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.

TV Review: The Walking Dead 11.4 “Rendition” (dir by Frederick E. O. Toye)


I was up at Lake Texoma this weekend so I missed the latest episode of The Walking Dead when it originally aired.  I did, however, set the DVR for it.  I came back from the lake on Tuesday of this week and while I was eager to watch most of the shows that I had recorded, I really couldn’t summon up much enthusiasm for The Walking Dead.  For the show’s first four or five seasons, The Walking Dead is what I would have immediately watched but, eleven seasons in, the show no longer holds the promise of the unexpected.  Instead, it has settled down into a comfortable pattern.

Earlier today, when I finally did get around to watching Rendition, it all felt very, very familiar.  Once again, Darryl ended up wandering off on his own  Once again, Darryl ended up getting captured and tortured by the latest group of evil humans, The Reapers.  We learned a little about Reaper culture but, despite the whole religion angle, it turns out that the Reapers are just like every other group of evil humans who have shown up in the show.  At this point, even Darryl should be wondering how the exact same thing can keep happing to the exact same guy.

(At first, I was going to say that this episode did change things up a bit by having one of Darryl’s ex-lovers turn out to be a Reaper.  But then I remembered that Darryl’s brother turned up at the Governor’s prison and that was actually a lot more impressive because Darryl’s brother actually had a definable personality of sorts.  He came across as being something more than just a plot point.)

The gimmick with The Reapers is that, before the zombie apocalypse, they served in Afghanistan and they’re now ultra-religious.  That does explain why the Reaper from last week was so happy to see Gabriel and so insistent that Gabriel pray for him.  It also explain why the leader of the Reapers is named Pope, even though that seems more than a bit heavy-handed on the part of the writers.  But who knows?  Maybe this story arc will actually give Gabriel something to do other than glare at everyone with his one good eye.  One can only hope.  Watching this episode, it was hard not to contrast Gabriel’s cry of, “There is no God here!” to Pope’s request (or was it a demand) that Daryl believe in the Reapers’ version of God.

That said, this episode felt way too familiar.  It was well-acted and competently directed and all of that but it still felt a bit too safe for an episode during the final season of a show that, regardless of what it may be now, was once a pop cultural juggernaut.  If you’re like me and you’re hoping things will go out with not just a bang but with a few hundred bangs, it’s impossible not to be disappointed with this season so far.  Let’s hope things pick up and we actually do get the type of finale that The Walking Dead deserves!

TV Review: The Walking Dead 11.3 “Hunted” (dir by Frederick E. O. Toye)


Seeing as how it’s been nearly a week since it aired, I guess I should go ahead and review the latest episode of The Waking Dead. No doubt about it, we’re all about timely reviews here at the Shattered Lens!

The latest episode of The Walking Dead was …. well, it was okay. Actually, it was better than okay. It was actually pretty good. It was well-directed. It was well-acted. There was plenty of gore, if that’s what you’re into. There were a lot of walkers. The Reapers continued to do villainous things for vague reasons. Duncan and Agatha died, so we won’t have to keep track of them anymore. After being absent for the previous two episodes, Carol showed up long enough to do her whole “compassionate but ruthless” thing. Gabriel announced, “God isn’t here anymore” before stabbing a guy in the head. It was all well-done and effective but, and I say this a lot when it comes to The Walking Dead, it was also pretty familiar. That’s the problem when a show like this goes on for 11 seasons. By this point, almost any show is going start to repeating itself and that’s been the case with The Walking Dead for a while now.

The repetitive nature of the show always leaves me with mixed feelings. Yes, the Reapers are frightening and evil but how are they any different from any of the other frightening and evil groups that have showed up over the course of this show? Yes, being eaten by a walker is not a pleasant thought but, by this point, we know that, unless it’s a season finale, only minor characters have to really worry about getting eaten by a walker. Maggie is not going to get eaten by a walker, at least not this early in the season. Neither is Negan, if just because it’s fairly obvious that show’s writers enjoy coming up with sarcastic dialogue for him. That said, I do think The Walking Dead deserves some credit for remaining consistent in its portrayal of a world without hope. The world of The Walking Dead has always been dark and dangerous and the worst thing that the show could do, at this point, would be to pretend like things will ever get better. Even Gabriel has lost his faith, accepting that the world is now ruled by chaos and random destruction.

The stuff with Carol and the horses felt like it was mostly just tacked on to give Carol and Rosita something to do but I enjoyed the interplay between Negan and Maggie. Jeffrey Dean Morgan and Lauren Cohan had an interesting …. well, I guess you’d have to call it chemistry …. in their scenes together. The first three episodes of the season have devoted a lot of time to comparing and contrasting Maggie and Negan’s leadership styles and, interestingly enough, it seems like Maggie has more in common with Negan than she wants to admit. One gets the feeling that her refusal to abandon Alden was as motivated by Maggie’s need to not turn into Negan as it was by any humanitarian impulse. Still, one can see that Maggie is starting to see that Negan might be right. Survival in world ruled by chaos often means abandoning compassion.

Overall, this was a good episode. At this point, The Walking Dead has lost its power to shock but it’s nice to see that it can still occasionally tell an effective story.