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.

Review: Mercy for None


“The deal was clear—his life for mine. You broke it.” — Nam Gi-jun

Mercy for None is a gritty, intense Korean action drama that drops you into the shadowy underbelly of Seoul’s criminal world, where revenge is less a personal choice and more a brutal currency everyone ends up paying. Adapted from the webtoon Plaza Wars: Mercy for None by Oh Se-hyung and Kim Geun-tae, the series runs a lean seven episodes at roughly 40–45 minutes each, making it a compact but powerful binge. It follows Nam Gi-jun, a former gang enforcer who once carved out a bloody reputation for himself before literally cutting himself out of the life—he slices his own Achilles tendon to walk away after a disastrous job. Years later, when his younger brother Gi-seok, now a rising figure in the underworld, is murdered in what looks like a calculated move in a larger power struggle, Gi-jun is dragged back into the orbit he tried so hard to escape. What begins as a simple quest for payback slowly mutates into a full-blown gang war between rival factions, where old debts, broken promises, and rotten institutions all collide.

The show’s webtoon roots are easy to feel in its storytelling style and visual sensibility. Plaza Wars: Mercy for None was known for its grim noir tone, sharp sense of place, and explosive outbursts of violence, and the drama leans into that DNA rather than sanding it down. The adaptation keeps the basic spine of the story—an aging, wounded enforcer returning to a city carved up by criminal empires—and translates the panels’ rough, kinetic energy into tight, live-action set-pieces. So Ji-sub’s casting as Nam Gi-jun is spot-on: he looks and moves like someone who has survived more fights than he cares to remember, and his presence gives the character that blend of weariness and danger that fans of the source material wanted to see. The direction and writing embrace the original’s grimy, unforgiving atmosphere, focusing on high-stakes confrontations and the emotional cost of violence rather than trying to make the material more broadly “feel-good” or conventional.

At the center of everything is Gi-jun’s arc, and that’s where the series finds its emotional weight. He isn’t written as a slick, wisecracking antihero; he’s a man who carries his history in his body and on his face. When he’s living in hiding, you can feel the way his past still sits on his shoulders, and once he learns how his brother died, the shift in him is less about explosive rage and more about grim resolve. The limp from his old injury, the way he braces himself before every fight, and the quiet moments where he weighs what he’s about to do all help make him feel like a person first and a genre archetype second. That keeps the show from collapsing into pure revenge fantasy, even when Gi-jun tears through rooms full of armed men; there’s a sense that every win costs him something.

The supporting cast gives the drama a lot of texture, especially the older gangsters who make up the city’s criminal backbone. These men are written as survivors who’ve spent decades navigating backroom deals, territory disputes, and shifting alliances; they don’t just feel like generic “boss” figures but people with their own codes and grudges. Their scenes have a heavy, lived-in tension, even when nobody is throwing a punch. By contrast, some of the younger characters—the hotheaded heirs and ambitious underlings—can feel more sketched in. They bring energy and chaos, but their motivations and personalities aren’t always explored as deeply as they could be, which sometimes makes their big turning points land a little softer. The show also makes the deliberate choice to center almost entirely on men, with women mostly absent or on the fringes. That tight focus suits the idea of a closed, hyper-masculine underworld, but it does limit the emotional and thematic range.

Where Mercy for None really swings for the fences is in its action. The fights are brutal, messy, and grounded, full of close-quarters grappling, improvised weapons, and bodies hitting concrete hard. There’s a clear sense of geography in most of the set-pieces: you can tell where everyone is in a hallway brawl or a parking garage ambush, and the camera usually holds long enough to showcase the choreography without turning everything into a blur. Gi-jun’s physical limitations are baked into the way he moves; he fights like someone who knows his body can betray him at any second, relying on experience, ruthlessness, and timing more than sheer athleticism. As the series goes on, though, it does start to push him closer to the edge of believability, with him surviving punishment that would realistically stop anyone else. Whether that bothers you will depend on how much you’re willing to accept heightened genre logic in exchange for cathartic, over-the-top showdowns.

Stylistically, the series leans into a very specific mood: lots of night shots, harsh lighting, and cramped locations that make the city feel like a maze of traps and dead ends. Bars, offices, stairwells, garages, and back alleys all start to feel like different battlegrounds in the same endless war. When the show occasionally cuts to quieter, more open environments—like scenes from Gi-jun’s life in seclusion—they almost feel like they belong to a different world. That contrast reinforces just how suffocating his return to Seoul is. The music tends to underscore rather than dominate, and while it may not be the kind of score you walk away humming, it adds an extra layer of tension to confrontations and a sense of heaviness to the aftermath of each fight.

Structurally, Mercy for None benefits from being short and focused. With only seven episodes, there isn’t much room for filler, so the story keeps moving—information is revealed, allegiances shift, and every episode pushes Gi-jun further into conflict. There’s no attempt to pad things out with a romance subplot or quirky comic relief, which makes the series feel more like a long crime film than a traditional drama season. At the same time, the show occasionally leans on familiar rhythms: Gi-jun confronts a new layer of the conspiracy, storms another stronghold, leaves a trail of bodies, and moves on. A bit more variation in the types of obstacles he faces or the perspectives we follow might have made the middle stretch feel less repetitive. Still, the relatively tight run helps prevent that repetition from becoming a serious drag.

On a thematic level, the drama keeps circling back to ideas of debt, loyalty, and the illusion of getting out clean. Gi-jun once believed that sacrificing part of himself physically would allow him to walk away from the life he lived and protect the people he cared about. The story systematically tears that belief apart. The bosses he helped rise are still entangled in their old patterns, the institutions that are supposed to enforce justice are compromised, and his brother’s death becomes proof that the system he once upheld ultimately consumes everyone in its reach. The ending doesn’t offer easy comfort: the people who engineered the power struggle pay a price, but what’s left behind is not some hopeful new order, just ruins. Gi-jun’s revenge lands, but it doesn’t look or feel like a victory.

As a whole package, Mercy for None works very well as a stripped-down, no-frills revenge saga with a strong sense of character and place. Its strengths lie in So Ji-sub’s committed performance, the weighty, bruising action, and the way it translates its webtoon source into something that feels cinematic rather than purely episodic. Its weaknesses—limited female representation, some underdeveloped younger characters, and occasional repetition in structure and escalation—keep it from feeling completely fresh, but they don’t undermine what the show is clearly trying to be. It isn’t out to reinvent the gangster genre; it’s out to inhabit it fully, with a distinctly Korean noir flavor and a protagonist who feels like he’s been carved out of regret and rage.

If you’re looking for a character-driven revenge thriller that leans into dark atmosphere, grounded yet stylized violence, and the slow unraveling of a criminal ecosystem, Mercy for None is absolutely worth the time. If you’re hoping for a broader ensemble piece with varied perspectives, rich female characters, or a more hopeful worldview, this will probably feel too narrow and bleak. As a webtoon adaptation and a compact action drama, though, it stands out as a confident, hard-edged entry that knows exactly what it wants to do and largely pulls it off.

Trailer: Game of Thrones Season 8


Got 8 Night King

Well, we are now at the home stretch of what has been 9 or so years following the events of a little place called the Seven Kingdoms. It’s been a very long wait since the Season 7 ended in the summer of 2017.

When it was announced that there would be over a year of waiting before the final season of Game of Thrones would air, there was a lot of grumbling and bemoaning the fact that such a wait was just too long. Especially since the ending of Season 7 saw the final pieces on the chessboard finally begin to move towards a final showdown between all the different factions.

On one side we have the consummation of the Alliance of House Targaryen and House Stark. On another side we have Queen Cersei in King’s Landing still scheming to try and get the upper hand on all comers. Yet, all must contend with the threat that has just passed through a broken Wall and heading south as the Night King finally invades the Seven Kingdoms.

The series began in 2010 with the tag line, ‘Winter Is Coming,” and Season 7’s finale made a great show of it as winter has even come as far south as King’s Landing. It looks like Season 8 will show everyone that Winter has arrived and fans cannot wait to get on that ride come hell or high water.

Season 8 of Game of Thrones arrives worldwide on April 14, 2019.