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Retro Review: Earth Final Conflict

Posted in entertainment, reviews, TV Shows by commorancy on March 14, 2023

EFCIn the mid-late 1990s and after Gene Roddenberry’s untimely passing, Majel Barrett Roddenberry pitched a new Sci-Fi series which was conceived by the late Gene Roddenberry based entirely on Gene’s notes. That series? Earth: Final Conflict. Let’s take a retro dive and explore and review this series.

Premise of Earth Final Conflict

Aliens arrive on Earth bearing the promise of peace and gifts to humanity. It seems ideal. Yet, that’s where the series begins its subtext and subversion. After all, the series is called “Final Conflict”. Thus, there must be some level of “conflict” involved or the series isn’t correctly named.

Season 1

As the first season unfolds, it is clear that the concept and execution is both rough in some areas and polished in others. Much of the first season, then, seems to have been lifted almost directly from some of Gene’s notes; notes which crafted many of the episodes. Most of the episodes were, for the most part, well written. The pacing and situations unfolded in a logical and progressive manner. Every story tended to build upon the last, laying groundwork and foundation for what could make a very profound series. In this first season, there was hope for something positive. There was nothing given away in Season 1 to indicate the endgame, but the series itself was, as I said above, mostly well written.

With William Boon (Kevin Kilner), Lili Marquette (Lisa Howard), Ronald Sandoval (Von Flores), Augur (Richard Chevolleau) and to a lesser degree Jonathan Doors (David Hemblen) rounding out the “Human” cast of characters in this series, the stories worked reasonably well. The Taelon cast primarily consisted of Da’an (Leni Parker) and, later in the season, Zo’or (Anita La Selva). Majel Barrett Roddenberry also lent her acting hand as basically a “Doctor Chapel” to help implement the Taelon medical agenda on Earth. However, her character was effectively dropped before the end of season 1.

For the stories throughout season 1, the Taelons were mostly in agreement on how to move their agenda forward, with only differences in how the agenda would be implemented by specific companions.

That’s not to say the series was perfect at this point. There was definitely some inane writing involved at times. The most prominent writing problem was focusing on Da’an as the “primary” Taelon. To understand this further, it became understood that Da’an was the “North American Companion”. What about the South American Companion, the Asian Companion, the UK or even the Russian Companions? Where were those companions? Why did we never get to see those or, indeed, hear their sides of this agenda? Why weren’t their inputs as important as Da’an’s? There’s a big plot hole here which could have been rectified by season 2, but it wasn’t. Instead, the series attempted to capitalize on this disparity, instead of trying to explain it.

Season 1 wasn’t perfect, but it was a very first and important step in explaining why the Taelons had come to Earth, why a growing faction of “Resistance” had formed and how both parties would interact with one another as the series progressed.

Cast Changes

Unfortunately, by Season 2, the producers had introduced their own agenda. They wanted a younger (and hopefully larger) audience and in so doing began one in a series of rather odd personnel changes. Let’s stop right here and discuss this aspect.

Personnel changes in series can be the kiss of death for a series. While some series have been able to endure personnel changes to some degree, the series is never the same after. The most prominent personnel change in a series was in Charlie’s Angels. This series lost Farrah Fawcett after one season to her demand for more pay. Because the producers were unwilling to agree to her demands, but also because she was locked into a contract to complete a certain number of episodes, a compromise was met. Farrah would appear in fewer episodes over a longer amount of time, making it so she received the same pay as she did when working in every episode. Effectively, she got her raise, but worked less and made less money overall.

This change was the beginning of the Charlie’s Angels series tanking. Farrah’s departure opened the door to a revolving cast of wannabe actresses moving in and out of the series. From the progressively worse Cheryl Ladd to Shelley Hack to Tanya Roberts… with Cheryl Ladd being the one who was able to hold her own most of the time, but could be just as awkward at times. Even still, the amazing and iconic chemistry between Jaclyn Smith, Kate Jackson and Farrah Fawcett was undeniable and was entirely lost as a result of Farrah’s departure. The producers should have kept Farrah with the series at all costs, yes even agreeing to her higher salary. Yet, failed to do so.

Getting back to Earth Final Conflict, this same situation unfolded on this series. At the end of Season 1, the William Boone character was killed off. It is unknown why Kevin Kilner (who played Boone) left the series, but it has been theorized that the producers were looking for a younger face as a leading man. Apparently, at the time, Kevin Kilner was around the age of 40. He certainly didn’t look it on small lo-res TV screens, but apparently the producers may have thought so. To that end, William Boone was killed off, leading to a completely preposterous scenario to literally born a new character in Liam Kincaid for season 2.

In Season 4, probably due to cost cutting measures, Richard Chevolleau’s role as Augur was replaced by a new female lead in Juliette Street (played by Melinda Deines). Unfortunately, you get what you pay for. Deines was apparently so overjoyed that she landed this role that she incessantly smiled for the vast majority of her performances, as though she were some kind of EFC cheerleader. Her “better than Augur” technical persona was so overwhelmed by her scenery chewing deliveries, her character just didn’t work well for the vast majority of the episodes where she appeared.

I won’t even get into the inane naming of this “Street” character in replacement for Augur. While Richard Chevolleau’s performances steadily improved throughout the first 3 seasons to the point where his deliveries actually became more or less acceptable, the series producers forced us viewers to start all over with yet another very green actress to play yet another Augur character. So what was the point in all of this anyway?

These are by no means the only examples. Oh, no no no. Season 4 ushered in a nearly brand new cast of characters, replacing the Taelons and everything we had come to know about the series. Keep reading below for more details on that immense mistake.

Acting

Before I get into season 2, let’s discuss a hot topic that has been widely debated about this series. Yes, acting was a problem with this series. That’s to be sure. Not so much in Leni Parker or Anita La Selva (Taelons), but in the human actors. From Doors, to Augur to Marquette to Boone, the acting was fair. It was utilitarian enough to carry the stories forward, but there was nothing award winning about the acting. This is partly due to the directors. Some directors are able to draw out excellent performances from mediocre actors, but not in this series.

Kilner’s William Boone, for example, had a delivery that sounded like he was in dress rehearsal reading the lines for the first time. His delivery is so dry and unaffected, it’s occasionally difficult to watch. Augur, on the other hand, delivered lines like he was in a Saturday morning children’s show. With his clownish outfits and his near chewing the scenery, Richard Chevolleau’s Augur made for a difficult watch at times.

Howard’s Marquette delivery ranged from decent to excellent for most of her episodes. Her delivery worked well, mostly, and she was able to hold her own with the material. In fact, I’d say that Lisa Howard’s Marquette, being one of the strongest of the actors involved in the series, was the glue who more or less held the “human” cast together.

Leni Parker and Anita La Selva worked well within their “Alien” constraints as Da’an and Zo’or, respectively. From the the hand gestures to the head bobs to the constraining costumes to the prosthetic makeup, this left the acting constrained to specific “Alien” mannerisms. These constraints, when combined with the “Alien” attitudes, delivered a more stilted performance… which is more or less what we got. Whether this delivery was intentional or a product of the costumes and prosthetics remains unknown. For the sake of this article, I will assume that the alien mannerisms and stilted performances were all intentional, as the role demanded to sell the Taelons. I’ve not seen these two actresses work in other acting parts, so I can’t speak to their full range or abilities. However, as Taelons, their subtle and constrained delivery worked well… particularly Leni Parker, whose occasional smile said volumes about Da’an.

Speaking of smiles, well smirks actually, Robert Leeshock’s incessant smirk after delivering a line of dialog is not only annoying, you can’t even tell the seriousness of the delivery. In his own way, Leeshock replaced Kilner’s dry, flat affect with his own level of oddly smirky, but also dry, flat delivery.

Season 2

Here’s where things start to get rough. This sophomore season didn’t help the series much at all. The first thing to notice about Season 2 is the cast change from William Boone to Liam Kincaid. As I discussed earlier, Kincaid’s setup was entirely preposterous. At the end of Season 1, Ha’gel (a Kimera who looks like a Taelon) impregnates the Irish protector, Siobahn Beckett (played by Kari Matchett). The fetus and then the baby to child to adult grows at an astonishing rate. From birth to adult is no more than a couple of hours.

Because Ha’gel is Kimera, the baby (who becomes Liam Kincaid) is half human, half Kimera. Why this plot device was included is entirely unknown. However, the writers failed to explore Liam’s Kimera abilities the vast majority of the time in season 2 or even 3, eventually explaining it off as his “Kimera” side is disappearing. Yeah, right, whatever. Whenever Liam is placed into a combat scenario, he reaches for a gun 90% of the time rather than using his innate Shaqarava… with the Shaqarava being primarily used as a palm embedded energy projectile weapon. Though, I believe the Shaqarava could be used for other purposes, like healing or as a telepathic instrument.

It gets worse. In the episode Hijacked, a reporter captures Liam’s use of his Shaqarava (palm energy organs) on camera. When confronted, she acts all surprised as if, while standing around on the mothership surrounded by literally tons of Taelons, Taelon implanted humans and Taelon technology, that it’s the most surprising thing she’s ever seen in a human. It’s such stupid and preposterous writing, I don’t even know how the showrunners thought we could swallow this trash.

Yet, this surprise is presented in all sincerity. The only thing Liam needed to explain to the reporter is that it is Taelon technology. It is actually Taelon in origin and he wouldn’t be lying by saying that. It’s just not Taelon technology from these specific Taelons. It was inherited Taelon technology back when the Taelons and Jaridians were one race… which is what and who Ha’gel is (an “old style Taelon”). Worse, why does it matter anyway? Liam acted like his being exposed for having Shaqarava is the worst thing ever. With literally thousands of Taelon implanted and enhanced humans running around, many using Skrill as weapons, Liam’s Shaqarava is something to be concerned over?

However, that’s not the worst of season 2. There were so many bad lines of dialog written, I can’t even document them all here. There were lines delivered by Zo’or that literally made no sense. Zo’or would ask questions of the humans that all Taelons should already know the answer. So then, why is Zo’or asking these questions? It would be one thing if Zo’or were asking the questions sarcastically, but the writers had Zo’or ask them in all seriousness, like Zo’or genuinely didn’t know the answer. It doesn’t make any sense. The Taelons are superior to the humans in practically every way and have vastly superior knowledge and intelligence. Why is Zo’or asking such basic and degrading questions of humans?

There were so many stupid lines of dialog in too many of the season 2 episodes, the writing felt cloddish. It’s clear, the writers had no finesse for the scripts or the source material. They didn’t understand where to take the Taelons and, indeed, attempted to rely on silly and foolish action scenes to carry the weight of the episodes rather on using the story to drive the overall narrative. While the first season was rough, it wasn’t cloddish. However, going into season 2, we began with the absurd and it gets even more inane as the season progresses.

In fact, some actions scenes are so out of place and come from nowhere, I’m at a loss to figure out what the writers were thinking. Is the only way out of a story dilemma to throw a chase and gunfire scene in? I don’t get it. There were so many unnecessary (and unproductive) shootouts, I eventually lost track. Worse, in all of those shootouts, Liam almost never uses his Shaqarava. There are so many times where he has no weapon on him, and yet he takes punches or gunfire like he’s unarmed. It’s like, come on writers, he has the Shaqarava. Let him use it to end the conflict. Yet, Liam almost always ends up on the floor face down unconscious without ever having used his Shaqarava.

The only time he ends up using his Shaqarava is when there’s a stupid plot device involved, like in Season 2, Episode 18’s Hijacked.

Let’s talk about Hijacked again in another way. This episode is so preposterous and absurd, I can’t even fathom why it was written. If the Taelon mothership is so vulnerable to takeover, why did it take this long for the human resistance to abscond with it? The dialog that “justifies” the episode is that, paraphrased, Taelons didn’t design with vulnerabilities in mind. If that were the case, then every Taelon technology is sufficiently vulnerable to takeover.

There is zero chance a dying race as advanced as the Taelons would be that naïve towards technology vulnerabilities. Claiming that and then writing an episode around the mothership being taken for a joy ride is jump-the-shark preposterous. It’s as preposterous as the first episode when Liam Kincaid comes into existence.

It’s like the showrunners for season 1 were fired and replaced. Then, new showrunners were allowed to retool the series to their own whims and desires. Season 2 felt like it was simply a playground for the “new” producers, not to tell a story, but for them to put up all action stories that the writers can devise, stupid or not.

Atavus

Before I get into season 3, let’s talk about this specific season 2 episode. The stupidity of this episode should be understood immediately. We need to understand this episode to further understand how it shaped seasons 4 and 5. The primary mistake the writers made with the Atavus episode is that the series had already established that Taelons don’t revert to an atavistic state upon severance from the Commonality (psychic bond to other Taelons). That fact was established by Ma’el thousands of years earlier. Ma’el didn’t have access to humans to “suck” their minds to keep from reverting. Either Ma’el figured out a way that has never been known to Taelons or Taelons simply don’t automatically revert. I’m betting on the latter.

When Ma’el came to Earth to learn about humans, he severed his ties to the Commonality. Yet, he didn’t have the luxury of near death humans to sustain him in Taelon form. He also didn’t revert to an Atavus. Or, if he did, he quickly figured out a way to revert back to Taelon form. However, it was never established that Ma’el ever became an Atavus or remained in that state after severing his ties to the Commonality. That means that Season 2, Episode 2 made no sense for when Bel’lie comes to Earth from a different Taelon colony strictly to become an Atavus.

That either means that Ma’el was immune to becoming an Atavus or this whole “become an atavus” thing was made up by the writers for sheer convenience strictly for this silly Season 2 episode.

Season 2 also employed one entirely questionable and throw-away episide in S2E8’s Redemption. This episode consisted almost entirely of flashbacks combined with maybe 5-8 minutes of “new” content to carry the segments. It wasn’t even handled by a primary character. It was handled by the tertiary character, Siobhan Beckett (Kari Matchett)… as if we actually cared about the fate of this character? This also wouldn’t be the first or last throw-away character that the writers would devote an entire episode to.

One other extremely bad episode to call out is the final episode of Season 2. The entire story is so dumb, I don’t even know why the idea was greenlit. The whole series up to this point had been grooming Jonathan Doors (played David Hemblen) to become President of the United States. In fact, Zo’or was nearly ready to profess his loyalty to Doors. Yet, this episode sees Zo’or with his right hand man, Sandoval, lead the charge to assassinate Daniel Thompson, the then President of the United States in the series. The assassination was to be carried out during the presidential debate. In fact, what we come to find later was the plot intended to injure Thompson and pin it on Doors with the intention of discrediting him. Why is it bad? Because while the Taelons are malevolent in a very hands-off way, this plot shows the Taelons to be not only overt in their dangerousness, they’re fully willing to play with people’s lives to further their agenda, they hadn’t ever done this so overtly prior.

Honestly, the show would have been better had Doors won the election. This convoluted plot kept Thompson in office, an actor (Barry Flatman) whose bit parts were okay, but nothing to write home about. Now, we have to have more involved plots with this actor more and more. David Hemblen’s acting was far superior to Barry Flatman. Why the producers chose to sideline David Hemblen’s character in lieu of Barry Flatman’s character is beyond me. Yet more stupid showrunner decisions.

Season 3

More personnel changes. At the opening of Season 3, we come to find that the Season 2 prophetic vision of Augur’s holographic computer interface being pregnant and having a baby actually served a real life purpose. Lisa Howard was apparently pregnant and showing towards the tail end of season 2. Showing Augur’s computer character as pregnant and then having a child would have allowed Lisa Howard to continue her dual role, playing both Lili Marquette and Augur’s holographic computer assistant in the shape of Lili Marquette.

Going into Season 3, we come to find Lili has been killed… or at least, so we’re told. Behind the scenes, Lisa Howard had apparently requested maternity leave from the producers for the first half of Season 3. The producers were apparently somewhat obliging to her request and reduced her role significantly. Not only did Augur delete his holographic interface, so too did Lili Marquette mostly disappear from the series… appearing only in a few episodes in Season 3. This allowed Lisa Howard the time she wanted to be with her new family member.

Unfortunately, this personnel change put a hole in the series for a leading lady character. In that effort, they hired actress Jayne Heitmeyer to play Jonathan Door’s new right hand, Renee Palmer. Lisa Howard apparently claimed that Heitmeyer wasn’t intended to be a replacement for Lili Marquette. While that statement may have seemed true in some small way, that’s not really how the series turned out. In fact, by Seasons 4 and 5, Heitmeyer’s character, Renee Palmer, had become the primary lead character who carried the entire series (along side Sandoval). So, yes, Renee Palmer did eventually come to replace Lili Marquette and most of the rest of the “human” cast.

Season 3 is just as ludicrous, unfortunately, as season 2. This is mostly because of the newly introduced Renee Palmer character. When this character appears, there’s no questions, no background checks, nothing. She’s so readily accepted into the fold, it’s as if she’s been there all along. This is part of the reason I despise personnel changes in TV series. The writers could have at least had the Taelons perform some kind of fiduciary responsibility around Renee’s appearance. Yet, crickets.

As for Jayne Heitmeyer, her mostly flat affect left the series, once again, mostly without a strong actor to carry the series. The character was mostly utilitarian, just enough to carry the role. It’s the same problem with William Boone and again with Liam Kincaid. The producers kept trying to inject fresh blood into the series, yet kept failing at it so amazingly. While the series started out with a strong enough cast, particularly the Taelons, the “human” cast keeps changing as often as people change their socks.

The character changes don’t necessarily make a series bad all by itself, but when coupled with amazingly bad scripts and no way to properly use these characters, it most certainly does. As I said above, character changes are ultimately the kiss of death for a series… and Earth Final Conflict proves this out in spades. It’s really not solely the cast changes that made EFC bad, but also the bad, bad writing.

As a prime example of this extremely bad writing, in Season 3 Episode 14, Da’an opens the episode by saying, “The Jaridians carry within them the demon of violence which we removed from our species.” This stupid line of dialog is uttered to Liam Kincaid by Da’an one episode after Zo’or kills Ram, the “Latin American Companion” along with a human using an interdimensional portal and nearly kills T’Than, the war minister and another human the same way.

Liam Kincaid is well aware of what happened to Ram and nearly T’Than at Zo’or’s hand having almost been killed himself. Yet, Kincaid’s response? “What you call the demon of violence is the willingness to fight your own battles”. Kincaid was nearly killed because of Zo’or perpetuating violence against his own species, yet Kincaid makes no mention of this fact to Da’an? The Taelons have no more removed violence from the Taelon species than humans have. Yet, the writers aren’t willing to admit this.

In another episode, Season 3 Episode 9 “In Memory”, Lili wakes up and thinks she’s on Earth again. Yet, so many clues tell her strongly that she’s not where she thinks she is. Additionally, her hospital captors seem to forever press her to repair the interdimensional drive in her damaged shuttle, a very big clue in itself as to what’s going on. It’s not like the series hadn’t told both the audience and the characters repeatedly over many episodes that if the Jaridians manage to get their hands on a working interdimensional drive that that would allow the Jaridians to reach Earth much, much sooner.

You would have thought the Lili character was far smarter than this and had a brain in her head. Lili should have recognized these clues, especially those that continually press her to repair the drive system. It’s not like the Taelons haven’t repeatedly warned not only her, but every human around the Jaridian’s plan. Yet, there Lili sits, being asked to do the very thing that could help the Jaridians out majorly, all without a single suspicion? I figured out the ruse in under 5 minutes. Yet, Lili doesn’t figure it out until the very end? I don’t think so. Again, grossly bad tropes and horribly bad writing. Writers must treat characters as if they actually have brains in their heads, particularly when stories have previously demonstrated that they do. Barring that, the writers should have kept Lili drugged up and constantly in a brain fog so that she couldn’t put these pieces together. Yet, nothing in the episode unfolded in this way.

Seasons 4 and 5

I have chosen to lump both of these crap seasons together as one. The beginning of season 4 is effectively where Jayne Heitmeyer takes over as a lone character driving this series. Additionally, the Tealons are gone, replaced by the two Atavus: Juda (Guylaine St-Onge) and Howlyn (Alan Van Sprang). Gone are the characters we had come to know and (ahem) love and in their place we now have a nearly brand new cast of characters we don’t know and ultimately don’t care about. No offense, Juda and Howlyn.

This is truly when the writers had lost their way and had no idea where to take this series. When Earth Final Conflict could have ended with an uplifting story, instead it attempted to turn itself into a competitor TV show to Buffy the Vampire Slayer (which that series was effectively in the #1 spot at the time). The producers and writers made a grave mistake with this series, one that ultimately turned the series into trash.

Instead of embracing the roots and uniqueness of what was setup in season 1, they choose to embrace a concept foreign to the series. Effectively, the series turned the Taelons into energy sucking creatures, similar to that campy and crappy 1985 movie “Lifeforce” in an attempt to compete with Buffy the Vampire Slayer on another network. In essence, the series became Renee the Vampire Slayer with Renee Palmer becoming the primary character who runs around slaying the Atavus, much like Buffy slays Vampires.

After the questionable choice of having Taelons merge into fewer characters, who then revert to becoming Atavus, the whole series takes a 180 degree turn. No longer is EFC about Taelons being a friend to Earth. Now it’s about the Atavus let loose on Earth to suck energy from humans to survive.

I can’t even fathom what the producers were thinking. Here you have a show about Tealons who come to Earth and who understand their fate is inexplicably linked to Humans. Then, the producers derail that premise entirely and effectively kill off the Taelons only to replace them with the Atavus; primitive creatures who look like vampires, act like vampires and kill like vampires. It’s then surprising to realize that the Atavus storyline managed to last for two full seasons before the series was cancelled.

Assignment Earth’s ties to Earth Final Conflict

It’s worth noting that Gene Roddenberry attempted to create a spinoff series at the time Star Trek: The Original Series was in production in 1968. This new series was to be called Assignment Earth. It featured an Alien, Gary Seven, who comes to Earth to study humans and human culture and intervene as necessary to keep humanity safe. However, one episode was made in the form of a Star Trek episode featuring Robert Lansing and Teri Garr as what is intended to be the series pilot. Unfortunately, this spinoff series failed to materialize and was not picked up.

How exactly is Earth Final Conflict related to Assignment Earth? Clearly, Gene Roddenberry wanted Assignment Earth to succeed. However, due to the feedback he received after Assignment Earth failed to get picked up, it appears Gene may have retooled the idea into what ultimately became Earth Final Conflict. In the 1960s, limited special effects were available. As Gene moved into the late 80s, computer effects were becoming available along with much better film effects by companies like Industrial Light and Magic (ILM). This allowed Gene to retool some of these previous ideas into concepts which could now be filmed properly with current effect technologies. Thus, the idea of using energy beings like the Taelons could now be realized on video or film.

Even the premise between Assignment Earth and Earth Final Conflict are similar enough to draw correlations between both. For example, Gary Seven is assigned to Earth for as yet unknown reasons, but he is an alien. He is accompanied by his metamorph companion, Isis, who could transform between a house cat and a human form. Clearly, the human forms of Gary Seven and Isis were not native to these Aliens. They are simply using these forms to allow for better interaction with humanity. This same can be said of the Taelons. Their human form was only created to better interact with humans. When Taelons are in their energy form, they only somewhat resemble a human form.

Additionally, the Taelons were effectively “assigned” to Earth to help humanity, the same goal as Gary Seven in Assignment Earth. The parallels between these two story ideas are more similar than they are dissimilar. I won’t dive into all of the parallels between these two series ideas. You simply need to watch both to understand them. These parallels have led this author to believe that Gene Roddenberry had ultimately retooled the original Assignment Earth ideas into what became Earth Final Conflict.

Additionally, the original series title for Earth Final Conflict was to be titled Battleground: Earth, similar to Assignment: Earth. At the time that Earth Final Conflict hit the airwaves, L. Ron Hubbard’s movie Battlefield Earth was showing in theaters. Because of the confusing naming similarities between Battlefield Earth and Battleground: Earth, it was decided to rename the TV series to Earth Final Conflict to avoid that confusion. Thus, it is this author’s opinion that Gene Roddenberry’s original Assignment Earth idea morphed into Battleground Earth, which ultimately became Earth Final Conflict. Thus, even though Assignment Earth was never realized into a series during the 60s, it did finally become a series, as Earth Final Conflict, in the mid to late 1990s.

I’ve seen many comments from fans who have wished that Assignment Earth had come to pass as a TV series. In effect, it did… in Earth Final Conflict.

Overall

It’s too bad that Majel Barrett Roddenberry didn’t retain enough control over the series to keep it from taking this direction. I would really liked to have seen the Taleons return. Then, have the humans help save the Taelons, at least in some small way. Earth Final Conflict should have been an uplifting series, not a dark depressing survival series.

If you ignore seasons 4 and 5 as if they don’t exist and focus on seasons 1-3 as if these are the only seasons that matter, it’s not a bad series. The inclusion of seasons 4 and 5 simply turns Earth Final Conflict into a throw away and worthless series in the annals of science fiction. I’m quite sure that if Gene Roddenberry had been alive to see his creation come to exist, it would have turned out much differently. I’m also surprised that both Majel Roddenberry and Rod Roddenberry allowed for this series to take this unusual and completely distasteful turn at the end.

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Dumb Commercials Series: Uber Eats (again)

Posted in commercials, entertainment by commorancy on June 4, 2022

Here’s yet another extremely dumb Uber Eats commercial depicting even dumber actors chowing down on paper goods, deodorant and other non-food items. We just got past people eating Tide-Pods and now this? Let’s watch.

I understand that some people may find this hilarious, but I find it sad that commercial producers need to resort to this sort of both low brow humor and depiction of people taking things so literally. I guess actors get off on playing these extremely dumb roles, but for me it’s off-putting.

For Uber Eats, this one is right out of the frying pan and into the fire. Directly on the heels of those stalker Simone Biles commercials right to this inane idea? Yeah, let’s show the exceedingly dumb people of the world that eating paper goods, deodorant and liquid soap is possible. Yeah…

… and then there’s also this one…

… and this one …

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Review: Star Wars: The Rise of Skywalker

Posted in botch, entertainment, movies, reviews, storytelling by commorancy on December 22, 2021

theriseofskywalkerUsually, I write reviews and analysis immediately after I see a film. Well, I have to be honest, I did just see Star Wars: The Rise of Skywalker recently. You might be wondering why that is? Well, let’s explore.

Obligatory Note: This review contains major *spoilers*. Stop reading now if you haven’t seen this film.

Rewarding Poor Business Decisions

I’m not one to necessarily boycott businesses, but with Star Wars I’ve made an exception. I boycotted seeing the film in the theater and I, likewise, boycotted paying money to see it at any rental venue. The reason I saw it last weekend is because finally a channel has released an on-demand version that’s included with something I already pay for.

To be honest, Disney will get a small amount of money from me watching it via on-demand. It’s called the pay-for-play royalty system. That means that every time someone plays it, Disney will derive some amount of money from the playback (probably 10-25¢ at most). I’m okay with that because that’s about what it’s worth. Though, I don’t have to pay directly. I refuse to reward companies for producing crap. I simply won’t do it. I know that this paragraph’s sentiment is entirely brutal… but hey, that’s part of the review.

Retroactive Continuity Bonanza

Congratulations! You’ve hit the Retcon Bonanza! One thing about applying retroactive continuity (retcon) to a story line is that it’s fairly obvious. See, the thing is, retcon runs all through Star Wars: The Rise of Skywalker in very blatant and obvious ways. I already knew going into The Rise of Skywalker that it would be chock full of retroactive continuity.

So what’s wrong with retconning a story? Let me count the ways.

  1. Trite
  2. Cliché
  3. Poor writing
  4. Bad planning
  5. Bad storytelling
  6. Contrived
  7. Unsatisfying

Great storytelling sets up little bits and pieces all along the way. Then brings those bits and pieces together at the end in a cohesive way to explain why those seemingly unrelated bits and pieces were included. It’s a standard storytelling practice that shows the writer had planning of forethought when crafting their story.

It’s also an immensely satisfying storytelling practice. If you’re an astute observer, you can put these foreshadowing pieces together early to conclude what’s about to occur. If storytellers are too obvious with their clues, it makes guessing the ending too easy. For example, many people were able to easily guess the premise of M. Night Shyamalan’s Sixth Sense, when the ending was all but revealed by four words of dialogue spoken very early in the film. However, this situation also depended heavily on whether you believed the visuals of the film or you chose to believe the spoken words. It also means the writers concocted a poorly conceived clue delivery system. It should have been way more subtle than that. In fact, those words shouldn’t have been uttered until much later in the film.

That’s not the case with The Rise of Skywalker, though. With this film, it wasn’t a matter of clumsy clues. It was the fact that no clues were given at all, not in The Force Awakens and not in The Last Jedi where it makes much more sense to leave these clues behind.

Emperor Palpatine

Palpatine was the primary villain in the first 3 Star Wars films. He was dispatched at the end of Return of the Jedi by being dropped down a power shaft. This villain was firmly dead. However, The Rise of Skywalker latches onto this story context for all that its worth. That, and cloning.

The thing is, Attack of the Clones wasn’t really referenced… or more specifically, Kamino. Specifically mentioning this planet somewhere along the way, such as earlier in The Force Awakens would have set up the notion of cloning as a possibility somewhere in the story. For example, if Snoke had been found to be a clone based on DNA testing or something similar after he’d been chopped in half in The Last Jedi, that would have explained what was said by Palpatine in The Rise of Skywalker. Yet, no such reference in either of the first two films exists.

As an another example, even the simple act of dropping Palpatine’s name in any small kind of way, such as mentioning the similarity to Snoke’s villainy. Even simple name dropping can open whole doors up later and it’s those kinds of clues that avoid retroactive continuity problems. Simple name dropping Palpatine or Kamino or Cloners in any capacity along the way in The Force Awakens or The Last Jedi would have been enough to prove the writers were thinking about closure of the story at the beginning of it.

Instead, the writers and filmmakers were so self-absorbed in their own self-indulgence that they couldn’t even consider such prior setup in the writing of the first two installments.

To be honest, this is really the fault of J.J. Abrams. He had the task of opening the storyline in The Force Awakens, but fails to really give a hint at what’s to come. Hints and clues are what make great stories. It’s called foreshadowing and it’s an incredibly impressive storytelling tactic when it’s done correctly. When it’s not done at all, then it’s called retroactive continuity… or building a new story by making up establishing facts instantly rather than relying on clues laid down earlier.

Sure, the original films and the prequels had information that could be leveraged, but not in a way that would be seen as clues for Disney’s trilogy. You don’t just pull crap out of the air and hope people somehow magically get the reference. Proper build-up is essential to a story. Without it, it makes a story fail.

Palpatine Again!?

When Palpatine is, again, introduced as “the man behind the curtain” in The Rise of Skywalker, it’s groan time… ugh! I’m thinking, “Not again”. Can’t these guys think up anything original? At least there wasn’t yet a third Death Star… at least we’ve made some progress, I guess. Not much, though.

Bringing Palpatine back to life without really so much as an explanation is such a bad storytelling idea that it makes the rest of the story feel like garbage. You either believe Palpatine is back or you don’t. The worst thing about Palpatine is that he stands there like a statue and simply taunts people with words. Granted, in Return of the Jedi, he was also fairly catatonic. Though, he did get up and walk around a little. In this film, he’s a literal statue standing in one spot the entire time spouting platitudes. It’s his same old tired self-assured, over-confident, self-righteous Sith rhetoric about eliminating the Jedi. He died for those same clichéd thoughts in The Return of the Jedi. Has he learned nothing? You’d think that after his first death at the hands of Vader, he’d be a little more cautious and wiser the second time around. Yet, *crickets*.

The storytellers don’t give Palpatine an ounce of credit as intelligent or thoughtful. The man is made out to be as dumb as brick. Seriously, after Palpatine’s trip down the power conduit, you’d think he’d rethink his over-confident, self-assured, self-righteous threatening demeanor and, instead, try something new. Nope.

Snoke

You might also want to point to Snoke as an example of that, but then you’d be wrong because Snoke was summarily chopped in half midway through The Last Jedi. That was that for Snoke. It’s one thing to use Snoke as a puppet, but it’s clear that that puppet failed utterly to its own demise. Stupid Villains!

Just to make it perfectly clear, none of the above was mentioned anywhere in The Last Jedi. Again, no such clues were left behind for bringing it all together in the end. Nope. No where was it mentioned that Snoke was a puppet of Palpatine, though a clue should have been left somewhere in TLJ if not by Snoke himself. For example, a quick scene where we see Snoke nodding to a shadowy figure in a cloak which fades out followed by Snoke going directly into communication with Ben. That would have been something.

Of course, in Star Wars revisionist tendencies, Disney may go back into both The Force Awakens and The Last Jedi and retrofit dialog, extra scenes and whatnot to shoehorn these clues…. which is an even worse practice than what they did in the contrived storytelling in The Rise of Skywalker. Revisionism has no place in movies, let alone Star Wars films. To be honest, what George Lucas did with his revisionism was add better FX and reintroduce scenes that he wanted, but those changes didn’t fundamentally alter the storyline and were not introduced to ‘fix’ a story problem for a later film.

No, George’s stories were solid from the beginning, so the stories didn’t need ‘fixing’.

Disney Hires Crap Writers

Part of the problem here is that Disney doesn’t have a clue how to run a live action film business, nor exactly what a good live action script is. Disney comes from an animation background. The stories in Disney’s animated films have been simplistic and intended for children.

For some reason, Disney thought they could insinuate themselves into a live action movie business and have those films turn out great. Well, it’s clear, that’s not true.

No where is that more apparent than in how the stories for the Disney Trilogy were handled. The first mistake was hiring J.J. Abrams to write these films. Instead, Disney should have hired actual film writers with experience in writing. Before that, they should have hired actual story writers to come up with the overall story arc encompassing the three films prior to embarking on filming them. This would have meant that going into each film there was an outline of the necessary elements needed to craft each film’s story which would support the rest.

The director might take some liberties in some areas around portions of the story telling, but the required story elements must be included for the entire story arc to work. This would have also meant that all three films were essentially written up-front. Instead, Disney apparently allowed the writers of each film to craft their own story in pre-production for each film. Basically, the films were made up at the time of each production.

This isn’t a recipe for success. In fact, it’s a recipe for failure. It’s exactly why J.J. Abrams Alias and Lost series failed to ultimately work. The stories were “made up” as they went along rather than attempting to at least write an overarching story outline that encompasses the entire season. Each story doesn’t need to be written, but certain specific points must be included in the season to reach the conclusion properly. Without such inserted clues, the conclusion absolutely cannot be satisfying… and so it goes with Lost. Lost‘s conclusion was such an awful mess that not only did it make no sense, what little pieces did try to make sense were awful. It was like watching a train wreck unfold.

So then, Disney hires this two-bit hack to pen Star Wars? Here’s a guy who can’t even write two TV series properly and yet Disney hires him for Star Wars? Yeah, I could see this wasn’t going to end well… and so it goes.

Endings

Speaking of things not ending well, let’s continue with The Rise of Skywalker and its ending. Disney would have been smarter to leave a thread open that could be followed up with a new trilogy. Instead, Disney, and more specifically, J.J. Abrams and Kathleen Kennedy were so focused on damage control that they forgot to add intentional cliffhangers leading into a new series of films. However, I believe at the time the film was being created, damage control was the primary means of closure for the The Rise of Skywalker storyline.

With that said, the ending is simultaneously satisfying and disappointing. On the surface, it’s a satisfying conclusion to this series of films. Diving deeper, the entire story is incredibly unsatisfying, thus leaving the conclusion disenchanting. The whole shoehorn-this-story-into-a-Palpatine-issue is deeply distasteful. Not only does it ruin the thought that Palpatine is, in fact, dead, it does so in a way that doesn’t make a whole lot of sense and simultaneously leaves a gaping hole open as wide as the Grand Canyon.

The original Palpatine was shrewd, cunning and incredibly intelligent. Yet, this film treats Palpatine as one of the dumbest villains to have ever graced the Star Wars universe. Granted, the Palpatine in The Rise of Skywalker is supposed to be a clone. I suppose one could argue that the cloning process dumbs down its clones unintentionally (or even intentionally). The Kaminoan cloners might have seeded its clones so that they would never become aggressive towards Kamino, thus dumbing them down in other ways. It would make sense for the Kaminoans to protect Kamino from its clones turning on its masters or on the world. This argument could be said of all of the Clone Troopers. Yet, this fact has never been established in canon outright.

Palpatine, the original, would have also known and understood this dumbing down limitation of Kamino Clones and probably would have attempted to mitigate it long before it became a problem. Yet, it seems that didn’t happen based on clone Palpatine’s overall dumb self-righteous behavior. This cloned Palpatine is one of the least intelligent villains I’ve yet seen in a Star Wars film, save that perhaps Snoke was likely also a clone considering that Palpatine claims to have “made Snoke” (implying a clone).

Whether Palpatine used Kamino to produced the clones or if Palpatine bought and established his own cloning technology separately, it’s not really stated. Watching this film, I assumed that all of the cloning occurred on Kamino… or at least, Kamino cloning technology was utilized by Palpatine even if not cloned directly on Kamino.

I know that Palpatine suggested bringing the dead back to life in the prequel Revenge of the Sith (which was lightly referenced in The Rise of Skywalker). Don’t take my word for it. Here’s the conversation from Palpatine himself.

This platitude by Palpatine may have been a veiled reference to cloning or to an unseen force power or both, which by the time of this scene, the world of Kamino and its technology had been established by the prequel, Attack of the Clones. Of course, this information wasn’t definitively stated in The Rise of Skywalker or even in Attack of the Clones or Revenge of the Sith. The information in The Rise of Skywalker was all left to the audience to put 2 and 2 together and theorize Palpatine was talking about cloning and/or the conversation above. If you hadn’t watched the prequels before seeing The Rise of Skywalker, you wouldn’t be able to correlate this information, leaving the means by which Palpatine reappears as a mystery that doesn’t make a whole lot of sense and isn’t resolved in the narrative.

What this all means for the ending is a somewhat convoluted, complex, yet simpleminded ending. In fact, the ending was so simpleminded and single tracked, it was easy to predict the outcome.

Is It Over?

This is a lingering question that remains. If there’s one clone, there can be many. Did Rey fight the last and final clone? We don’t know. This is the gaping hole the size of the Grand Canyon. If it took Rey to the point of death to kill one single clone, then fighting any more means she probably won’t succeed in killing any others. After all, she won’t have Ben there to give her his remaining life force and bring her back to life again.

For the reason of clones, the ending is entirely unsatisfying. Once you open this story door to clones (plural), it’s a never ending cycle. You simply can’t win against potentially thousands of Palpatine clones strewn throughout the Star Wars galaxy. This is why the ending is simultaneously satisfying at face value and completely unsatisfying when you dig deeper.

Cheap Cop Out

Ultimately, the two main problems in this story stem from relying on the concept of cloning combined with using a duplicate (cloned) Palpatine to carry this story. Out of thousands of better possible ideas, JJ chose these two weakest and most trite ideas over any others? This simply shows just how inept a writer JJ actually is. Though, the “Mary Sue” idea was almost completely squashed by introducing the “Palpatine’s Granddaughter” idea. My problem with the ending of this story is, why did we miss a generation? In fact, the whole “Palpatine having children” storyline could have been a far better story idea to base this final set of films on over what’s included in this mess of a trilogy. Definitely, the “Palpatine having children” story idea is a far, far superior story in establishing the idea of the carrying forward of the Sith vs Jedi conflict over the mess-of-a-story shown in this bankrupt trilogy. This is particularly true if you truly want to hand off this conflict to a new generation of Sith and Jedi. Unfortunately, JJ has already given away the farm.

Following the “Palpatine had Children” idea, when did Palpatine procreate and with whom? Why wasn’t it THIS story that begins these final 3 films? If, as a storyteller, you’re going to tease us that Palpatine had children, then we need to know more about this situation. Who was his “wife”? How many children did Palpatine have? Was Rey an only child? Have these children chosen to be dark or light? None of these questions are answered. They’re left open. JJ’s story elements weren’t added to tell us that Palpatine had children. They were useless contrivances included simply to carry The Rise of Skywalker to conclusion. These contrivances are the very definition of retroactive continuity, “Let’s add something random about the past that lets the future proceed in a specific way.” That’s entirely retroactive contrivance

If past historical events had been introduced early in The Force Awakens or The Last Jedi, I’d not be critical of these “convenient” story elements included in The Rise of Skywalker. It would have meant that the writers were thinking ahead to the future film. It also means that the story arc was properly planned. Without these elements in any prior films, it’s included for mere convenient storytelling. It’s also the very definition of a “hack writer“.

Palpatine’s Children

Before we dive deep into the the “hack writer” concept, let’s explore what we could have had in this final trilogy. Oh, and boy is it a doozy! It’s actually hard to believe that JJ chose not to run with this story idea, which would have made the final trilogy not only completely satisfying, but would have opened the door up to so many more films and TV shows. Disney could have made twice the amount of money off of this (and it would still be going) and the Star Wars brand would be stronger than ever instead of petering out after The Last Jedi ended up like dropping a gallon of water on lit candle.

If The Force Awakens had opened, instead, using one of Palpatine’s children as a primary villain with that child obviously dark side leaning, the whole tone and concept of this entire trilogy would have completely changed. Talk about introducing a “new generation”, well this was the way to do it! It would have also changed the entire story concept over these three films. Instead of a Mary Sue story unfolding around Rey, we could have focused on the brashness, harshness and destructiveness of a Palpatine child and in a growing Jedi order to combat that new Palpatine threat.

Except, this time it’s not Palpatine. It’s the child of Palpatine and they have a completely new idea on how to squash the Jedi order, not using Palpatine’s old, tired rhetoric… that didn’t work anyway.

If Palpatine had had more than one child, which of course we knew nothing about those other children, another child could emerge as a conflict mechanism, both against the Jedi and also against the Sith. This would allow the story to pit both Palpatine children against one another, but at the same time against the Jedi. See, so much potential lost!

This could have turned Star Wars a bit darker, more modern, updated, yet still fall within Star Wars ideas and visuals. Instead of the crappy Disney trilogy that we got, which was a bunch of cotton candy fluff, we could have dived deep into a darker, more sinister plot involving Palpatine’s children. Snoke could have still been involved as a puppet of this Palpatine child, but we don’t even have to bring back Palpatine as a clone to accomplish it. We simply need this dark side leaning child to “carry the torch”.

So many ideas and so any concepts swirling, it’s amazing JJ didn’t realize that THIS is where the story should have headed… not with his carnival of cotton candy and candied apples. JJ’s trilogy was, in fact, so candy-bar sweet as to get diabetes. No, that’s not where Star Wars needed to go. Star Wars needed to begin with a darker, more sinister villain to launch the story, then slowly emerge (over 3 films) from that darkness with a huge win at the end… a win that perhaps doesn’t even stem from the Jedi. Such a win could then lead into not only more films, but also spin off into a whole bunch of TV series.

Disney missed the boat here in an immense way. So much potential completely wasted and lost.

Hack Writer

A hack writer is a pejorative term for a writer who is paid to write low-quality, rushed articles or books “to order”, often with a short deadline.

That’s exactly how J.J. Abrams comes to The Rise of Skywalker. He was most definitely paid to write a rushed low-quality script and the film most definitely reveals that. It also reveals that JJ doesn’t have the creative chops to come up with solid, great story ideas and concepts, such as using a Palpatine child to not only bring Star Wars to a brand new generation of children, but also breed a whole new generation of Sith and Jedi alike. Instead, we got…

High Gloss Cotton Candy

One of the things that most disturbs me about this film is its high gloss nature. This gloss defines the term putting “lipstick on a pig“. This phrase means taking a low quality, bad product and dressing it up to disguise its fundamental failings.

The “gloss” here is the film’s far too quick pacing and the overuse of CG effects, right from the opening. Yes, it’s a pretty film. It also includes throwing random and rapid paced information at the viewer, but not giving the person not enough time to react to that information. If the viewer attempts to think anything through, they’ll miss the next scene of the film. This is intentional. You can’t really go into deep thought and stay focused on the film in front of you. You can only go into deep thought after the film is over, at which point you’ll already be initially “satisfied” (or at least sated) by the film’s intended conclusion.

However, thinking the film through, you’ll understand all of the points I’ve made above.

That’s the whole point of the “glossy coating” and, thus, to put “lipstick on a pig”. It’s not that the story is the worst story I’ve ever seen in a film, but it’s definitely not a great story by any stretch. It was cobbled together from elements not established in this trilogy. Instead, the story had to fall back on story elements established from the prequels and the original films, but which hadn’t been discussed in this trilogy until the final film. Yes, that’s the very definition of a “Cop Out”.

Instead, this trilogy should have relied on itself and its own stories to carry its way through to conclusion. It didn’t need a cloned Palpatine to carry this story. That’s perfectly clear. Here’s one of the primary problems I have with this whole cloned Palpatine issue. How and when did Palpatine become cloned? Is someone else pulling the strings? Was that cloned Palpatine merely a test for Rey? Was it merely the first in a series of tests? Was that clone the only one?

So many questions left unanswered. So many questions that needed to be answered for a proper conclusion. Yet, no. These are not “cliffhanger” questions. These are fundamental questions which should have been answered over the course of the Disney trilogy, yet were not. To really underscore the Cop Out problem, we must examine…

The Last Jedi

The closing shot of the kid in the The Last Jedi shows a force capable child. Yet, The Rise of Skywalker doesn’t even attempt to close that narrative. The ring that Finn and Rose bestow onto that kid meant nothing? The whole almost 30 minute romp through the Casino was pointless? Indeed, it means the whole Rose storyline was more-or-less pointless considering they set up an almost blatant new romantic interest in The Rise of Skywalker in Naomi Ackie’s Jannah character. Yet, neither the romantic storyline between either Rose or Jannah materializes in The Rise of Skywalker. Rose has a few scenes in the Leia camp, but it’s all for naught and is a fairly useless means of closure for this character. Set her up in The Last Jedi to be a romantic interest, then ignore Rose as mere wallpaper in The Rise of Skywalker. The interest around Rose was molded into yet another new character of Jannah.

Yes, The Rise of Skywalker trounces all over The Last Jedi in an attempt right-its-wrongs for better or worse. More specifically, The Rise of Skywalker simply chooses to ignore those things it deems as unimportant from the previous film. Examples: the force-capable kid, the Casino romp, Rose and even the ring. Whatever The Rise of Skywalker writers deem as unimportant are left without acknowledgement or conclusion. Indeed, The Rise of Skywalker plays too much fan service and not enough at closing elements already opened in prior films.

It wouldn’t have taken much to include a small scene showing that force-capable kid wearing the ring somewhere in The Rise of Skywalker. It doesn’t need to be a long or even important scene, it simply needs to be in there. Maybe a scene between Rey and that kid moving rocks around briefly, as though she or Leia is training him. We don’t need to know more about the kid other than he’s still around and he may or may not become important later, just not in this film.

Change of Clothing

One of the most obvious and out of place elements is that Rey wears the same outfit and hairstyle throughout much of all three films. At least Leia was given proper costume changes along the way including her film’s iconic opening outfit with buns, her braided pony tail ceremonial outfit at the end of Episode 4, her Hoth ice outfit, her Bespin outfit, her ever important Jabba Bikini and so on. With each new environment, she changes clothing. No, it’s not explained how Leia does this, but she does.

Rey, on the other hand, almost never changes clothes. She effectively has two outfits. Her scavenger outfit which she wore in The Force Awakens and again in The Rise of Skywalker. In The Last Jedi, the costumers gave her a new darker outfit and a new hairstyle while on the Luke Skywalker banishment planet, but that was a short stint with that outfit. However, once she leaves, she’s back into yet another version of her scavenger outfit. For battling, I guess that outfit is fine, but you’d think that Leia could have issued her more appropriate resistance clothing along the way. For scavenging on a hot planet, what she was originally wearing was fine. For a resistance member, she should have changed into something more befitting of her new role. Additionally, being a budding Jedi, she should have at least donned more Jedi befitting clothing. Nope, she was placed right back into her scavenger outfit all throughout The Rise of Skywalker, even at the end of the film.

This is a small point, but it’s a relevant point to the development of a character. The costumes indicate growth of a character as much as her actions and words.

Story

After all of this lead up, let’s finally talk about the film’s story as a whole. The story itself is both simplistic and meh. It concludes in a way that leaves a bad taste for Star Wars and for Disney in general. Because hack writers were chosen to not create a cohesive whole, but a chopped up mess of a hack-job over three films which almost have no relation to one another other than characters, it ends up a truly sad affair. It also concludes in this way.

However, Disney also felt obligated to conclude this problem child. They did so only because they had started down this road and felt the need to finish it. Personally, I think Disney should have shelved the entire project after The Last Jedi and called it done. The whole thing was too irreparably damaged by that point, at least as a creative project. For Disney, the dollar $igns lingered too much in front of someone’s eyes to give it up.

Let’s talk about the film itself. When we begin The Rise of Skywalker, we’re greeted by the familiar text crawl followed by the familiar and obligatory space pan shot. Before we step into the visuals, let’s talk about this text crawl. The text crawl mentions Palpatine by name and that he’s back, never mind those pesky details of exactly how. Basically, the story opens with retroactive continuity before an actor ever graces the silver screen. We already know the lay of the land before one single actual live action shot. From that crawl alone, we now know exactly what we’re in for in The Rise of Skywalker, but we don’t yet know how it will unfold. Though, giving it two minutes of thought, you can understand where the story is heading, we simply need to see it visually.

How it actually ends up playing out is a series of scenes, the Millenium Falcon, a cameo by a now aging Lando Calrissian and a bunch of throwbacks and nods to the original Star Wars, simply to keep the visual interest high. In other words, visually the film relies almost solely on reminiscing over the original three films by attempting to ignore the failings of The Last Jedi specifically, but also glosses over some of The Force Awakens. The Rise of Skywalker attempts to be the one and only one film that matters in this Disney trilogy. In fact, it tries way too hard at this and ultimately feels hollow and disappointing.

It’s a film that feels whole and solid while you watch it, but like a chocolate Easter Bunny once you bite down and realize it’s hollow, the film ultimately lacks any real reason to exist. For this reason, this is why George Lucas decided not to create films 7, 8 and 9 himself. He realized that once the 6 films were complete, there was nothing left to say.

The Rise of Skywalker proves this fact out in amazing abundance. At the end, we’re left not with the question about how great Rey is, but what the hell just happened? More importantly, what was the point? How exactly does Rey’s existence perpetuate the Star Wars narrative in a positive or useful way? Rey is clearly not a Skywalker. She’s a Palpatine. She’ll always be a Palpatine. She’ll always have the potential for falling into the dark side. Yet, she takes the Skywalker name because, plot.

Was it necessary or important for Rey to be a Skywalker? *shrug* I’ve no idea. There’s nothing that comes after to explain the need for this inexplicable naming. Yet, that’s exactly how the story ends. She’s now Rey Skywalker in name only. She’ll always be Rey Palpatine or whatever her father’s family surname was. We don’t even know if it was her father or mother who was the daughter or son of Emperor Palpatine. For all we know, Palpatine didn’t even have a child. Instead, he may have made a clone of himself who ultimately broke away, got married and had a child. We just don’t have enough backstory to know how this whole Rey situation came about.

We came too late in The Force Awakens to get this backstory. It was also never explained throughout the Disney trilogy. We’re simply left in the dark. Even at the very end of The Rise of Skywalker, we’re still left in the dark about how Rey came to be the granddaughter of Palpatine. Bad storytelling. If you’re planning on including retroactive continuity, you could at least fill in these rather important details so we can better understand how and from where Rey came… or, more specifically, how Emperor Palpatine managed to have kids. We don’t even know if Palpatine’s kids were from the “original” Palpatine or if one of Palpatine’s clones had kids. Yes, I said clones… as in the plural form, meaning “more than one”.

Ben and Rey

One thing that The Rise of Skywalker postulates is that Rey and Ben are a force dyad. The only way that’s possible is if Ben and Rey are twins, or at least from the same parent. That implies that Leia may have given birth to twins (like her mother who also had twins Luke and Leia) and somehow Rey was kidnapped by a Palpatine clone and assumed it to be his own child birthed by, well, whomever was on the ship with Rey whenever she was left on Jakku.

Again, this was not explained in the film, but a force dyad doesn’t make much sense unless they’re siblings or, in some way related… which makes that kiss at the end all the more “ewww”. Again, not explained.

Never Ending Ending

Here’s the ultimate problem that exists and persists after closure of The Rise of Skywalker and it’s a big one! An ending that never ends is what we have left over from The Rise of Skywalker. What exactly do I mean? I mean that because Palpatine is a clone, there were likely many Palpatine clones. If Palpatine were to make one clone, he would make several. Why? To ensure the survival of at least one of the clones, there must be many.

The question remains, how many and where are they? We don’t know. Clearly, Rey seems to have fought a particularly weak clone. Perhaps they’re all weak. The fact that they’re clones, they might not have inherited all of the force strength of the original. Because Rey couldn’t defeat this Palpatine clone all by herself implies that she herself was most likely born of a clone and not the original Palpatine. While that may or may not be a problem, the bigger problem is that the ending of The Rise of Skywalker has no end.

As Rey heads off into the galaxy for future travels, she’ll inevitably encounter more Palpatine clones and she’ll be forced to dispatch each and every one. In fact, it’s highly likely she’ll have to dispatch many Palpatine clones, because like the original Palpatine, even the clones will have the drive to survive and those clones will also hire cloners to clone the clone making yet more Palpatines. Like a virus, this situation perpetuates and never ends. Rey will never run out of an army of Palpatines to defeat.

This is the problem you bring into a story when forcing such concepts as clones as a story element for story closure. Like waking up from a dream sequence as an ending, using clones to close the final story element leaves the story’s ending unsatisfying. There’s nothing at all satisfying about the possibility of hundreds or thousands of Palpatines all infesting the universe waiting to attack the next Jedi that happens along.

See, I didn’t even have to resort to holding up the unmitigated pretentious disaster of a story that was J.J.’s Star Trek to illustrate just how much of a hack writer J.J. Abrams really is. Oops, I guess I just did. Yes indeed, J.J. seems to have the uncanny ability to ruin just about any franchise he touches.

Graphics: 5 out of 5
Story: 1 out of 5
Pacing: 2 out of 5
Overall: 2 out of 5 (wait until it’s available to watch without paying)

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Dumb Commercials Series: Unilever

Posted in commercials, entertainment by commorancy on July 6, 2021

Here’s a brand awareness campaign. I don’t really understand the need to create this brand awareness, but here it is in all of its highly annoying glory. Let’s watch… then discuss.

What went wrong?

As you may notice, this is ad #7. Apparently, Unilever has created a whole passel of these things. I’ve watched a few of them, but this version is the one that’s being heavily played on the channels I’ve watched. Like the GrubHub delivery dance before it, it’s now being played in exceedingly heavy rotation. Whenever this commercial comes on, I turn it off.

What’s wrong with it? The pseudo rap segment in the middle of this advertising is as annoying as fingernails on a chalkboard (i.e. equal to GrubHub’s delivery dance music). If you’re planning on adding a rap segment, at least hire someone who can actually rap. In fact, this commercial is so annoying that it completely undermines the message of “good” that Unilever is actually claiming that it is doing for nebulous “communities”. Statements like these can be easily made, but which don’t need to be backed up.

In advertising, annoying advertising is fruitless and undermines the message. Clever is what bring in customers, what people remember and reinforces the message. This commercial is not clever, not unique, annoying and, most of all, completely forgettable.

I’m not even sure what the point is to this brand awareness campaign? In fact, I’d suggest that it’s actually better to advertise Dove, Suave and Hellmann‘s brands separately in their own commercial ads, then attach a small Unilever portion discussing the “good”. This brand awareness advertisement makes me want to avoid all of these brands when shopping. I don’t really care how much “good” you claim to be doing, I don’t want to hear about it in what may be the most annoying “brand awareness” commercial advertisement of 2021.

Rating: 1 of 5 (annoying, undermining, lame)

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Dumb Commercials Series: Grubhub Delivery Dance

Posted in commercials, entertainment by commorancy on July 5, 2021

Here’s a commercial that, on its surface, seems like a great idea. It’s got cutesy computer animation, a potentially decent premise, but it’s all ruined in an instant by selecting the most annoying and craptastic soundtrack imaginable. The question, though, what does it ultimately have to do with food delivery? Let’s watch…

What went wrong?

Obviously, the music. That, and Grubhub paid to put this commercial into exceedingly heavy rotation. Nearly every other commercial was this ad when it played. Worse, it was played at every single commercial break everywhere including on TV, on streaming services and even on YouTube. This commercial received so much saturation that it became sickening.

Word to the wise. If you’re planning on this heavy of a rotation for a commercial, produce three different commercials with three different songs and three different dances. That strategy wouldn’t necessarily make this specific commercial less annoying, but having three would at least reduce the need to complain about this specific ad.

Note, Grubhub has now disabled comments on YouTube for this ad. I don’t blame them. When comments were still live, most comments were not at all kind. Almost every comment seemed to complain how annoying this ad is. Thankfully, Grubhub listened and this ad is no longer in rotation, yet the comments drove the need to disable the comments.

The problem is, just like Uber Eat’s disconnected ads about its food delivery service, Grubhub’s disconnected ad is oddly cut from the same mold. This ad is not clever, it’s not unique and the music is, well, crappy and annoying. This ad is pretty straightforward and family friendly when compared to Uber Eat’s oddly stalkerish concept with Simone Biles.

Rating: 2 of 5 (annoying, overplayed, cutesy, amazingly bad music) — one extra star for the animation

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Brilliant Commercials Series: Doritos Ultrasound

Posted in commercials, entertainment by commorancy on July 3, 2021

Here’s a Doritos commercial, though not starring Ms. Morris this time. This commercial is both funny and brilliant, though just a touch dumb. Obviously, you have to suspend disbelief to find this setup humorous as this scenario is really not possible. However, it is rather funny and clever. Let’s watch…

Well, she did say, “Any day now”.

Rating: 4.5 out of 5 (brilliant, clever, but a bit dumb all at the same time).

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Brilliant Commercials Series: Yoplait (2008)

Posted in commercials, entertainment by commorancy on July 3, 2021

This commercial is a bit older, but again stars Jennifer R. Morris (noticing a trend yet?) This commercial is humorous, clever and brilliant. The seamstress is, well, kind of out of it. She never really catches on. Jennifer’s character keeps trying, nevertheless. Let’s watch…

Rating: 5 out of 5 (clever, brilliant, humorous)

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Brilliant Commercials Series: Verizon Wireless ‘Dead Zone’

Posted in commercials, entertainment by commorancy on July 3, 2021

This somewhat older commercial is, like Spectrum’s more recent commercial, brilliant and funny and sells the product in a subtle, yet clever way. The musical score completely sells what’s going on here in just a few notes. The commercial depicts a typical sort of horror setup where a couple moves into a home not knowing what horrors lurk within, but then it’s all debunked in an instant because of Verizon Wireless. The creepy neighbor is perfectly cast. The atmosphere which is set up here is brilliant and amazing, underscored by that brilliant soundtrack. It all comes together in just a few seconds and falls apart to instant humorous effect.

This one also stars Jennifer R. Morris as the ‘wife’. Jennifer can certainly pick these brilliant commercials. Though, her work in Spectrum’s more recent commercial shows exactly how great of an actress she really is.

Rating: 5 of 5 (perfect atmosphere, scary brilliant with a touch of perfect humor)

Brilliant Commercials Series: Spectrum Mobile

Posted in commercials, entertainment by commorancy on July 3, 2021

Here’s a commercial that is both funny and clever. The humor is spot on. It advertises the Spectrum product in a clever and unique way. The casting is perfect and the humor is timed perfectly. There’s nothing annoying about this commercial. The “genius scientist” (actress Jennifer R. Morris) is brilliant here. Jennifer has done a fair number of commercials in the past, but her work on this commercial is outstanding.

Rating: 5 out of 5 (brilliant and clever)

Part of the Dumb Commercials Series

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Fallout 76: Let’s review Wastelanders

Posted in entertainment, video game design, video gaming by commorancy on April 19, 2020

NPCsNPCs are now in the game and so are duping exploits. Let’s review.

[Update for 5/4/2020] It seems that Bethesda has released a hotfix to prevent losing your weapon to an NPC if that NPC kills your character and loots the body. However, all other vending bugs have not yet been patched. We’re still waiting, Bethesda.

[Update for 4/27/2020] Serious Bugs! Bethesda appears to have introduced several new very serious bugs related to player vending in Wastelanders! These bugs can see you lose not only your weapons and armor, they will be taken directly from your stash! You may want to reconsider playing the game until they’ve fixed these showstopper issues. If you need more details or examples, please visit this Reddit thread. Bethesda is aware of these and are in the process of a hotfix for at least Bug 2, but there’s no date set when these fixes may arrive.

Bug 1: Player vending machines appear to be selling random unlisted items from your stash at random prices. This means any legendary weapon, rare armor, ammo or outfit in your Stashbox could be up for grabs for as little as 0 caps. Some buyers report having purchased extremely rare outfits and legendary weapons for 50 caps. Players hadn’t listed these items in their vendor. There is no rhyme or reason why this one is occurring.

Bug 2: Players report having their equipped weapon looted from their dead body by an NPC after character death. This bug seems to occur both in and out of events. If you’re fighting NPCs anywhere in the game and they kill your character, that NPC can apparently loot your body for your equipped weapon before you respawn. This one is a showstopper.

Workaround for bug #1 — Store ALL of your player vending machines in your workshop until this one is resolved. I also suggest storing ALL other player vending items such as Nuka-Cola vending machines, beer kegs, punch bowls or any other vendors that allow players to interact with items from your stash. Display cases should be safe from looting by players, but to be safe it might be worth storing them too.

Alternatively, play in a Private World where no other players can buy from your vendors until this issue is resolved. If you invite friends into your Private World with your vendors out, make sure you trust them fully and explain not to buy anything from your machines.

Workaround for bug #2 — Other than not playing the game, I don’t know of any way to avoid this situation other than making sure your characters don’t die around NPCs.

[Update for 4/22/2020] Bethesda has re-enabled vending and displays after rolling out a hot fix designed to solve the duping problem. However, knowing Bethesda’s track record at performing updates around duping exploits, they likely didn’t solve this problem. I fully expect these items to be disabled again within a week after duping resumes… with yet another patch forthcoming.

Bethesda’s Bad Coding

We all know that Bethesda’s ability to code a great game isn’t the best. Bethesda’s games are always chock full of bugs, particularly day one releases. Well, Wastelanders has arrived (on April 14th) and like all new releases, it is once again chock full of bugs… some fairly severe, like duping.

Before you run out and attempt to dupe your items, let’s talk about the ramifications of these actions first. I’d also recommend that if you don’t own Fallout 76 that you hold off running out to buy a copy before reading this article.

Duping, Exploits and Consequences

Before I get into the meat of this article, which are my actual thoughts about the Wastelanders addition and general review of the new content, I need to talk about duping and exploits first. This is something that some gamers seem to live for in Bethesda’s games, particularly it seems, when they are playing Fallout 76.

But, “Hold your horses there, Mac”. Don’t run out and begin looking for the duping exploits lest you get your account permanently banned from Bethesda.net. Many players see in-game exploitation as some kind of game within a game. To be fair, I see their point. However, Bethesda doesn’t agree with it.

In fact, Bethesda has made their stance on venturing outside of the bounds of the game to be very much a ban-worthy offense. Not only is it ban-worthy, it’s permaban worthy. What I mean is that if you choose to exploit the in-game world by doing things not intended by Bethesda, expect to see your account banned. I don’t mean a few days of ban here either. These bans are likely to be so severe, you may never get your account back… and, you will lose all Atom you carry, all items you’ve bought in the Atomic shop and lose any remaining portion of Fallout 1st you may have left, in addition to never being able to play the game again.

If Bethesda finds what you’ve done severe enough, they may even contact Sony to have your PSN account banned at the console level. Yes, Bethesda can do this.

This section should be seen as a warning to those of you gamers who wish to tread on the very tenuous ground of duping and exploitation in the Fallout 76 world. If you wish to play a Bethesda online game, you need to keep your character’s feet firmly on the ground and away from all in-game exploits. Anything that feels like cheating in the game world is very likely to get your Bethesda.net account banned!

How Will Bethesda Know?

I know this game is played by a lot of naïve minors under the age of 18. Many may even be under the age of 12. Being of this younger age, it’s easy to fail to understand that there are such things as logs. Bethesda has been logging and monitoring Fallout 76 on their servers for months. They began this monitoring process when the last duping flare-up occurred early in 2019.

Since then, all of this monitoring has improved and, in fact, is likely being actively reviewed and monitored daily through reports and other condensed information. This means that someone at Bethesda has the job of actively looking for players using suspect behavior and/or carrying suspect stacks of items.

If you carry a stack of 1 million pieces of ammo, or a 100k stimpaks or 50k Large Holiday Presents or any unnecessarily large stack of items, your account is likely to be found and flagged for duping. The numbers of items you can reasonably carry range from 1-10000 depending on item. Even then, the 10k amount only applies to ammo where it is feasible you can find that much in the game world. While Bethesda will overlook 10k in ammo, they will NOT overlook 10k or 100k in Large Handmade Holiday Gifts or a million pieces of ammo… particularly if they all have the same object ID.

Once they see a large stack of suspect items, they will begin investigating the account for how it obtained this many of the item. The Bethesda staff person will then find if the account performed duping to obtain that item. Bethesda’s duping detection system isn’t perfect. Even if you didn’t dupe the items, but carry them on your account, your account may still be flagged. If your friend hands you 10k Holiday Gifts, be cautious and open them up quick or drop them. Don’t leave them lying around in your stash or in your character’s inventory. Simply holding onto a large suspect stack of items is enough to have your account banned… even if YOU didn’t dupe them.

I can’t stress the above enough. If you value all of the work you’ve put into Fallout 76 and your Bethesda.net account, then don’t dupe and don’t accept large duped stacks of items.

This is why we can’t have nice things!

When push comes to shove, Bethesda is king at punishing (and retaliating against) exploiters and, by extension, all other users of their games in general. Bethesda has continually proven, at least with Fallout 76, that they don’t really care whose toes they step on to solve gamer exploits in their games. If that means deleting game world items from every Stashbox, regardless of whether it was legitimately obtained or not, so be it.

That means that a small minority of gamers can run amok within Fallout 76 exploiting duping bugs which forces Bethesda to take their ire out on the entire Fallout 76 gaming community as whole. Bethesda will willfully modify their game in negative ways, regardless of whom it affects.

Additionally, with exploiters who Bethesda can identify were specifically participating in the exploits, they will outright ban these gamers from Fallout 76 and, potentially, Bethesda.net on the whole. What this means to exploiters is not only the loss of access to Fallout 76, but it also means loss of access to every game you’ve ever purchased from Bethesda’s store. Yes, this punishment is hard. But, some people need to learn lessons the hard way. Life’s lessons aren’t always wrapped in pretty bows… which is a life lesson in and of itself.

Though, I’m not at all saying that being banned from the game isn’t the right choice to make for Bethesda. If gamers choose not to play the game as written and instead insist on playing outside of those boundaries by exploiting bugs, then you take what’s coming to you. Bethesda’s Terms of Service are crystal clear as follows:

You agree not to access, receive, play or use any Service to:

  • Promote, upload, transmit, encourage or take part in any activity involving hacking, cracking, phishing, taking advantage of exploits or cheats and/or distribution of counterfeit software and/or Virtual Currency or virtual items. In an effort to continuously improve the Services, You and other players discovering exploits, cheats, cracks or other inconsistencies are required to report them to ZeniMax;

If you participate in this or any other activity listed in Bethesda’s Terms of Service, Bethesda’s remedies are clearly defined here:

In response to a violation of these Terms of Service, ZeniMax may issue You a warning, suspend or restrict certain features of Your Account (including, but not limited to, user names), selectively modify or remove or revoke Downloadable Content at an Account and/or device level, immediately terminate any and all Accounts that You have established and/or temporarily or permanently ban Your Account, device, and/or machine from accessing, receiving, playing or using all or certain Services.

ZeniMax may terminate Your access to and/or receipt, play or use of the Services (i) for violating these Terms of Service; (ii) if ZeniMax, in its sole discretion, deems that Your information is untrue, inaccurate, not complete or incomplete; (iii) if Your access to or receipt, play or use of such Services infringes on or is suspected of infringing on another’s rights or any intellectual property; or (iv) if You or Your Account reflects inappropriate Content and/or violates these Terms of Service. Any and all Content (including, but not limited to, Software, Content, and Downloadable Content) will be considered forfeit immediately in the event of any cancellation, closure, or termination of Your Account by ZeniMax.

This means that, yes, you can lose access to a portion or all of your content for the game involved or, indeed, you can lose your entire account at Bethesda. Basically, you will forfeit your access to the software involved and potentially everything else you own from Bethesda. When you exploit Bethesda’s software, eventually you will pay the price and that price is fairly steep.

One additional problem that can arise is that Bethesda can also report your account to PlayStation or Xbox if you have also violated those service’s terms and conditions. Bethesda’s report can see your entire PlayStation or Xbox blocked entirely from online services. Not only can you not use any Bethesda games you own, you could lose your entire Xbox Live or PlayStation Network access for all other games. It all depends on how Bethesda plays it against you. Bethesda can most certainly play hardball if you press the point.

With all of that behind us, let’s move into the meat and potatoes of this review…

Wastelanders Add-On

With the addition of Wastelanders, the Appalachia wasteland has changed. How has it changed? It now has NPCs all over the place. This addition is a mixed bag, however.

While some of the portions of the game have been somewhat rewritten, the fundamental original game is still under there. The NPCs will help you get a handle a bit quicker because they can aid you in getting your character to where it needs to go. When you first exited Vault 76 before this update, you had to fend for yourself alone without much of any help.

Now there are NPCs to greet you just outside the vault who not only give you various information, they help you get a handle on what’s going on in Appalachia. That’s not to say these helpers outside of the vault are necessary, but now Appalachia doesn’t feel so barren.

The question is, does this addition really help the game out? As I said, that’s mixed bag. Nearly all of the original underlying quests are still in the game including the boring holotapes and terminal text lore. Some quests are somewhat altered with the presence of the new walking, talking NPCs.

Allies

Also with the Wastelanders addition, Bethesda has added on the concept of an ally. Think of this as effectively a named settler. If you’ve played Fallout 4, it’s similar to a companion with the exception that these allies don’t follow you around and aid you in combat. They live at your C.A.M.P. and help protect your camp. They also issue you quests that lead to a final 3 star legendary drop at the end.

Two of these allies include Beckett and Sofia. To entice them to come to your base, you must place down something that they need. Beckett wants a bar stand. Sofia needs a computer console. Once you plop down their requirement in your camp, they will join you there.

However, you can only have 1 ally present in your camp at a time. This also means you can only run one ally quest line at a time. These allies don’t leave your camp. They stay there and interact with whatever you place around them, such as musical instruments. Be careful with musical instruments, though. Sofia can, for example, sit and play the guitar for 20 minutes or longer constantly. That would be okay if they had given Sofia some actual guitar music to play. Instead, just like a player character, the guitar plays snippets and chopped together riffs that, after a while, become annoying as all get out. It’s fun to know that NPCs will play the instruments, but it’s torture to listen to them playing the same thing over and over for 20-30 minutes continuously.

Dialog Choices

With NPCs, comes dialog. Here’s a screenshot of how that looks:

Dialog

Much of the dialog, as one would expect, is pointless. But, some of it does lead to adding map markers or other interesting actions. With some dialog choices, you can use your S.P.E.C.I.A.L. points which will lead to unlocking other dialog.

New Main Quests

WaywardIn addition to the long ally quest lines, there are new main quests. This main quest begins at The Wayward, just across from the Overseer’s camp. Pretty much it seems the Overseer’s camp has now been discarded in lieu of beginning the game at The Wayward. The Wayward is a house that doubles as a bar. It’s a new addition to the world, along with many other new locations. Some original locations have also been converted into NPC communities.

If you’re used to how the wasteland looked before Wastelanders, many of the locations have changed. For example, the Isolated Cabin which was inhabited by mongrels has been converted into a settler settlement. These NPCs are generically named ‘Settler’. The dogs may or may not appear with the addition of the settlers. The settlers can be killed, however.

New Bosses

Of course, the addition of Wastelanders wouldn’t be complete without a new boss location to nuke. Instead of nuking Fissure Prime to get the Scorchbeast Queen to appear, there is a new location which now spawns the Wendigo Colossus. Don’t think that this boss looks anything like the long slender Wendigo, however. The Colossus looks like a Grafton Monster with tall skinny legs. This particular monster design was, in fact, far too lazily designed. It seems Bethesda did as little as possible to make a functional workable monster.

This boss also has a new attack. It throws goop at you that sees you literally run away screaming. There’s no way to counter, stop or in any way halt this animation effect. You are forced to let it play out. It’s a stupid effect and it completely gets in the way. I’m sure someone at Bethesda thought it was hilarious, but I find it extremely frustrating and stupid. You fight bosses to fight, not run away screaming. If Bethesda had given us a new perk card, food stuff or chem (i.e., Calmex) to negate this attack for a period of time, I’d be less harsh on Bethesda for this addition. This attack needs to disappear or we need to be given a way to negate the attack. It’s frustrating when you’re attempting to kill this beast and you’re constantly being forced to run away.

Updated Locations

Some locations have been updated and rebuilt to support NPC settlers. One of these is the crashed space station. Here’s a picture:

SpaceStation

I’ve included the border because the original space station as it was is seen in the upper left corner. Compare this to the reworked and updated Wastelanders image. I realize the image is kind of drab, but the in-game world had a rainstorm going at the time. I also thought it would be important to Factions-smshow the rain storm look in this review.

This location introduces one of two new factions: Raiders. The other faction is the Settlers. You can view your acceptance level in these factions by checking your social menu.

Negating the Scorchbeast Queen

With the newly added Wendigo Colossus, few people are going to run over and start up the Queen event anymore. Because this is a type of Wendigo, all of the Zealots, Ultracite and Prime perks are useless against this boss. In fact, there really isn’t a Legendary effect that actually works against a Wendigo. You just have to be long and steady with your weapons. This usually means using heavy automatic weapons. Weapons that don’t necessarily do lots of damage per hit, but that cumulatively add up to lots of damage over time.

This is where Bethesda didn’t really plan ahead much. If you’re planning to add an entirely new boss into the game, you also need to add in perk cards and legendary effects to help defeat this boss, just like we had with Zealots and Prime against the Scorched. We have half of the equation with this boss addition, but we don’t have the other half of this in the weapons to help defeat or armor to protect against this boss.

This is where Wastelanders becomes a mixed bag. Yes, we do get a new boss in Wastelanders. No, we don’t get any new legendary effects, perk cards or chems that help us kill that new boss. Don’t think that you can grab your Zealots and have these legendary weapons be more effective against the Wendigo Colossus, like they were against the Scorchbeast Queen. It doesn’t work that way. You’re better off using basic legendary effects like Bloodied or Berzerker’s with a proper character build.

Perk Card Changes and New Weapon

ArcherWith Wastelanders, a new set of perk cards has been added in support of the new bow and arrow weapon. The perk cards are standard 3 damage multiplier Archer cards in addition to Bow Before Me, an anti-armor card which applies to bows and crossbows. The bow itself is a decently powered weapon at level 50, offering up to 350 damage when sneaking. That’s not bad all things considered. However, it’s an exceedingly slow loading and slow firing weapon. Once a horde of enemies finds you, you better switch to a different weapon or you’ll want to pair it with the Sneak card and hope the enemies don’t find you.

New Power Armor

The newest power armor set is the T-65 power armor. This armor requires collecting gold bullion (yet another new currency). To get this bullion, you’ll need to complete as many of the new main and faction quests as you can. One you complete the main and faction quests, you will be able to visit Regs (another new NPC) who is located at Vault 79 (a new vault) where you can spend your bullion to buy the plans to build this armor.

Whether this armor is effective against the Colossus is as yet unknown. Though, I will say that power armor in Fallout 76 has been, in general, a joke. For example, 5.56 equipped Colonel Gutsy robots can shred your HP in just a few shots in or out of power armor. In fact, I haven’t seen any difference between being in or out of power armor when facing a 5.56 equipped Gutsy or Super Mutant.

Worse, while Fallout 4 offered legendary effects on power armor, these PA legendary pieces have never made it into Fallout 76. Even though regular armor regularly drops with legendary effects, power armor has never had any legendary effects in Fallout 76. This drastically reduces the effectiveness of power armor in Fallout 76. Why am I bringing this up here? Because Wastelanders didn’t fix this problem. It still exists just as it did before Wastelanders.

New Challenges?

Actually, no. Even though the Wastelanders update has added NPCs, no additional combat challenges have been added… such as Kill Blood Eagles with a Combat Rifle (0/1000). While NPCs have been added, Bethesda just didn’t work out these small details that would have added much more value to the game.

Lighting System Changes

WhitespringStationPrior to Wastelanders, the lighting in the game was brighter and more dynamic. With the introduction of Wastelanders, the game has taken a questionable backward step toward darker lighting levels (see Whitespring Station image), including the elimination of many areas of ambient lighting. Walking into some buildings which were formerly well lit, we now see portions of the room exceedingly dark with a single bright light in the middle of the room.

CharlestonStationThe Charleston station, left, is exceedingly dark where before the interior was very bright. This is in the middle of the day in-game time. Even the daylight outdoors lighting model has changed seeing shadows on the ground as much darker. This lighting model change is unusual and unnecessary. The original lighting system actually looked better, particularly inside of buildings. This absence of ambient lighting thus makes many rooms, like the interior of Charleston Station, overly dark.

BeforeAfter

As you can see above, the before is brighter, lighter and more vibrant. The shadows are less intense. The before was taken about a month ago, perhaps. The After image is darker, less colorful, drab and is more difficult to read the signs. The whites were easier to see in the before.

…. Where does Wastelanders not work so well?

Changes, Not Changes

This is where I find Wastelanders to be basically a facelift, primarily on the surface. The underlying problems from Fallout 76 all remain. The bugs, the problems, the glitching, the crashing, the difficulties, the getting hung up on rocks while running, the getting stuck in a hole, the broken texture maps, the lack of responsiveness from button presses on down to the whole less than stellar way the interface is built and works. None of these basic day-one problems have been addressed. We’re still working on game foundation that wasn’t perfected from the beginning. So now we have NPCs plopped right on top of all of these still existing bugs.

Many people say that Fallout 76 has greatly improved since its launch. I’ve yet to see that. The game is still just as glitchy and broken as it was on release day. Sure, some problems have been addressed, but the majority of the underlying bugs are all still there. Wastelanders did little to solve these fundamental game engine problems. The problem here is that these bugs and glitches are mainly inconvenient. They are typically not showstoppers. However, some are more inconvenient than others.

For example, dead enemies can sometimes despawn moments after death. If you aren’t super quick to grab the loot from the body, you won’t get it. This includes legendary enemies. This is a bug that has existed from launch day.

Another bug is when you fast travel. You can land inside of rocks, under a building wedged, wedged between two walls or in other places that don’t allow you to move. You are forced to travel again.

You can still find enemies sliding around on the ground either standing up in a T position or in a lying or seated position. This glitch has been in the game since day one.

This next one I’ve seen so many times is one I can’t believe hasn’t yet been fixed. When you’re fighting a boss and your character dies, the game forces you to choose a respawn point. The problem here is that on character death, the game immediately recalculates your carry weight far below your in-game carry weight. This forces you to become severely overencumbered immediately after your character dies. This then forces you to respawn back at Vault 76 (all the way across the map).

Once your character has respawned fully and the game has recalculated your carry weight back to normal, you can then travel back to that death location and pick up your dropped loot. In my case, the game wouldn’t even let me respawn back at my Fallout 1st tent! I was forced to fast travel twice. Once to Vault 76, then once again back to my tent. It’s like, shit, just let me travel to my tent first. If I hadn’t had my tent there, I’d have had to pay caps to get back across the map. This problem has existed since day one.

Bugs, bugs and more bugs

These above are but a few examples. There are plenty of others that still plague this mediocre game. That doesn’t mean there aren’t new bugs. Oh, no no no. There are plenty of new bugs in this update. Duping is, as I mentioned above, back with a vengeance. It seems that many gamers were just waiting to pounce all over duping again, and dupe they have. In response, Bethesda has stopped display cases from functioning and halted player vending.

It’s clear that unless you (as a company) are absolutely stellar at programming, you shouldn’t attempt to have an in-game economy. This shows exactly how amateur Bethesda is at producing online games with any semblance of an economy. If you can’t lock down such basic things as duping, you can’t have an in-game economy.

At this point, it’s probably best were Bethesda to dismantle player vending entirely, disable dropping any items from inventory, stop player trading and halt all ability to transfer items from one player to another. If the devs can’t handle keeping these bugs from surfacing and resurfacing, then they must stop the underlying reason why duping continues to exist. If players can’t sell, trade or transfer items from one player to another, there’s little reason to dupe items. Items like Holiday Gifts should be removed from the game entirely and never see a return. Nothing should produce caps upon consuming the item, not even Nuka-Cola drinks. The only things that should give caps are in-game vending bots, cap stashes, dead enemies, containers and quests. Basically, items that cannot possibly be duplicated.

Additionally, vending bots should mark an object ID which has been previously sold as unsellable. This means that should another player show up with that same object ID attempting to sell it, the vendor bot will not only refuse to buy it, it will then confiscate it from the player’s inventory. Vendor bots that buy items never relist an already used ID. Instead, they will always relist the item with a new ID. This means that a duped item can’t be sold by a bot. If you can’t sell a dupe with an added double whammy of losing it, players will think twice not only about duping, but attempting to sell those dupes to vendors. It also means they can’t sell them to players either. This means duping is a dead end.

This is tough way to handle duping, but we’re at the crossroads with this game. If Bethesda can’t prevent duping, then it needs to be stopped using another more permanent method… and that way is to halt all further player-to-player sales and trading. Halting the ability for players to trade goods with one another is the only way to stop duping.

Player Vending is Broken

I’m singling out duping here because it keeps coming back over and over and over. Duping has not gone away and it is, once again, back. It will also keep coming back so long as player-to-player trading remains in the game. Instead of Bethesda playing this never ending game of “catch the duping mouse”, the answer is to simply halt player trading entirely. Only allow players to interact and trade with game controlled vendor bots. It’s long past time for Bethesda to have solved this problem and this is the ONLY solution.

Changing this fundamental aspect of this multiplayer game will have some ramifications. Yes, it will make traders exceedingly angry. At the same time, it will also stop all real money eBay listings, it will halt scammers and it will halt the third party trading marketplaces. This will force players to legitimately earn caps in the game through normal in-game means.

If Bethesda wants to better control these exploits and continue to allow selling, they need to do away with vending machines at each camp and place a vending machine at each train station (see next section for additional thoughts). A vending machine will always re-ID every object it receives to sell. This means there is no possibility a player could receive a dupe from a vendor bot. When a player lists an item, the item is checked for a duped ID. If this object’s ID has already been purchased by a vendor bot once before, the weapon is confiscated and the player is then notified the duped item has been confiscated. A notification should also be sent to someone at Bethesda that a vendor bot has confiscated a duped item and which account presented it.

Player to player vending can be implemented in the following way and should be limited to a centralized system. This system will list the item along with the player’s name. The item (after being validated as not duped) will go up for sale at the player’s specified price. The item remains listed for a period of time (i.e., 3 days) and will remain listed regardless of whether the player is online. After 3 days without purchase, the item is returned to the player’s inventory. If purchased, the caps will be placed into a centralized bank to which the player can withdraw those caps via the vending machine. Players should be limited to no more than 5-10 listings at a time and a max amount of caps in the bank.

Other bugs which were recently added include the rogue turret bug. If one turret is damaged in a workshop, the other turrets in the area begin shooting at friendly camp or workshop items. This is such a stupid bug. I can’t believe it has been allowed to persist across multiple releases in a row. Bethesda is well aware of this issue, yet they choose to do nothing to fix it. In fact, it seems that now a rogue turret in a camp can actually damage other workshop equipment. I shake my head that Bethesda can’t even fix what should be simple bugs, yet they spend massive amounts of time working on add-ons that really don’t add that much value to the game.

End of Player Trading?

At this point and strictly due to duping, I’d personally like to see player-to-player trading end. This won’t be a popular opinion among traders, but it’s definitely needed to stop all of these duplication problems. Trading is not really very useful, it causes bad behavior among players, it invites duping and it doesn’t really solve a problem for the game. Since Fallout 76 is pretty much a single player game with a multiplayer component, there’s no need for player vending at all. It simply gets in the way of the enjoyment of the game. With the advent of Purveyor Murmrgh and the ability to buy 1, 2 and 3 star legendary weapons and armor, player-to-player trading is now unnecessary.

I’m sure a lot of traders will disagree. Were Bethesda to make this change, it would stop the need for most duping. The primary reason most players dupe is to sell weapons to other players for high amounts of caps. The secondary reason is to dupe items that instantly produce caps for the player. Both of these problems need to be stopped. The way to handle it is to stop player-to-player trading and implement a duped ID checking + confiscation system when attempting to sell duped items to vendors. Further, stop giving away items that instantly produce caps upon consuming it. Instead, drop only objects into the player’s inventory. They can then sell the item to a vendor for caps. Keep caps issuance only from vendor bots, from world containers and at the end of quests.

Additionally, items can no longer be dropped into the world. This should also include stopping the drop of junk items upon character death. Further, like many of the newer items, if you attempt to drop any item, you’re then notified the item will be destroyed. With this change, you won’t be able to drop loot bags any more… which of course negates the idea of custom loot bags sold in the Atomic Shop. A small price to pay to get rid of player trading.

Halting all player trading means the player must rely on the game to produce caps and provide the player with weapons and armor. This change is actually in keeping with the way that Fallout 4 worked in single player campaign. Because Fallout 4 doesn’t allow multiplayer, the player had to rely solely on themselves to obtain caps and obtain the best weapons in the game. Moving Fallout 76 to this more stringent and similar model would actually heighten the gameplay, make it more challenging and more in keeping with Fallout 4’s model. No longer can gamers rely on others to give them “the best weapon”, a form of cheating. Instead, they must grind in the normal way, earn their keep individually and spend the money they legitimately earned to buy weapons from the Purveyor or, alternatively, find a legendary enemy and take their chances to get a better weapon or armor.

Moving Fallout 76 to a more-or-less closed single player system with limited multiplayer support, this stops players from wanting to exploit the game in an attempt to gain more caps, better weapons and better armor via cheating. Yes, I do consider player-to-player trading a form of cheating. You didn’t earn that weapon, you bought it. You didn’t earn that armor, you bought it. There’s no difference between pay-to-play with Atomic shop items and player-to-player for-pay trading. It’s all a form of pay-to-win. I’m most definitely for ending all forms of pay-to-win whether by Bethesda or via player trading.

Overall

The addition of NPCs to Fallout 76 is a long time coming. Unfortunately, it’s probably too little, too late. This should have been the way the game was released on day one, not a year and a half later. Will this make Fallout 76 a great game? With NPCs added, it’s better in some ways, but it’s worse in others. This is why it’s a mixed bag.

Can I recommend this update? For curiosity sake, sure. Download it and explore. If you’ve already played Fallout 76 through to completion, it doesn’t change the original game so much that it makes a huge difference. The changes to the original quests are relatively minor… just enough to introduce NPCs so they make sense.

The best part of Wastelanders is the addition of allies. This C.A.M.P. addition is probably the single best part of Wastelanders. You can now have an NPC at your base permanently. Your character can even have a relationship with them. While they cannot become companions that follow you around, they can help defend your base while you’re not there.

On the flip side, because this is a fluid multiplayer game without the ability to create saved game files, your character’s choices are permanent. If you wish to redo a portion of an NPC’s quest, you can’t do that. If you make a mistake which has specific unknown consequences, your only choice is to start a new character and try again on that new character. I might even suggest starting a new character so you can use this character to determine where these quest pitfalls are. You can then play the quests through a second time on your primary character and know the best choices possible while avoiding such pitfalls.

Is Wastelanders a great game? Hardly. Is it better than it was? In some ways, yes. In other ways, it’s much the same as it was. If you’ve already played the game through to completion, it does add on a few quest lines that you can explore. Unfortunately, the quests mostly consist of fetch this thing, kill this person or do this thing for me. For the allies, there are many of these before you get to the end. Though, I’d say that the game’s Wastelanders addition probably adds, at most, a month’s worth of additional play value if you play it through slowly.

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