Review: Fallout (Season 2, Episode 1 “The Innovator”)


“Control is not control unless it’s absolute.” — Robert House

Episode 1 of Fallout Season 2 eases us back into the irradiated chaos with a deliberate pace that prioritizes atmosphere over non-stop action, reminding everyone why this show’s wasteland feels so lived-in and unpredictable. Titled something along the lines of a nod to foresight amid apocalypse, it shifts the spotlight toward the glittering promise of New Vegas while weaving in threads from the vaults and the open road, all without feeling like it’s just recapping old ground. The result is a premiere that builds quiet dread and dark laughs in equal measure, setting up a season that promises to dig deeper into the franchise’s corporate nightmares and personal vendettas.

Right from the jump, the episode grabs attention with a slick demonstration of pre-war tech gone horribly right—or wrong, depending on your perspective. Justin Theroux as Robert House commands the screen as a slick-suited mogul, his magnetic performance dripping with oily charisma and precise menace as he demos a mind-control gadget on skeptical workers, his unhinged glee peaking in a catastrophic head-explosion that hilariously exposes tech’s lethal limits. It’s peak Fallout absurdity: blending high-tech horror with retro-futurist flair, like if a 1950s infomercial took a fatal detour into Black Mirror territory. This opener not only hooks you visually but plants seeds for how old-world ambition fuels the post-apoc mess, tying neatly into the larger puzzle of who pulled the triggers on those bombs.

The core trio gets prime real estate here, each storyline humming with tension that advances their arcs without rushing the reveals. Lucy (Ella Purnell), still clinging to her vault-bred optimism, teams up with The Ghoul (Walton Goggins) for a Mojave trek that’s equal parts banter and brutality. Their pit stop at a rundown motel turns into a classic role-playing moment—talks fail, bullets fly, and suddenly you’re knee-deep in the kind of chaotic shootout that screams video game roots, but with character stakes that make the gore hit different. The Ghoul’s gleeful savagery clashes beautifully with Lucy’s reluctant humanity, sharpening their odd-couple dynamic into the show’s emotional engine, where every kill or quip peels back layers of trauma and growth.

Meanwhile, flashbacks to the days before the flash illuminate the cowboy’s (Walton Goggins) haunted past, dropping him into a high-stakes conspiracy involving energy breakthroughs and power grabs that could rewrite history. These segments pulse with moral ambiguity, showing how one man’s vision—or hubris—shapes the ruins we roam today, all delivered through sharp dialogue and tense standoffs that avoid info-dumps. It’s a smart way to expand the lore, making the pre-war era feel as treacherous and satirical as the wasteland, while hinting at butterfly effects that ripple straight to the present-day action.

Back underground in Vault 31, Norm (Moisés Arias) faces a grueling isolation game, rationed and rationed until desperation breeds rebellion. Pacing a sterile corridor lined with frozen execs, he grapples with the cold calculus of survival versus unleashing corporate ghosts, culminating in a choice that’s as chilling as it is inevitable. This thread underscores the series’ knack for turning confined spaces into pressure cookers, where ideology and instinct collide, and it mirrors the surface-level horrors in a way that unifies the episode’s split timelines. No capes or saviors here—just raw human (or post-human) frailty amid institutional rot.

What elevates this opener beyond fan service is its thematic cohesion: progress as the ultimate wasteland monster, whether it’s mind-bending devices in hidden labs, faction wars over scraps of the old world, or vaults masquerading as utopias. The production design shines, from neon-drenched ruins evoking casino glamour turned grim to grotesque experiments that nod to the games’ darkest quests without aping them beat-for-beat. Humor lands in the margins—snarky one-liners amid mayhem, visual gags like branded apocalypse merch—keeping the bleakness palatable and true to the source material’s satirical bite.

Pacing-wise, it unfolds like a slow-burn fuse: the front half reacquaints us with players and places, building investment through intimate beats, while the back ramps up with visceral twists that leave you hungry for more. A few moments drag if you’re craving instant explosions, but that’s by design—this isn’t a rollercoaster start; it’s a deliberate march toward war, factions aligning, and secrets cracking open. Lucy’s pursuit of family truth intersects with tech terrors in ways that feel organic and ominous, promising escalations that blend personal drama with world-shaking stakes.

Visually and sonically, Fallout Season 2 flexes harder, with practical effects that make every mutant skirmish or gadget malfunction pop off the screen, backed by a score that mixes twangy guitars with synth dread for that signature retro-punk vibe. Layered atop that is the inspired use of 1950s-era music—crooning ballads and peppy tunes playing ironically over carnage and corporate horror—anchoring the show’s aesthetic in its ironic nostalgia for a “better” past that led to ruin. The leads ooze chemistry, stealing scenes with micro-expressions that convey volumes, while supporting turns add layers of menace and mirth. It’s not flawless—the multi-threaded structure demands attention, and some setups tease bigger payoffs down the line—but as a launchpad, it nails the balance of homage, innovation, and binge bait.

Ultimately, this episode thrives on Fallout’s core irony: in a world built on fallout from unchecked ambition, our survivors scrape by with grit, guns, and grudging alliances. It honors the games’ sprawl while carving its own path through New Vegas’ shadows, teasing faction intrigue, tech horrors, and moral quagmires that could redefine the Mojave. If Season 1 proved the concept, Episode 1 of Season 2 whispers that the real radiation burns are just heating up—grab your Pip-Boy, because this wasteland’s about to get a whole lot wilder.

Review: Fallout (Season 1)


“War never changes. You look out at this Wasteland, looks like chaos. But here’s always somebody behind the wheel.” — The Ghoul

Fallout’s first season lands like a mini-nuke: messy around the edges, but undeniably powerful and surprisingly fun. It’s one of those adaptations that feels comfortable being both a love letter to the games and its own weird, often hilarious beast.

Set a couple of centuries after nuclear war, Fallout drops viewers into a retro-futurist wasteland where 1950s aesthetics collide with irradiated horror and corporate evil turned up to eleven. The show splits its focus between three main threads: Lucy, a bright-eyed vault dweller forced to leave her underground utopia; Maximus, an eager but insecure squire in the Brotherhood of Steel; and The Ghoul, a bounty hunter whose past life as a pre-war actor slowly bleeds through his charred exterior. The decision to juggle these perspectives is smart, because each storyline scratches a different itch: Lucy carries the emotional core and fish-out-of-water comedy, Maximus gives the militaristic, power-armor fantasy with a side of satire, and The Ghoul supplies the hard-boiled noir edge and moral ambiguity. The result is a season that rarely feels static; even when one plotline stalls a bit, another kicks in with fresh energy.

The tone is one of the show’s biggest strengths. Fallout leans hard into pitch-black humor without ever completely undercutting the stakes, which is harder to pull off than it looks. Limbs fly, heads explode, dogs get eaten, and yet the show keeps finding a way to make you laugh at the absurdity without turning the apocalypse into a joke. The violence is graphic and frequent, but it usually serves a purpose: to remind you that this world is brutal, even when the characters are cracking wise or bartering over chems. If the games felt like wandering into a deranged theme park built on the ruins of civilization, the series captures that same feeling of “this is horrible, but also kind of hilarious.” That balance, more than any specific lore reference, is what makes it feel like Fallout rather than just another grimdark sci-fi show.

Performance-wise, the casting is pretty inspired. Ella Purnell plays Lucy with this mix of optimism, naivety, and stubborn decency that could easily have been grating, but instead becomes the emotional anchor of the whole season. She brings just enough steel to the character that her idealism feels like a choice, not a default setting. Aaron Moten’s Maximus is a slower burn, and early on he risks fading into the background as “generic soldier guy,” but the more the show digs into Brotherhood politics, insecurity, and the pressure to be “worthy” of power armor, the more interesting he becomes. Walton Goggins, though, more or less walks away with the show. As The Ghoul, he’s vicious, funny, and weirdly tragic, and the flashbacks to his pre-war life give the season some of its most compelling dramatic beats. There’s a sense of continuity in his performance between the slick actor he was and the monster he becomes that keeps the character from feeling like a one-note cowboy caricature.

Visually, Fallout looks a lot better than a streaming adaptation of a video game has any right to. The production design leans into practical sets and tactile props where possible, and it pays off. Power armor has real heft, the vaults look lived-in rather than just glossy sci-fi hallways, and the wasteland feels like a place where people actually scrape out a living instead of just a CGI backdrop. The show has fun with the franchise’s iconography—Nuka-Cola, Pip-Boys, Vault-Tec branding, goofy radios—but it rarely pauses to point and wink too hard. The design team clearly understands that Fallout is basically “atomic-age corporate optimism weaponized into apocalypse,” and that theme is baked into everything from costumes to billboards rotting in the sand. Even the creature designs, like the mutated critters and ghouls, walk that line between unsettling and cartoonishly over-the-top, which fits the overall tone.

On the writing side, the structure of the season feels very much like an RPG campaign. Episodes often play like individual “quests” that build toward a bigger mystery: Lucy stumbling into a bizarre settlement, Maximus dealing with Brotherhood politics, The Ghoul chasing a lead that intersects with both of them. That quest-chain structure gives the first half of the season a propulsive, almost episodic energy, and it’s one reason the show is so watchable. At the same time, this approach has trade-offs. Sometimes character development feels a bit checkpoint-driven—people change because the story needs them to for the next “quest,” rather than as a smooth emotional progression. You can occasionally see the writers nudging the pieces into place, especially as the season barrels toward the finale.

Fallout sits in an interesting sweet spot when lined up against another prestige video game adaptation like HBO’s The Last of Us. Instead of treating the games as a sacred script that must be recreated line for line, it treats the Fallout universe as a shared sandbox—a tone, a style, a set of rules—rather than a fixed storyline that must be obeyed. Where The Last of Us is largely a faithful retelling of Joel and Ellie’s journey, Fallout seems far more interested in asking, “What else can happen in this world?” instead of “How do we restage that iconic mission?” It borrows the franchise’s black-comedy vibe, retro-futurist Americana, and corporate dystopia, then builds mostly original plots and character arcs on top.

That choice immediately gives the writers room to play. They’re not constantly checking themselves against specific missions, boss fights, or famous cutscenes; they’re free to jump around the timeline, invent new factions or townships, and reframe old ideas in ways that a beat-for-beat adaptation could never manage without sparking outrage. This approach also lets Fallout add to the lore instead of just reanimating it in live action. Because it’s not locked into recreating a particular protagonist’s path, the show can explore corners of the wasteland that were only hinted at in the games, complicate existing factions, or take big swings with backstory and world history. That kind of freedom inevitably creates some continuity friction for hardcore fans, but it also keeps the series from feeling like a lavish, expensive recap of something players already experienced with a controller in hand. Where The Last of Us excels by deepening and humanizing a story many already know, Fallout thrives by expanding its universe sideways, treating the source material as a toolbox rather than a template—and that makes it feel more like a genuine new chapter in the franchise than a live-action checklist.

Thematically, the show has more on its mind than explosions and fan-service, which is nice. Fallout keeps circling back to questions about corporate power, the illusion of safety, and how far people will go to preserve their own little slice of control. Vault-Tec’s smiling fascism is a blunt but effective metaphor for real-world systems that promise protection while quietly planning for everyone’s demise. The Brotherhood of Steel, meanwhile, becomes a vehicle for exploring militarized religion, hierarchy, and the dream of “owning” technology and knowledge. None of this is subtle, but Fallout isn’t a subtle franchise to begin with, and the series has enough self-awareness to let its satire stay sharp without slowing everything down for speeches. When it hits, it feels like the writers are asking, “Who gets to decide what’s worth saving when everything’s already gone?”

Where the season stumbles most is consistency. The pacing isn’t always smooth; some mid-season episodes are stacked with memorable set pieces and character moments, while others feel like they’re mostly there to set up endgame twists. The finale, in particular, is likely to be divisive. On one hand, it ties several plot threads together, drops a couple of bold lore swings, and sets up future seasons with a few big, crowd-pleasing reveals. On the other hand, it rushes emotional payoffs and leans heavily on explaining rather than letting certain developments breathe. The shift in tone in the last episode is noticeable enough that some viewers may feel like they suddenly switched to a slightly different show. It’s not a deal-breaker, but it does mean the season ends with more “wow, that was a lot” than a clean emotional landing.

As an adaptation, this freedom-to-expand strategy pays off by appealing to longtime fans and welcoming newcomers without getting bogged down in purist debates. Fans of the games will catch tons of details, locations, and tonal echoes that feel like affectionate nods rather than empty easter eggs. At the same time, the show isn’t just re-skinning existing game plots, which is a good call. It feels like a side story in the same universe rather than a strict retelling. That said, the lore choices late in the season—especially around the broader timeline and certain factions—are bound to spark arguments. If someone is deeply attached to the canon of the older games, some of the retcons and reinterpretations might play like a slap in the face. If someone is more relaxed about canon and just wants an entertaining, coherent story in that world, the show will probably land much better.

The writing of individual scenes shows a lot of care, especially in the way humor and dread coexist. Some of the best moments aren’t the big action beats but the small conversations: a strange, tense chat in a ruined diner, a piece of pre-war media resurfacing at the worst possible time, or a casual bit of wasteland banter that suddenly turns threatening. The dialogue sometimes leans too modern for the retro setting, but the rhythm feels natural enough that it rarely jars. When the show is firing on all cylinders, it nails that specific Fallout flavor: characters staring at incomprehensible horror and responding with a joke, a shrug, or a desperate sales pitch.

If there’s one area where the season could improve going forward, it’s in fleshing out the secondary cast and giving certain arcs more emotional weight. Some supporting characters are memorable and sharply drawn, while others feel like they exist mainly to be lore-delivery devices or cannon fodder. The world feels rich enough that it can absolutely sustain more side stories and slower, character-focused detours. A little more breathing room for relationships—whether friendships, rivalries, or romances—would help the big twists land harder and keep the show from occasionally feeling like it’s sprinting from spectacle to spectacle.

Overall, Fallout’s first season is a strong, confident debut that understands what made the games stand out without being slavishly beholden to them. It’s funny, brutal, stylish, and surprisingly character-driven for a show that spends so much time reveling in bloodshed and nuclear kitsch. The missteps in pacing and the polarizing choices in the finale keep it from being flawless, but they also signal a series willing to take risks rather than play it safe. For viewers who enjoy genre TV with personality, and for gamers who have been burned by adaptations before, this season is absolutely worth the trip into the wasteland. It doesn’t just survive the jump to live action; it stomps into it in full power armor, flaws and all.

“Shark Encounters of the Third Kind” Review by Case Wright, (Dir. Mark Polonia, Writer John Dalton)


Happy Horrorthon! I have seen a lot of bad movies over the years, but this might be the worst movie ever made. “The Room” by Tommy Wiseau is provably better than “Shark Encounters of the Third Kind” because much of “The Room” took place in rooms; whereas, this “shark horror film (note the poster above)” took place mostly on land, kitchens, parking lots, docks, and a creepy onanist’s basement. There is actually a scene where an incel guy slowly walks down the stairs to his “Man Basement” and puts in a VHS tape, sighs, leans back, and…. he watches a documentary on alien abductions. Yep, that’s all he was up to…watching a documentary. “Shark Encounters of the Third Kind” sponsored by the Carpal Tunnel Foundation of America.

Some of you might be like- “Case, you always judge these films really hard and these people have feelings… probably.” Hear me out, the Polonias (this films’ director/producer) and Alex Maganas (Smiling Woman creator) of the world don’t care about my feelings when they make these terrible things. I was thinking: is there a way that I would be able to give this film a positive review? I think so: if my neighbor had a three year old and this three year old told me, “Mr. Casey, I made a movie and a boom boom.” I’d watch the movie with his family and cheer him on, but this is not the case here. So, this movie gets no breaks from me.
Really, look at the villains!

This Alien Has EVIL Potholders!
I believe this is the plot: the villains are NOT the sharks. The villains are aliens who are doing a reconnaissance mission to earth and there are sharks involved somehow – rarely. Mostly, this film is a big honking crazy mess. The poster is not terrible…. so there’s that.

Another observation: the film is really into doing closeups….A LOT. For example, they spend a lot of time on this actor’s face (below). He is definitely NOT a shark. You wonder why this movie only has 8 minutes of shark scenes. I think the shark scenes were too expensive and you need to make more time for Oven Mitt Alien guy (above).

There is really no reason for you to watch this film. I’m sure that you have done something good in your life- spare yourself.

Reacher, S1 Ep8, “Pie”


The finale begins with BETRAYAL. The “good” FBI agent who set up the safehouse- Picard was in on it THE WHOLE TIME!!! DUN DUN DUN. KJ is there being a psychopath and for some reason they aren’t just killing everyone. WHY? I mean they were all pew pew pew throughout the miniseries, but now it’s chit chat time??? KJ killed EVERYONE! He killed his Dad, Morrison, Deputy Deadmeat and Mrs. Deadmeat, Reacher’s brother, and the Last Unicorn. I’m not a huge unicorn fan; so, that one I’m fine with that one. AHHH, KJ wants Reacher to find Hubble and if he does it, he’ll release Hubble’s wife and kids. I doubt it, but ok – let’s see where this goes.

Reacher is being forced to track Hubble down and Picard is on him, but why just him? There seems to be no shortage of thugs in this town. Anyway, manages to kill Picard and find Hubble. Ok, why not? Finley is the jail with the crooked cop who’s beating him A LOT, but Reacher busts in the jail with a trick because of course he does!!!

AWESOME! They are grabbing all the guns from the jail. ARMORED UP!!!

Reacher goes to the counterfeiting hideout and there’s fire and killing. It’s awesome.

Soon, I’ll do season 2!!!

Reacher S1 Ep 7, “Reacher Said Nothing”


The episode begins with the one good cop in Margrave – I believe his name is Deputy Deadmeat with his pregnant wife, who knows too much, and is just a few days from retirement. These two people couldn’t be more about to be killed in this show if they jumped into “The Beyond” (shoutout to Lisa). Uh Oh, the dudes in the white garbage bags are heading into Deadmeat’s house.

We have another Reacher flashback. They are forced to move to Germany because they wouldn’t cave to apologizing to the bully in the neighborhood. I’m not sure how I feel about all these flashbacks. They’re good, but we’re in the last two episode’s now; so, as the philosopher Elvis would say- A little less talk and a little more action.

Aaaaand, we’re back.

Deputy Deadmeat and his wife are very very murdered, but at least they didn’t make him eat his own balls; so,….. yay? 

This episode is fun because he goes full Rambo!!! Reacher talks to a dirty cop and surreptitiously tells him that he will be at Hubble’s house that night! He leaves the Mercedes outside so that the murderers know he’s there! It’s AWESOME!!! Power chords are workin’ for him as he puts on the camo paint. So many dudes show up in the white garbage bags and it gets Total Recall with the violence! LOVE IT!!!! 

The room clear to look for Reacher who has laid a trap, but most are using handguns and only one has a shotgun. Handguns aren’t great for house fighting. The shotgun is a much preferred weapon. Why? Projectiles fly VERY fast and you can miss easily; whereas, a shotgun spreads the pain.

The male shirtlessness after the fight is a bit unnecessary. He neatly figures everything out at once that the paper is 1 dollar bills that they bleach and reprint as 100s. I think this could’ve been teased out better if we didn’t have SO MANY FLASHBACKS.

Meanwhile, Finley is trapped in a crappy motel with dudes trying to kill him. I had a similar experience when I was almost murdered in Spain.

I was at bar and an older lady came up to me and just started kissing me right away and then said- this is my cheating husband’s favorite bar and I told him I was going to sleep with the first guy I met. I’ll show him when gets here in five minutes! I threw some bills at the bar and ran out. Why Barcelona, Why???! As I got out onto those damn slippery cobblestones, I saw very large angry man looking around everywhere.

Yes, life comes at you pretty fast: one minute you’re eating shitty paella and getting loaded on Sangria and the next you’re running out of the back door of a bar to get to your penzione, get your shit, and take the first train out of Spain to ANYWHERE. The next morning, I was in Holland.

I hope you enjoyed this recap/review and stay out of Barcelona! I don’t care how many museums they have- it is actually a lot and they are nice, but for me, it will always be Murderville!

Reacher S1 Ep5, No Apologies, Dir Norberto Barba, S1 Ep6


Sorry for the hiatus. I love Reacher, but I also love C8H18 and have to study it ALL THE TIME! Not a lot actually happens in this particular episode- lot of reading, talking, fishing. Yeah, there’s some fishing. We learn that Roscoe’s old boss and mentor knew something was rotten in Margrave, but did not quite know what it was. There’s a river that’s poisoned and we meet Reacher’s old buddy Frances. It does end with a little scare in that Kilner Sr has his throat slit. He was probably a workaholic; so, he was probably going to die at the office anyway.

Episode 6 Papier

The episode begins with the finer points of Venezuelan throat cutting. Charlene is still in a safe house and we learn that Finley’s wife passed away. Charlene’s safehouse is NOT so safe because there’s assassins on trying to kill Charlene and her kids. The question I have is: who isn’t being pursued by murderers in this craphole? Margave is giving Chicago a run for its money! However, we do get to see an assassin killed by his own grenade!

At least, there’s more action than the last episode. I do love the show, but I do think a couple of the episodes were filler and put the bulk of the narrative import at the last 3 minutes. Typically, the show is very tight, but could’ve benefitted from nixing 1 episode.

Reacher decides that he needs to find the people who were helping his murdered brother Joe. Two of them were professors, one is dead. He connects with professor and she explains that Joe was hunting down a counterfeiting ring. It’s all about the paper!!!! They were making the paper for counterfeiting US Dollars in Margrave, shipping them to Venezuela, and poisoning the river to do it!!! DUN DUN DUN! We also learn how Paul Hubbard got pulled into the mob. It’s a lot of…… accounting. So, we’re not going into that.

It does end with A LOT of Reacher- breakin a dude’s leg and stranglin him!!!

Now, with these episodes out of the way, the plot gets goin again!!!