Late Night Retro Television Review: Hunter 2.1 “Case X”
Welcome to Late Night Retro Television Reviews, a feature where we review some of our favorite and least favorite shows of the past! On Thursdays, I will be reviewing Hunter, which aired on NBC from 1984 to 1991. The entire show is currently streaming on Tubi and several other services!
This week, we begin the second season!
Episode 2.1 “Case X”
(Dir by David Soul, originally aired on September 21st, 1985)
Adult-film actresses are turning up dead all over Los Angeles. Hunter and McCall have the case, and it does not take them long to see the pattern. The killer is sleazy photographer Tony Cochran (Leo Rossi), and the women are being supplied to him by former adult star turned talent agent Andrea Burden (Rita Taggart). Knowing who the murderer is and having the evidence to arrest him are two different things. After Tony murders his brother (Sam Anderson) and frames him for the crimes, it looks as if Tony might walk.
So, of course, McCall goes undercover. She joins the fitness club where Andrea works out and looks for girls. She poses in lingerie for Tony. (Just as in the first season, McCall going undercover seems to largely mean McCall wearing less clothes than usual.) And when Tony kidnaps her, it is up to Hunter to rescue her and fill Tony with lead.
In other words, the second season of Hunter opens in a style familiar to anyone who watched the first. Hunter is still a shoot-first rebel. McCall is still his continually in-peril partner. The bad guy still underestimates this violent duo. While Hunter and McCall solve the crimes and kill the villains, Bernie Terwilliger keeps trying to write them up for every infraction imaginable. In this episode, Terwilliger counts seven violations of police policy on the part of Hunter and McCall. I counted a bit more but maybe Terwilliger was trying to be charitable.
The one real change between seasons is a new commanding officer. John Amos has been replaced by Bruce Davison. As Captain Wyler, Davison wears a three-piece suit, never has a hair out of place, and bristles when Hunter refuses to follow orders. That said, Wyler congratulates Hunter at the end of the episode and tells Terwilliger to back off the ethics investigation. For once, Hunter has a boss who is not actively trying to get him kicked off the force.
The episode itself is pretty predictable. As soon as Leo Rossi’s name appeared in the guest credits, it was easy to guess who the murderer would turn out to be. Hunter is not a show about complex mysteries or shocking twists. It is a show about the chemistry between Fred Dryer and Stepfanie Kramer, and about the promise that the bad guys will be punished. This episode delivered on both.
Retro Television Review: Darke of the Night 1.1 “Who’s Been Sitting In My Chair?”
Welcome to Retro Television Reviews, a feature where we review some of our favorite and least favorite shows of the past! This Thursday, I will be reviewing Darke of the Night, which aired its only episode on the DuMont Network in 1955. The show can be found on YouTube!
This week’s pilot originally aired as a part of the Studio 57 anthology show.
Episode 1.1 “Who’s Been Sitting In My Chair?”
(Dir by David Butler, originally aired on September 10th, 1955)
Johnny Darke (Jack Carson) is the hippest and coolest DJ in all of New York City .… or, at least, he’s as hip and cool as anyone could have been in 1955. All through the night, he spins records and talks to “the ghosts” who are listening. His station manager (Joseph Kearns) tells him that his sponsor doesn’t like it when Johnny talks about ghosts, but no one tells Johnny Darke what to do.
Johnny knows that a woman has been entering his apartment while he’s at the studio, but he doesn’t know why. (What I don’t know is why Johnny doesn’t just lock his door.) Johnny suspects that the woman is Margaret Canady (Jocelyn Brando), who lived in the apartment before Johnny moved in. Margaret’s boyfriend, Vincent Marsh (H.M. Wynant), is on death row for murder, but as Johnny learns about the case, he sees it as a story about two people who love each other as opposed to a woman who fell in love with a killer.
When Vincent breaks out of prison, he steals a guard’s gun and tells the guard that he’s going to use it to kill Margaret. (That was nice of him.) The police come down to the radio station and ask Johnny if he knows where to find Margaret. Johnny says that Margaret is probably at his apartment. After the police leave (and, strangely, do not immediately head over to Johnny’s apartment), Johnny calls his place and Margaret answers the phone. Apparently, Margaret’s not very good at secretly breaking into places.
When Johnny hears Vincent arrive over the phone, he hops over to his microphone and gives a cryptic message to “the ghost in the big brown chair” that the ghost who has just arrived is not in love with her. Then Johnny goes to his apartment and talks Vincent down.
This was a pilot for a series that would have featured Johnny Darke getting involved in the lives of his listeners. Jack Carson is likable as Johnny, which almost makes up for the fact that the story itself makes absolutely no sense. Why doesn’t Johnny just lock up his apartment before he heads to work? The implication is that Margaret is sneaking into the apartment to wait for Vincent to return, but there’s also a scene where it’s revealed that she’s secretly living with the building’s landlady. That scene is never followed up on. As I already mentioned, the biggest plot hole is that the police don’t immediately head over to Johnny’s apartment when they hear that Margaret is there. If they’re so determined to catch Vincent and they know that Vincent is planning on killing Margaret, why does it take them so long to actually go to the apartment? It seems like that should have been their priority.
Interestingly enough, the pilot ends with Jack Carson stepping out of character and offering up some statistics on the value of records purchased in 1957 ($4,000,000 worth) and the number of radio stations in the country. Carson explains that DJs are everywhere and every DJ has a million stories that could be adapted for Darke of the Night. He then brings on two actual DJs, Peter Potter and Al Jarvis. Both Potter and Jarvis endorse the idea of a weekly television series about a DJ.
It’s odd but, in its way, kind of touching. Jack Carson just seems so earnest and sincere about his desire to star as a radio DJ! Unfortunately, it didn’t happen for him. The pilot aired as part of the Studio 57 anthology series and that was that. Carson may not have gotten to play a DJ on a weekly basis, but two years later he co-starred in Cat on a Hot Tin Roof with Paul Newman and Elizabeth Taylor. Carson passed away in 1963 at the far too young age of 52, but he’ll live forever wherever classic movies are appreciated.
Review: The Blood of Dawnwalker

“Lord, please grant me the strength to resist this damn thirst… Grant me the will to keep the beast at bay.” — Coen
The Blood of Dawnwalker is a strong first showing from Rebel Wolves: a dark-fantasy action RPG that uses its vampire premise as the foundation for combat, exploration, role-playing, and player choice rather than as a simple visual hook. It is moody, bloody, occasionally demanding, and clearly made by a team that understands why players enjoy wandering through a richly imagined fantasy world and stumbling into trouble on their own terms.
Rebel Wolves comes into this project with a pedigree that is hard to ignore. The Polish studio includes several former top creatives from CD Projekt Red, the developer best known for The Witcher series and Cyberpunk 2077. Co-founder and game director Konrad Tomaszkiewicz directed The Witcher 3: Wild Hunt and held senior production and directing roles on Cyberpunk 2077, while other key Rebel Wolves figures—including narrative director Jakub Szamałek, art director Bartłomiej Gaweł, design director Daniel Sadowski, and creative director Mateusz Tomaszkiewicz—also have experience across The Witcher and Cyberpunk projects. That background does not mean The Blood of Dawnwalker is simply another Witcher, but you can absolutely see the shared interest in morally messy quests, local legends, dense world-building, and player-led approaches to problems.
The setting is one of the game’s greatest strengths. The Blood of Dawnwalker takes place in the fictional Vale Sangora, a dark medieval valley positioned in a 14th-century Europe devastated by plague, fear, political collapse, and religious unease. It is the kind of setting where villagers whisper about curses, old forests feel genuinely hostile, abandoned ruins suggest much older civilizations beneath the current order, and every noble house or holy institution seems to be concealing something ugly. Rather than relying only on the usual medieval-fantasy shorthand of castles, taverns, and bandits, Rebel Wolves grounds the setting in a more distinctive historical and cultural blend.
The world-building draws on local myths, folklore, legends, archetypes, and archaeological discoveries associated with Southeastern and Central Europe, especially Romania, Hungary, and Poland. Vale Sangora is not meant to be a direct recreation of any one real place, but the regional influence gives it a different texture from fantasy worlds modeled primarily on England, France, or generic “medieval Europe.” The atmosphere leans into Carpathian landscapes, mountain settlements, burial traditions, old sacred sites, folk monsters, regional superstition, and the tension between Christian authority and older beliefs that never fully disappeared. It gives the game a sense of place. You are not just moving through another interchangeable fantasy map; you are exploring a region where history, religion, folklore, and the supernatural seem permanently tangled together.
At the center of everything is Coen, a young man who exists between two states. By day, he is human. By night, he transforms into a vampire-like being called a Dawnwalker. That central duality is not merely part of the story or a convenient excuse for some special moves. It changes how you play the game, how you navigate locations, what abilities you have access to, and how you approach encounters. The day-and-night structure is easily the best thing about The Blood of Dawnwalker, because it keeps the game from becoming mechanically repetitive.
During the day, Coen plays more like a tough but vulnerable medieval warrior with access to unsettling occult magic. Human combat revolves around swordplay, and Rebel Wolves has put a surprising amount of thought into making that combat flexible for different kinds of players. If you prefer a simpler action-RPG setup, the game includes Omniattack and Omniblock options, allowing you to focus on timing, movement, and general survival without constantly managing directional inputs. If you want something more technical, you can use directional attacks and directional blocks, choosing which side to strike or defend from while reading an enemy’s position and responses.
That more hands-on combat style can make a fight feel like a proper duel instead of a button-mashing brawl. Blocking an incoming strike from the correct direction, parrying at the right moment, and following with a counterattack gives human Coen a satisfying grounded quality. He is capable, but he is not invincible. You need to pay attention to spacing, defense, stamina, and the number of enemies surrounding you. In a genre full of heroes who can flatten entire rooms without slowing down, there is something refreshing about the daytime game making you respect a sword fight.
Coen’s daytime magic adds another useful layer. His human abilities are tied to runes carved into his skin, turning scars into magical tools. Because his vampiric transformation heals those marks at night, this style of magic is specifically associated with his daylight form. That is a clever bit of design because it prevents daytime Coen from feeling like the lesser, restricted version of the protagonist. He has his own advantages and his own way of interacting with the world. Some magic is built for combat, but the more interesting powers support investigation and exploration. Compel Soul, for example, allows Coen to communicate with the dead, opening up possibilities for gathering information, investigating mysteries, and finding answers that living characters may not be willing or able to provide.
The nighttime half of the game delivers the vampire power fantasy, but it does so in a way that changes the rhythm rather than simply making Coen stronger. Once darkness falls, Coen gains vampiric abilities that favor speed, aggression, stealth, and vertical movement. His claws become central to combat, offering a more brutal and immediate alternative to the controlled, weapon-based swordplay of the day. Nighttime fights can feel much more predatory. You are quicker, more mobile, and better equipped to overwhelm isolated enemies, but there is also a constant undertone of hunger and self-control.
Blood is not just a healing item with gothic packaging. Feeding is tied to Coen’s condition, and managing bloodlust is part of the vampire experience. You can draw blood from different sources, and the choice can matter both mechanically and morally. Feeding may help sustain Coen, but it also makes the player consider what kind of person—or creature—he is becoming. If his hunger becomes too severe, he can become weakened or lose control, creating the possibility of consequences beyond a routine game-over screen. It is a more interesting use of vampirism than simply giving the player red eyes and a damage boost.
The other major nighttime advantage is movement. Coen can use Shadowstep, a short-distance teleporting ability that opens up fast escapes, surprise attacks, rooftop routes, stealthier paths, and alternate ways through guarded spaces. This is where the game’s two identities really begin to click. A location that seems straightforward during the day may reveal a completely different set of opportunities after dark. Walls, balconies, broken towers, rooftops, scaffolding, cliffs, and high windows become potential routes instead of mere scenery. At night, the game lets you think less like a knight walking through a gate and more like a supernatural predator looking for the path no one else can use.
The RPG side of The Blood of Dawnwalker is equally important, because the game does not treat dialogue as a brief pause between fights. Conversations can shape how characters view Coen, what information he receives, which opportunities become available, and how a given conflict develops. Your choices determine whether Coen comes across as diplomatic, threatening, manipulative, compassionate, secretive, ruthless, or simply desperate. That gives conversations a genuine role-playing function. You are not only picking the response that earns a reward or advances a marker; you are deciding how Coen handles people in a world that already fears monsters and has plenty of reason not to trust strangers.
Those choices carry beyond individual scenes. A side quest can be solved through violence, investigation, negotiation, stealth, supernatural ability, or a decision to walk away and deal with something else. The same applies to major story missions. A locked fortress, guarded estate, religious site, village dispute, or monster problem might offer more than one entry point and more than one resolution. You may learn useful information in a conversation, use your daylight magic to uncover a clue, wait for nightfall to find a new route, take the direct combat approach, or commit to a choice that changes the fate of a character or local community. The game’s best role-playing ideas come from allowing those systems to overlap rather than separating “dialogue choices,” “combat,” and “exploration” into isolated parts of the experience.
That design philosophy extends to quests and the larger structure of the game. The Blood of Dawnwalker uses a 30-day-and-night timeframe, but it does not appear to be a harsh real-time countdown that forces players to sprint through the main story. Time is treated as a resource. It advances when Coen commits to important actions, missions, or major choices, rather than simply because the player spent too long exploring an abandoned mine or checking every corner of a village. Before spending time, the game indicates the cost, letting players decide whether an opportunity is worth pursuing.
This makes the game’s narrative mechanics more meaningful than the usual good-versus-evil decision wheel. You cannot necessarily see every story thread, solve every problem, help every character, or complete every quest in one run. The order in which you pursue objectives matters, conversations can send situations in different directions, and choices made during side content can influence the broader experience. A main quest may be approached differently depending on what you learned elsewhere, who you allied with, which characters remain available, and whether you arrive as human Coen by day or vampire Coen by night.
The game’s multiple endings are a natural consequence of that structure. Rather than feeling like an arbitrary final selection screen, different endings grow out of the cumulative choices you make throughout the adventure: how you resolve key quests, how you handle relationships, what paths you prioritize, what consequences you accept, and how you use—or resist—Coen’s vampiric nature. That makes replay value feel built into the narrative rather than added afterward. A second playthrough is not just an excuse to choose a different dialogue line at the end; it is a chance to take alternate quest routes, make different alliances, pursue missed story threads, try new solutions, and see how those decisions reshape the road toward a different conclusion.
The biggest compliment I can give The Blood of Dawnwalker is that its mechanics and setting reinforce each other. The 14th-century landscape of Vale Sangora is not just a place to fight monsters; it is a setting built to make monsters feel plausible. In a world shaped by plague, rural isolation, ancient ruins, fragile faith, folklore, and social desperation, stories of vampires, curses, spirits, and hidden things in the dark do not feel like random fantasy decoration. They feel like natural extensions of how people might interpret a brutal and frightening world.
There are still a few potential sticking points. Players looking for a breezy, simple action game may find the more deliberate sword mechanics demanding, especially if they opt into directional offense and defense. The time-management framework may also create anxiety for people who dislike the idea of missing quests or content. The bloodlust system will depend heavily on balance: it needs to create real tension without becoming repetitive busywork. Still, those are the risks of a game trying to do something more ambitious than handing the player another enormous map full of icons.
Overall, The Blood of Dawnwalker succeeds because it has a real point of view. Rebel Wolves has taken a familiar fantasy subject—vampires—and tied it to an unusually specific cultural and historical atmosphere, then built its RPG systems around the tension between humanity and monstrosity. Daytime Coen is a sword-wielding investigator marked by ritual magic; nighttime Coen is a fast, lethal hunter with new routes through the world and dangerous urges to manage. Add in consequential conversations, flexible quest solutions, branching story paths, and multiple endings, and the game becomes much more than a vampire action RPG. It is a role-playing experience designed to make each player’s version of Coen—and each journey through Vale Sangora—feel meaningfully different.
Join #TubiThursday For First Blood!
Hi, everyone! Tonight, on Mastodon, I will be hosting the #TubiThursday watch party! Join us for 1982’s First Blood!
You can find the movie on Tubi and you can join us on Mastodon at 9 pm central time! (That’s 10 pm for you folks on the East Coast.) We will be using #TubiThursday hashtag! See you then!
Scenes That I Love: The Alien Arrives in Robert Wise’s The Day The Earth Stood Still
On this date, 112 years ago, filmmaker Robert Wise was born in Winchester, Indiana. He started his career as an editor (and was Oscar-nominated for his work on Citizen Kane) and then eventually branched out into directing. From the mid-forties to the year 2000, Wise directed every genre of film. He won two Oscars for Best Director, one for West Side Story and one for The Sound of Music. He was also the first director to helm a Stark Trek film with 1979’s Stark Trek — The Motion Picture.
Today’s scene that I love comes from Wise’s 1951 masterpiece, The Day The Earth Stood Still. In this scene, America watches as a UFO darts across the sky and eventually lands in Washington D.C. Though it’s a simple scene, it deftly captures the wonder of the moment.
4 Shots From 4 Films: Special Fred Olen Ray Edition
4 Or More Shots From 4 Or More Films is just what it says it is, 4 shots from 4 of our favorite films. As opposed to the reviews and recaps that we usually post, 4 Shots From 4 Films lets the visuals do the talking!
Today, the Shattered Lens wishes a happy birthday to the one and only Fred Olen Ray! It’s time for….
4 Shots From 4 Fred Olen Ray Films
Artwork of the Day: La Paree (by Peter Driben)
Music Video Of the Day: Missing You by John Waite (1984, directed by Kort Falkenberg III)
This video was shot in downtown Los Angeles, near Pershing Square and its popularity on MTV helped to push the song to the top of the US charts. The song was inspired by Waite’s feelings while he was working and away from his wife. Myself, I’ll always think about it as being the song playing on the radio while I was driving a white Cadillac across the beach in Vice City. Unfortunately, I got so into the song that I drove the car straight into the ocean. That was when I discovered that Tommy Vercetti couldn’t swim.
Enjoy!
Late Night Retro Television Review: 1st & Ten 5.2 “The Con”
Welcome to Late Night Retro Television Reviews, a feature where we review some of our favorite and least favorite shows of the past! On Wednesdays, I will be reviewing 1st and Ten, which aired in syndication from 1984 to 1991. The entire series is streaming on Tubi.
This week, the Bulls get a new quarterback.
Episode 5.2 “The Con”
(Dir by Stan Lathan, originally aired on October 18th, 1989)
Following the murder of Doug Clayton (who, if I remember correctly, was still alive in last season’s flash-forward), the Bulls need a new quarterback. T.D. Parker (O.J. Simpson) is contacted by a former player who now works as a prison guard. Vito Del Greco (Chris Meloni) is the prison’s best quarterback. He’s been serving time on a manslaughter charge, but he’s set to be released. T.D. watches Vito throw the ball once and signs him.
Coach Denardo isn’t happy. “I’m not a parole officer!” Kristy Fulbright and Michael Westwood aren’t happy either. They want a big name at quarterback. T.D. believes in Vito but still agrees to put him on the inactive list. A previously unseen and unmentioned player named Lenny Santino is hired as the new quarterback.
Vito struggles to fit in with the other Bulls and to adjust to being a free man. Billy Cooper makes the mistake of singing “Jailhouse Rock” off-key and gets punched out. “Nobody makes fun of Elvis!” That night at a bar, Vito is nearly goaded into another fight. (His manslaughter conviction came from a bar fight.) He announces, “Del Greco is dead,” and leaves.
That weekend the Bulls play their first game of the season. Under Santino’s uncertain leadership they lose 41–7. In the owner’s box, Kristy wonders what happens when the Bulls lose. T.D. tells her that when you lose, the fans chop off your head. Well, T.D. would know something about that.
In the locker room, Vito approaches T.D. and says Del Greco is dead. His name is now Johnny Gunn, and he is going to be the new quarterback of the California Bulls. T.D. gives him a shot because “Johnny Gunn… that sounds like a quarterback to me!”
Meanwhile, Bubba is stunned to learn his wife is cheating on him. Zagreb is tricked into a phony stock scheme. It turns out Billy and Dr. Death set him up as revenge for Zagreb’s tell-all memoir.
After the Bulls went undefeated last season, it was kind of nice to see them lose this week. It’s always more fun to root for the underdogs. As you probably already guessed, the most interesting thing about this episode is the introduction of a young, intense, rather skinny Chris Meloni as Vito Del Greco, a.k.a. Johnny Gunn. Meloni even had hair. That’s how old this episode is.
Will Johnny lead the Bulls back to the championship game? We’ll see.







