was further labored upon in the shadow of the draft for the Vietnam War, and all the mixed messages of flag-waving jingoism and cold, waiting caskets that accompanied it.
Lawrence’s film, with a screenplay by J.T. Mollner, is not nearly so angry as an adolescent author with friends condemned to the jungles of Southeast Asia. Still, there remains a ruthlessness that’s barely concealed beneath the asphalt surface of its setting, and a brutality which will likely stun audiences more accustomed to the dulled edges of Katniss’ PG-13 arrows.
There will be times you want to avert your gaze, but the easy watchability of the movie will leave you transfixed, even as teenage boys are summarily executed by an authoritarian government on live television and the film does not cut away. The title card is even delayed until the first murder of innocence occurs in graphic detail, and extreme close-up, around the 20-minute mark. Only when the stakes of “the game” feel explicitly real for the characters—not to mention the audience—does The Long Walk feel comfortable enough to announce itself. Anyone can be a winner, as a grizzled strongman unconvincingly promises the youth of America onscreen, but the game is still rigged against them all. One will win, but all will see their hopes, dreams, and probably their heads go bust.
Among the game’s moving targets is a quartet of heroes, anchored by Raymond Garraty (Cooper Hoffman), a high schooler with mysterious motives for willingly throwing his name into the lottery of becoming “a Walker.” But then, we’re told, every able-bodied young man in America signs up for the lottery, albeit Garraty seems like a particularly strange case. The lad barely conceals his long-dead father’s subversive thinking and activist notions against the authoritarian government which has taken over America. That regime, in turn, is represented by the Major (Mark Hamill), a military stuffed shirt without a last name. He commands the boys like an aging brosphere deity to walk indefinitely at three miles-per-hour or more, lest they be given a warning. If you stay below that threshold, you get a second warning, and then a third. After that you get “a ticket” at the end of a carbine.
Garraty’s chances are one in 50 since there is a boy representing every state in the union. Nonetheless, most of them seem to think they have pretty good odds, including the three pals Garraty makes along the way. There’s Art Baker (Tut Nyuot), a sweet, God-fearing boy from Baton Rouge; next is Hank Olson (Ben Wang), an amusing cross-section between the braggart and nerd that comes with every high school class; and finally remains Peter McVries (David Jonsson), another Southerner with enough charisma to convince strangers in a veritable Bataan Death March competition that they should become “the Four Musketeers.” (It’s still a King story, with all the occasional hamminess that can entail.)
We meet other youth as well who are defined by broad archetypal strokes before flashes of interiority, including an awkwardly toxic loner (Charlie Plummer), a fresh-faced innocent who seems young beneath his years (Roman Griffin Davis), and finally Garrett Wareing’s Stebbins, the extremely competitive athlete who cryptically knows too much about the Long Walk’s secrets and BTS history. All have stories to tell, and the most impressive thing about the film they’re in might be that it’s largely content to hear them out at length before their memories vanish in a red mist.
There are many ways one might approach this subject matter. The literary Long Walk’s narrative is fairly barebones; these characters walk, talk, reflect on life choices (including the doozy of doing their “patriotic duty” by signing up for this game), and then die. Sometimes by the dozens when the rain begins to fall on a particularly steep hill. Yet there’s a lyricism to the source material as well, and the bitter cynicism that informed so much of that era for the baby boomer generation.
Lawrence and Mollner largely opt for a stripped down and unfussy interpretation of the story. Much of the ambiguity that drives Garraty or McVries on the page is substituted by clear motivations on the screen, and a large chunk of their despair is replaced with a tone that skews closer to latter day King’s sentimentality. It becomes more of a story about the healing power of camaraderie and friendship as opposed to the folly (and systemic cruelty) of wasted youth. That distinction also leads to a bit of tonal chaos when the film reaches its revised ending.
What is never sacrificed, however, is the character-driven nature of the material. The movie is far more intense than anything associated with modern Young Adult fiction, and deliberately pensive and measured in spite of more commercial wrapping. Other than a handful concessions toward plot twists in the back-half, this remains a quiet character study about young men facing the enormity of mortality in a handful of days and hundreds of miles of agony.
It’s an actor’s piece, and a real showcase in particular for Jonsson who uses the lines on his face, whether while smiling or slowly dying, to infer entire epic sagas of lived experience. McVries is the guy none of his friends can take their eyes off, and neither will the audience. Which is fairly impressive since Hoffman carries over the strong case he began in Licorice Pizzathat he might be every bit as talented as his late father.
Both performances and the ensemble at large carry this film more than any special effects or romantic triangles (in fact, what romantic subplots there are in the book are wholly excised). If there is a weak link, it is unfortunately Hamill. An underused character actor in a pop culture icon’s body, Hamill did solid work in another King adaptation this year, The Life of Chuck. However, his Major largely comes across like a cartoon closer to Hamill’s Joker in fatigues than a military man. There’s an uber-masculine bravado to the performance that feels in many ways modeled after the current occupant in the White House: a phony tough guy compensating for a gnawing inadequacy that can never be satiated. But it’s broad caricature, seemingly designed to give the Walkers a big black hat to rally against.
In this way, the handful of concessions to modern audience expectations—an easy villain to boo, obligatory third act reversals, and perhaps some generously long olive branches to those who buy into totalitarian systems—keep what is a good movie from becoming a great one. The Long Walk remains very good though, especially when it confronts general audiences with subversive ideas about living and dying with dignity beneath the flag of a fascist state. It’s even better though when it spends long stretches of its running time just asking us to enjoy the company of those we meet, and then leave, along the way.
The Long Walk is in theaters Friday, Sept. 12.
Sci-fi Comic Time Sensitive Will Make You Question Reality
“Existential, terrifying, fun as hell.” This is how Joshua Rubin describes his upcoming graphic novel Time Sensitive.
Written by Rubin and illustrated by Jorge Coelho, Time Sensitive follows Detective Caleb Stone and his wife Sarah through extraordinary circumstances. On a day just like any other, Sarah suddenly vanishes, and when Caleb looks to get help from family and colleagues, they inform him that his wife is dead … and has been for many years. This kicks off a sprawling journey through Los Angeles with a teenage sidekick along the way who has some of the answers he needs.
“I’m at a certain point when you start getting gray hair in your beard and you realize life is short. I have so many more of these worlds that I’ve been building in my head for 20 years,” Rubin tells Den of Geek.
Rubin describes the project as an original idea but with influences from IPs like The Matrix, Looper, Everything Everywhere All At Once, and so many other mind-bending journeys with relatable characters to latch onto.
Rubin’s journey through comics is an interesting one. He explains that he first started reading comics at 8 years old when his aunt gifted him a Hulk story, and his love for the medium started later with friends in school reading Akira and Watchmen single issues, cementing that love.
“I grew up discovering all the great writers like Robert Kirkman and Brian Michael Bendis and Brian K. Vaughan… just all of these amazing storytellers using the medium in such a new way [was inspiring].” And that’s evident in his commitment to lore and the characters’ arcs.
While Time Sensitive represents the first time Rubin has ventured into his own ideas, it’s far from his first time building an epic story. He explains how his career writing for the beloved game Assassin’s Creed 2 informed his creative and business movements.
“The first one has to be good enough to grab people and show the potential of what it could be in order to get that opportunity to really build something big,” he says. ‘Starting not just a new IP, but a new label, having new collaborators that I had to get to know, figuring out how to work together to hook you right away is all very, very tricky. What I learned from big IP and video games is to start simple.”
This debut issue marks a significant milestone, not just as the first in the title’s six-issue run (and hopefully beyond), but also as the first title to come out of Rubin’s very own comic book company Strange Land Comics. Rubin enthusiastically explains his driving philosophy stating, “Life is too short for anything but ‘fuck yes’ projects.” And this mentality fueled his leap into the independent comics space. “I started this company trying to figure out how the hell do I put a comic book out? pulled the trigger”
This enthusiastic and committed spirit even extends to the book’s Kickstarter campaign, which offers a treasure trove of rewards, including items from established franchises that Joshua has given heavy creative contributions to. For fans of Joshua’s work in the gaming space, there are collectibles such as signed copies of the Assassin’s Creed 2 script and the script for Outriders. Additionally Destiny enthusiasts can look forward to the release of the “dead ghost fragments,” the original micro-fiction that seeded the grimoire.
Rewards also feature a beautiful Time Sensitive deluxe hardcover edition packed with behind-the-scenes extras and striking variant covers. Art enthusiasts can acquire unique, one-of-a-kind pieces of Jorge Coelho’s original art, along with frame-worthy, high-quality giclée prints of his work.
Only Murders in the Building Takes on the Mob in Season 5
This article contains spoilers for Only in the Murders season 5 episodes 1, 2, and 3.
When Only Murders in the Building first premiered in 2021, it was difficult to imagine the premise being one that could create a half-decade’s worth of quality TV. A mystery show that always takes place in the same apartment complex in New York City over and over again is a little too cartoony to be believable, but the incredible trio at the center of the story has given Hulu’s comedy series a staying power that should keep it on the streaming service for years to come. The show is the ultimate fall comfort treat, like the television equivalent of a pumpkin spice latte.
Even with the recurring elements that keep the show a familiar indulgence for fans, Only Murders in the Building will need to find unique plotting devices and a new thematic heft if it wants to avoid stale outings as we reach season five. What better way to make the show even more murder-y than to get the mafia involved? The victim at the center of this season’s crime is the doorman of the Arconia, Lester Coluca (Teddy Coluca). A recurring presence in the first four seasons of the show, who helped make the building feel a lot more alive, Lester’s death is another heavy-hitting one for Charles (Steve Martin), Oliver (Martin Short), and Mabel (Selena Gomez). One of the first suspects in the case is someone with ties to the mob, Nicky Caccimelio (played by one of this season’s big guest stars, Bobby Cannavale).
It’s actually somewhat surprising that organized crime wasn’t a bigger part of the show until now. A murder story taking place in New York seems like a ripe setting for a crime family, but I suppose the show’s flamboyant camp elements run in juxtaposition to the mafia. But just like with all other seasons of Only Murders in the Building, this fifth season never takes itself too seriously, always using murders and intrigue in the goofiest, most laid-back version of mystery possible.
The first episode gets the podcasters out of the Arconia and on the move to the Caccimelios’ house. Seeing the story outside of the building presented the series with some of its best episodes in the past, but don’t expect this detour to be as exciting as when season four started in Los Angeles. The familiar geographical confines of the Big Apple are still hanging over the culture of the show, and it’s going to have to remain that way even more so this season if the Caccimelio family is going to be framed as being true murder threats.
In a highlight scene of the premiere, the Caccimelio brothers give a monologue to Charles, Oliver, and Mabel that seems intimidating at first, only to be flipped upside down at the end. The men are actually lovable goofballs who aspire to podcast about crime rather than commit it themselves. This works as one of the show’s most reliable tropes, as characters’ intentions are often ironic and in stark contrast to what audiences and our favorite trio expect.
With that first lead turning out to be a dead end, as do most of the initial suspects in Only Murders in the Building, the crew actually has to solve multiple murders yet again when Nicky turns up six feet under a dry cleaning in the middle of the city. Oliver discovering the corpse gives Short ample opportunity for chaotic comedy that only he can excel at in this cast, and the show expertly navigates its first cliffhanger ending of the fifth season.
Further narrative choices that this series always makes so well are present here yet again, such as the episode dedicated entirely to the murder victim. Lester’s backstory takes up the entire second episode. We get to see some more of Charles, Mabel, and Oliver’s pasts brought into the fold when Lester gets hired to work at the Arconia decades before. It’s such an engaging way to build a world that could otherwise run the risk of being way too small with such a lean list of main characters and a non-diverse gamut of settings.
The third episode goes right back to the main storyline and gets the mob story really up and running with a deeper investigation into a potentially illicit gambling room underneath the Arconia. The trio ends up stuck behind the booze counter as several of the season’s newest guest stars walk into the room to close the episode. Entrepreneurs played by Logan Lerman, Christoph Waltz, and Renée Zellweger might just be the bigger, badder, more badass mafia-like figures that will trump any of the Caccimelios or any other old school mobsters.
Only Murders in the Building will always jump around from episode to episode while also keeping the same themes present for each twist and turn. Season five chooses to dissect what it means to be part of organized crime in 2025, but I’m sure it will always keep the comedy first. The murder mystery is only the avenue for the laughs, or the appetizer that gives us the entree of Steve Martin and Martin Short’s legendary personas. For longtime fans of the show, the theme is secondary to the jokes and the characterization. For those who want to dip into the Arconia for the first time, the mafia might just be tantalizing enough to dive in and find your new fall-time favorite.
The first three episodes of Only Murders in the Building season 5 are available to stream on Hulu now. New episodes premiere on Tuesdays, culminating with the finale on Oct. 28, 2025.
See Dwayne Johnson and Emily Blunt Like Never Before in The Smashing Machine Trailer
It’s fashionable nowadays to criticize Dwayne “The Rock” Johnson’s acting choices, but there was a time not long ago where the wrestler-turned-actor’s natural charisma garnered somewhat different notices. While never celebrated as a prospective awards contender, he was still cheered on as “franchise viagra” on SNL, and if not celebrated by critics, then definitely respected for a boundless charisma and a nature so sunny that “even when he’s not wearing a smile, his facial muscles carry the ghost of one.”
Which is what makes seeing that smile turned mirthless in the latest trailer for Benny Safdie’s The Smashing Machine seem haunted and eerie.
“For me, a day without pain is like a day without sunshine,” Johnson’s Mark Kerr says in the new teaser. A day without pain, or sunshine, also feels like anathema to Johnson’s onscreen persona of the last 20 or so years—which might be why the role is already earning raves out of Venice where the film also picked up the Silver Lion for Safdie’s direction. Somehow, it would seem, sun in that smile has gone out. It’s been replaced by a steel we have not seen since Pain & Gain.
In Smashing Machine, Johnson plays Kerr, a two-time UFC Heavyweight champion and former wrestler who was the subject of a 2002 HBO documentary of the same name. A mixed martial artist who admitted to struggling with substance abuse and professional setbacks, Kerr appears an apropos subject matter for Safdie. The previous two films he co-directed with brother Josh, Good Time and Uncut Gems, were relentlessly bleak in their tales which intersected with the sports world, and together they promise a film that’s likely thornier than the conventional sports movie trailer Smashing Machine offers above.
Johnson definitely shows a side in this sizzle reel we haven’t seen from him in over a decade. Here is the bold and eccentric character actor who could steal scenes from John Travolta in conventional studio fare like Be Cool, and be the heart of the more enigmatic Southland Tales. He even allowed himself to become the clay with which Michael Bay would paint his scathing portrait of American greed and arrogance in Pain & Gain.
Since the beginning of his pivot from wrestling to film acting, Johnson has proven to have deep pools of charisma and a more ambiguous reserve of talent that has only been occasionally tapped. Yet there’s a reason Arnold Schwarzenegger seemed to designate him heir apparent, even if in lighthearted if energetic schlock like The Rundown.
Johnson has chosen not to deeply tap into that talent over the last 12 years, but it was there faintly when getting to riff on Big in Jumanji, and it could have been there when acting opposite talents like Emily Blunt. Indeed, the pair worked together in 2021’s Jungle Cruise, a by the numbers studio product that asked Johnson and Blunt to, in theory, modernize Bogie and Hepburn, but in truth amounted to glorified cast members on a theme park ride.
Yet in this new Smashing Machine trailer, the pair suggest tangible chemistry when Blunt’s Dawn tends to a wounded boyfriend with empathy but also a guarded weariness. Johnson and Blunt both appear out of their respective milieus in the setting of gritty drama or grittier gym. Granted, we’ve seen Blunt adapt between disparate roles and genres before—including opposite Benny Safdie in a quite different biopic, Christopher Nolan’s Oppenheimer—but having real, pained sparks with Johnson marks something new. With any luck, it’ll hit as hard as Kerr in the octagon.
A24 releases Smashing Machine on Oct. 3.
Serenity Villain Personifies the Sinister Side of Star Trek’s Politics
As disparate as they may feel today, Star Trek and Firefly started with similar impulses. “Wagon Train to the Stars” is how Gene Roddenberry pitched his show to producers, evoking the TV series about explorers on the Western frontier that ran from 1957 to 1962. For FireflyJoss Whedon looked to a perhaps more storied Western to mine, 1939’s Stagecoach. It’s the John Ford movie about strangers on a ride through Apache territory who hate each other along post-Civil War dividing lines.
That distinction of Western influences would portend to how the series’ execution would be lightyears apart. Star Trek focused on the best that human society had to offer, highly capable experts living in a utopian future. By comparison, the crew of the Firefly-class cargo ship the Serenity, who are led by the uncouth Malcolm Reynolds (Nathan Fillion), exhibited both a rebellious streak and hearts of gold. Yet the two properties didn’t have much to say to one another until Firefly made the leap to the big screen for the 2005 movie: Serenity. Which is about to turn 20.
In addition to tying up the show’s final plot points, the movie articulated the series’ individualist ethos not just by giving more attention to the Alliance, which already vaguely resembled Trek‘s United Federation of Planets, but by giving the giving the multi-planet big government a true believer in the form of Serenity’s villain, an empathetic assassin called the Operative, played by Chiwetel Ejiofor. The implications of the choice reverberate evermore today.
A Rebel Yell Across the Stars
Released about three years after the show’s ignoble cancellation, Serenity had to both please the cult following built up around Firefly and general audiences who had never heard of it. Writer-director Whedon did so, perhaps counterintuitively, by leaning into the show’s mythology. The series proper began with physician Simon Tam (Sean Maher) hiring Mal and crew to transport his gifted but troubled sister River (Summer Glau) away from the Alliance. Simultaneously Shepherd Book (Ron Glass) joined the crew, a religious man of peace with a vague past connection to the Alliance.
Important as it was to the genesis of the series, the Alliance itself rarely appeared in full during the show’s single season. Dangerous, officious men wearing blue gloves would materialize in ominous scenes, and occasionally Serenity would run afoul of specific agents. But like the Reavers—the cannibal savages and stand-in for Indigenous American stereotypes who fully appeared in only one episode—the Alliance was more like a mythological boogie man than a proper antagonist in the series.
Because the audience was left to speculate about the bent of the Alliance, it’s no surprise that they drew parallels to the United Federation of Planets from Star Trek. The specifics of the Federation developed across the three seasons of the original season, and found full articulation in the movies and in Star Trek: The Next Generation. Although certain stories did show how some planets balked at the requirements imposed upon members, and the series did occasionally show the dignity of opposing organizations such as the Klingon Empire and the Romulan Star Empire, the Federation was largely presented as an ideal of enlightened progress.
The Alliance of Firefly and Serenity preached the same ideals. However, Mal Reynolds and his first mate Zoe Washburn (Gina Torres) are both Browncoats, veterans of a war against the unification of planets that created the Alliance. To them the Alliance represents forced conformity and the loss of freedom, qualities made all the more clear when the Alliance sent an Operative (Ejiofor) to hunt for River Tam and the Serenity.
Fighting the Federation
During his first scene in Serenity, the Operative could be mistaken for any high-ranking member of the Federation or of its military/exploratory arm Starfleet. He closely reviews archival footage of River and even when he dresses down an Alliance administrator (Michael Hitchcock) for failing to prevent Simon from rescuing his sister, the Operative remains calm and dignified. Reasonable.
Already a master at embodying wide-eyed empathy, Ejiofor somehow manages to make the Operative’s clear condescension to the official feel like genuine concern. The Operative even maintains this sense of warmth while making the bureaucrat literally fall on a sword. “This is a good death,” he comfortingly tells the man, looking calmly into his scared, dying eyes.
As demonstrated by the sword he wields, the Operative represents the edge of the Alliance and, by analogy, the Federation. The Operative works as a villain because he’s a true believer. The Operative eventually expresses that ideology late in the film too. When Mal confronts him via video call for killing every man (including series regular Book), woman, and child who sheltered the Serenity, the antihero righteously fumes, “I don’t kill children.”
“I do. If I have to,” responds the Operative, with calm assurance. “I believe in something greater than myself,” he continues. “A better world. A world without sin.” There’s a softness in Ejiofor’s voice as he delivers these lines, and the creased eyebrows and sense of resignation in his body language suggests disappointment. Not disappointment in himself. He realizes that his actions make him exactly the type of person who cannot be in that paradise.
“There’s no place for me there,” he tells Mal. “I’m a monster. What I do is evil. I have no illusions about it, but it must be done.” No, the Operative is disappointed that Mal just cannot see the goodness of the Alliance.
Through his assurance in a greater moral good, the Operative draws the clearest connection between the Alliance and the Federation. To be sure, Star Trek does at times critique the Federation. Ro Laren’s arc in Next Generation, and stories about the ex-Federation resistance group the Maquis, who appeared in Deep Space Nine and Voyager, focus on people who reject the organization’s ideals. Firefly‘s contemporary Enterprise depicted the messy founding of the Federation. More recently Strange New Worlds devoted an entire episode to a character questioning the moral value of the Federation.
And yet, as that Strange New Worlds episode demonstrated, Star Trek fundamentally believes that the Federation is good, and it just does not understand why anyone would disagree.
Against Unity
At this point, Trekkies might raise reasonable objections to Serenity‘s critique. Even leaving aside Whedon’s well-documented abuses and the social media presence of Adam Baldwin (who plays tough guy Jayne on the show), Firefly and Serenity cannot escape the nasty implications of the Western tropes they adapt.
Whenever Mal and Zoe talk about the glory of the way of life they fought to preserve, only the most ignorant viewer would fail to see the connection between the Browncoats and Confederate gray. The language of Mal and Zoe copies rhetoric of the “Lost Cause,” the romanticizing of the antebellum South as a place of agrarian harmony and not a brutal economy based on slavery. Worse yet are the Reavers whom, by Whedon’s own admission, replicate the role of Indigenous peoples in Westerns. Even if Serenity reveals them to be settlers driven mad by the Alliance’s meddling, the Reavers function exactly like the Apaches depicted in Stagecoach or, before that, the savages conjured by Mary Rowlandson’s captivity narrative or the pretexts of Andrew Jackson’s policies.
Yet for all these problems, Serenity‘s critique remains valid. The Federation does adhere to a particularly Western notion of progress, and thus springs from the same root as the enlightenment colonial project and expanse of capitalism. It’s not hard to point to instances of sexism and racism within episodes of Star Trek to see the problems with taking this perspective as an inherent and unquestionable good. It is also hard not to see how excesses, failures, and even atrocities committed by a civilization can and have been swept under the rug because of rose-tinted ideals reaching toward “the greater good” and “manifest destiny.”
With his earnestness and killing kindness, the Operative represents the hidden horror of the Federation. Twenty years later, when Firefly and Serenity have once again become cult objects and Star Trek carries on as a massive franchise, that critique is all the more necessary, and all the more cutting.
The Conjuring Box Office, Warner Bros, and the Value of a Diverse Slate
As you probably heard, Warner Bros. Pictures is having a pretty good fall, which comes on the heels of a very good summer and a terrific spring. That’s because the studio’s fourth and supposedly final mainline Conjuring picture, The Conjuring: Last Rites, proved that there is still life in the demonic thing, even as trades inexplicably continue to claim horror fatigue is a threat.
There is irony in this since The Conjuring 4 opened at a reported $83 million over its first three days, more than doubling the $41 million take of the 2013 original and the $40 million take of the first sequel in 2016. (The third film, The Conjuring: The Devil Made Me Do It, is the only underperformer but that opened to $24 million during the post-COVID recovery summer in 2021 and simultaneously with an HBO Max premiere.) In other words, it seems the franchise has only grown more popular, and its newfound success in 2025 corresponds with some of WB’s biggest successes this year, including horror movies like Sinners, Weapons, and Final Destination: Bloodlines. All of those films also contribute to WB’s newest hat trick: it is the first studio to have seven consecutive movies open north of $40 million.
The three other, non-horror successes are A Minecraft Movie ($162 million), Superman ($125 million), and F1 ($57 million).
Yes, that is a nice story for the studio to crow about, and some much needed good publicity for Warner Bros. Discovery after anonymous parties floated to the press that WBD CEO David Zaslav was meeting with “candidates” to replace studio heads Mike De Luca and Pam Abdy last March. This was evidently a result of Mickey 17andJoker 2flopping in the six months prior to the gossip. It also proved a bit premature since at least the beginnings of both financial failures’ development predated De Luca and Abdy’s tenure. On the other side of Sinners, Weapons, and F1’s success, this PR-temperature check looks deathly ironic—although perhaps apt for the same guy who shelved near-finished movies for tax write-offs and is one of the driving forces behind adapting Harry Potter again, but you know, this time make it TV.
Still, the success of the 2025 WB slate has bigger tea leaf importance than just bragging rights in the ruthless game of thrones of studio politics. The validation also points toward a future in the mid-2020s and beyond where a healthy studio portfolio is neither the play-it-safe formula Disney perfected to the rest of the town’s envy in the 2010s, nor the second coming of 1970s New Hollywood that so much of Film Twitter, and plenty of cinephiles like myself, might yearn for.
Instead the success of WB’s 2025 slate would seem to suggest a balanced portfolio, not that conceptually different from where the studios were back in the 2000s, is the best managed risk you can now have. Theirs is a slate of medium-sized risks (or with a single big one, depending how you look at Sinners’ $90 million budget), plus a backstop of reliable intellectual property safe bets.
It’s no secret that WB’s entire fiscal year and beyond was centered on Superman’s launch. James Gunn’s kickoff to the new sparkly DCU enjoyed a mid-July release date, roughly the same weekend real estate WB has historically used to corner pop culture with events like Barbie, The Dark Knight, Inception, and the final Harry Potter film, Deathly Hallows – Part 2 in 2011 (which is less than 15 years ago, by the by). While Superman didn’t quite reach the adjusted for inflation heights of those films, it was a robust and successful relaunch of a brand that was petering out when The Flash opened to just $55 million two years ago.
It should also be stated that Superman was another major priority for Zaslav, and one he appears pleased with since the sequel Man of Tomorrow was publicly fast-tracked last week to 2027, with the Supergirl spinoff tiding fans over in the intermediate summer. Yet while Superman is the studio’s big IP success story—with it being based on one of the most recognizable comic book brands in the world—one might argue WB’s biggest success of the year for adults was Sinners.
The auteur-first film from Ryan Coogler is an original, R-rated, dramatic horror movie aimed squarely at adults. It deals with thorny issues of racism in the segregated Jim Crow South, as well as vampires… and it opened to $48 million ahead of a worldwide take of $367 million. Based off its reported $90 million budget, the movie more than quadrupled its production costs at the global box office (while not accounting for marketing and publicity costs). That’s a roaring success for De Luca and Abdy who greenlit the movie, but also for original cinema as well.
Admittedly these movies do not release in a vacuum, and it should be acknowledged that Sinners had the advantage of being directed by a filmmaker who became a marquee draw for moviegoers apparently before trade reporters noticed. Coogler has long developed a fanbase after doing IP movies like Creed and both Black Panther pictures. Sinners also likely benefited from being an IMAX release, which is increasingly a draw unto itself, and finally by being a horror movie. Despite the odd insistence by some that “horror fatigue” is one day going to fall out of the sky, the quantifiable truth is it remains the only genre where folks seem to enjoy showing up en masse for original stories on a regular basis.
That can apply to Weapons’ status as a sleeper hit, but still also inform more-IP and nostalgia reliant successes like Conjuring 4 and Final Destination 6. However, the WB slate also includes one other wholly original movie in the lineup, and it’s another crowdpleaser aimed at adults: the Brad Pitt-starring F1.
Intriguingly F1 is also not a WB production. While the Bugs Bunny studio distributed the Formula 1 racing drama, it was produced and financed by Apple Studios, which sank at least $200 million into a movie about the old guy having “one more” race in him to prove he’s still got it. (Did we mention the film was produced by Jerry Bruckheimer and directed by Top Gun: Maverick’s Joseph Kosinski?). It was a deliberate throwback to ‘80s and ‘90s high-concept flicks, and one that folks who remember those glory days came out to support.
Before premiering on Apple TV+, F1 grossed a reported $619 million at the global box office. How much of that is a theatrical success might depend on whether F1 cost its reported $200 million budget or closer to a rumored $300 million. But either way, it is a bonafide win for Apple, which produced one of the biggest movies of the summer, and a film that outgrossed all three Marvel Studios releases for the year. That acts as a major advertising banner for their streaming service.
Its success also gets to the point I want to make. While four of the seven movies that led WB to its Monday morning victory lap are based on brands and IPs, three of them are not. And of the three original films, two are relatively modestly priced horror movies ($90 million in 2025 when adjusted for inflation would have been a moderate $54 million in 2005); and one is an adult-skewing drama. And even then, WB and Apple found an innovative strategy to mitigate F1’s risk by giving the film the marketing push of a true summer blockbuster, but also couching that into a glorified streaming service’s advertising budget.
The result is a string of successes that suggest moviegoers still prefer brands and formulas they recognize, but which is tiring of only receiving the same franchises that dominated multiplexes in the 2010s or earlier. And frankly, the success of original horror and “dad movie” action-drama spectacles makes me wonder how hungry the audience is for a well-made and marketed studio comedy. We already saw folks, including Generation Z, turn up in droves for a mediocre one via Anyone But You during the holiday season of 2023.
WB diversifying its slate beyond the safest bets and IPs gave them a leg up, something the town would seem to be noticing. After all, only a few weeks ago, it leaked that Disney is desperate to create “original IP” after seeing Marvel’s popularity with Gen-Z boys continue to slide. Whether deals and partnerships need to be made with streaming services or otherwise, we suspect film slates that look more like 20 years ago than five might do the industry—not to mention the audience—a world of good. Original, high-concept crowdpleasers and mid-budget genre plays. Who’d have guessed?
The Doctor Who Parodies That Were Actually Auditions
Science fiction is very serious business, dealing with philosophical and social themes in ways that other genres simply can’t, asking questions about humanity and the nature of existence. Unfortunately, while science fiction is very, very serious, sometimes people have felt the need to make fun of it, even creating elaborate parodies. Recently we had a look at the complicated relationship Star Trek has had with the various works that have parodied it.
But perhaps even more than Star Trek, the biggest target for folks looking for something the spoof has been Doctor Who. We don’t know why, all those sets looked really convincing to us, and the special effects are pretty impressive if you think about the budget constraints they’re working under.
There is one reason though. One dark secret nestled in the heart of everyone who has ever decided to put on a comically long scarf and shake the screwdriver at some bins “for a laugh.”
Every parody is secretly a completely sincere audition.
And an even darker secret? Sometimes they work.
The Lenny Henry Show
Lenny Henry’s Doctor Who sketch in 1985 features a Doctor that wears a leather jacket and has a companion who fancies him, and sees him battling Cybermen led by an evil Cyber Thatcher in the far off year of 2010. While the leather jacket, Black Time Lord and implied TARDIS hanky panky are all extremely Nu Who, the Thatcher-parody Cybermen could be straight out of Andrew Cartmel’s era on the show.
As parodies-that-are-secretly-auditions go, Henry hits all the right notes. He delivers technobabble, does weird stuff to the TARDIS console, and of course, runs up and down lots of corridors.
And the work pays off, eventually.
A mere 35 years after his Doctor Who sketch, Henry appeared in the show itself as the villain Daniel Barton in the story “Spyfall.”
“I was quite nervous about doing Doctor Who because I don’t have an encyclopaedic knowledge of the lore,” Beckett-King says. “Usually I write sketches on my own, but for that one I recruited my comedy pals Declan Kennedy and Angus Dunican, who gave me lots of gags. I think I was most excited about spoofing the new-Who era visual effects, and doing a dodgy impression of Dan Starkey’s Strax.”
The thing is, the way a comedian approaches playing a parodic version of the Doctor is not all that different from an actor taking on the lead role in the show. In an interview with the Radio Times, Tom Baker said of playing the Doctor, “It’s just me trying to be amusing, or trying to be heroic in an amusing way.”
Meanwhile, when Beckett-King performed his sketch he says, “I suppose I did end up playing the Doctor as quite like myself, more due to a lack of acting range than a deliberate attempt to place my stamp on the character.”
He adds, “I had no choice about doing a generic Doctor, because I can’t really do Tom Baker, except occasionally when aiming for Patrick Stewart and missing. But I think veering between the generic and the specific is part of the fun of a parody: trying to do a supermarket own-brand version of the thing you’re spoofing and still hit all the familiar notes: a scarf, a jaunty hat, a vaguely professorial insouciance.”
Not long after Every Episode of Popular Time Travel Show went out, Beckett-King found himself in the BBC produced audio series Doctor Who: Redacted.
“Who says MANIFESTING doesn’t work? Me, I say that,” Beckett-King laughs. “I don’t know why I was cast, but I do wonder if the sketch was part of the reason. I played an alien foetus nicknamed ‘The Floater’ who was trying to kill the Doctor, in spite of being an interdimensional turd in a jar. I respect the hustle. It was a comic character, but I tried to approach it the way I generally approach spoofs – by playing it straight as I could.”
Inspector Spacetime
Inspector Spacetime started off as a one-note gag in the sitcom Community (created by Dan Harmon of Rick and Morty, if you want to talk “stuff that really wishes it were Doctor Who”). The character Abed becomes bereft at learning that one of his new favourite shows dies after six episodes (it’s British), only to then discover “Inspector Spacetime,” a series about a detective who travels through space and time in a phone box fighting robotic bins called “Blorgons.”
Nobody from the show-within-a-show has appeared on Doctor Who (yet), but Abed does meet an Inspector Spacetime superfan played by Matt Lucas … who goes on to become the Doctor’s companion Nardole.
Doctor Who Night
Let’s talk about Doctor Who’s “Wilderness Years,” the 16 years between Sylvester McCoy’s final story, “Survival” and Christopher Eccleston grabbing Billie Piper’s hand at the start of “Rose,” with only Paul McGann’s movie in between.
Why should we talk about lengthy Doctor Who hiatuses? No reason. No reason at all. Because obviously Doctor Who is alive and well and we’ve got a UNIT miniseries coming out in 2026 and producer Jane Tranter has said “it will keep going, one way or another” even if Russell T Davies is off writing for Channel 4 and searching Google’s News tab for “Doctor Who” mostly brings up articles about medical malpractice… we’re fine! We are fine.
Anyway, during the last (sorry, I mean, only) Wilderness Years, a brief crack of light in the darkness was BBC 2’s “Doctor Who Night” on November 13, 1999. It featured documentaries, introductory segments filmed by an ambiguously-in-character Tom Baker (cue a slew of fan theories that he’s the “Curator” from “The Day of the Doctor”), a disappointing paucity of actual Doctor Who episodes (they only managed the final episode of “The Daleks” and a rerun of Paul McGann’s move), and a selection of short sketches starring Mark Gatiss and David Walliams.
Those sketches included “The Pitch of Fear,” which imagined Sydney Newman pitching Doctor Who as a show that would run for 26 years, “The Kidnappers,” the weakest of the three that saw Gatiss and Walliams playing obsessive fans who’ve kidnapped Peter Davison, and finally, “The Web of Caves.” This is the only outright Who parody of the three, and is obviously the one where they’re having the most fun. It’s shot in black and white, in a Quarry, with Walliams as an ineffectual Doctor Who baddie. Gatiss plays the Doctor, again, not as an outright impression of any one incarnation, but as an audition for his own spin. When he steps out of the TARDIS and says, “Where have you bought me to this time old girl,” he’s not performing a sketch, he’s living out a fantasy.
And sure enough, when Doctor Who came back, Mark Gatiss was involved, writing several episodes of the show and appearing in it as Professor Richard Lazarus of “The Lazarus Experiment,” while Walliams would later turn up as the cowardly, oppressor appeasing alien Gibbis in “The God Complex.”
Curse of the Fatal Death
1999 was in many ways a highpoint of the Wilderness Years. In addition to getting “Doctor Who Night,” fans were also treated to a Comic Relief sketch “The Curse of the Fatal Death.” Once again, the Doctor here is not an impression of an existing Doctor, but a new “Ninth” Doctor, played by Rowan Atkinson with just a tiny whiff of Blackadder. It has plenty of gags, but those gags come with production values at the more polished end of the classic series, and real sense that everyone involved just really wanted to make some Doctor Who.
“I’m pretty certain the first Who I ever saw was the Comic Relief parody with Rowan Atkinson, and based on that I wanted to grow up to wear tank tops and be Doctor Who,” Beckett-King recalls. “I still think of the Doctor as ‘Doctor Who’, to the irritation of Whovians everywhere. So, I came to Who through parody, like I came to Citizen Kane via The Simpsons.”
As far as future CV performance goes, Curse of the Fatal Death may be the most successful Doctor Who parody ever. The Doctor dies and regenerates multiple times over the course of the episode, and among others he turns into Hugh Grant, who got offered the role for real when Russell T Davies revived the show.
Grant has said, “I was offered the role of the Doctor a few years back and was highly flattered. The danger with those things is that it’s only when you see it on screen that you think, ‘Damn, that was good, why did I say no?’ But then, knowing me, I’d probably make a mess of it.”
Another incarnation, Richard E. Grant would later go on to play the Ninth Doctor in the animated revival “Scream of the Shalka,” although some enjoyed that more than others. Russell T Davies has told Doctor Who Magazine, “I thought he was terrible. I thought he took the money and ran, to be honest. It was a lazy performance. He was never on our list to play the Doctor.”
Yet Richard E. Grant returned to play the Great Intelligence in season seven, and when the episode “Rogue,” under Davies’ second tenure as showrunner, revealed all the Doctor’s past incarnations, Richard E. Grant’s face was in there.
But the big success story from “Curse of the Fatal Death” was the writer, one Steven Moffat, and here’s where things get weird. Because obviously Moffat eventually went on to write some of the best beloved episodes of the Doctor Who 2005 revival, and then became the showrunner himself.
And if you watch Curse of the Fatal Death having seen Moffat’s series of Doctor Who, you start to notice certain things. Like that the Doctor faces the Master and the Daleks at the same time, which the Doctor wouldn’t actually do at the same time until “The Magician’s Apprentice /The Witch’s Familiar,” written by Moffat. Both even feature a joke about why the Daleks would have chairs.
And the plotline features a lot of characters going backwards in time to set events up that they can take advantage of in the present, something fans have come to know as “Timey Wimey,” a phrase coined by, and used to describe, a lot of Steven Moffat’s Doctor Who plots.
In “The Curse of the Fatal Death,” The Doctor uses up their final regenerations, and then the universe, unable to do without him, allows the Doctor to regenerate into a Thirteenth, female incarnation (Joanna Lumley). Under Steven Moffat, the Doctor would use up their final regenerations, then realising the universe is unable to do without him, Gallifrey allows the Doctor to regenerate into a Thirteenth, female incarnation (Jodie Whittaker). “The Curse of the Fatal Death” isn’t just an audition for writing Doctor Who, it’s practically a speed run of everything Moffat wanted to do with it.