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The Wertzone
SF&F In Print & On Screen
Saturday, 16 January 2077
Support The Wertzone on Patreon
After much debate (and some requests) I have signed up with crowdfunding service Patreon to better support future blogging efforts. You can find my Patreon page here and more information after the jump.
Monday, 24 August 2026
Red Dwarf (IX): Back to Earth
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Red Dwarf VIII
Due to a bit of a cock-up in the nanotechnology department, the missing mining ship Red Dwarf has been recreated, along with its thousand plus crew. Lister, the Cat, Kryten and Kochanski find themselves locked up for misuse of classified information and are joined in the slammer by the ship's own version of Arnold Rimmer, restored along with the rest of the crew. Lister and the team have to work out how survive life inside and work out how to escape, or if they even want to.
The history of British science fiction sitcom Red Dwarf is pretty well-known at this point. A patchy but promising first season was followed by a tightly-written and brilliantly funny second season which overcame ropey production values. The third, fourth and fifth seasons saw steadily increasing production values and ever-more-clever science fiction ideas merging with eye-wateringly hilarious scripts and just a touch of character pathos, to create an "imperial period" most TV shows can only dream about. The sixth season was almost as good, but behind-the-scenes tensions between writers Doug Naylor and Rob Grant made it a difficult season to write and shoot, and a growing overreliance on running gags and returning characters and references. A four-year break, due to some of the actors having other commitments or legal problems, and the writing team divorcing for good, was followed by the weakest season yet.
Red Dwarf VII was, with the best will in the world, something of a creative misfire, with Doug Naylor both overstretched in writing or co-writing the entire season with less-experienced writing partners (the idea to lighten the load on him was undercut by him having to rewrite the scripts by those less-experienced teammates, negating the advantages in the first place). The departure of Chris Barrie as Rimmer was a blow, but the addition of Chloe Annett to the cast as Kochanski worked much better than expected. However, the season-long subplot of Kryten being jealous of Kochanski was horrendous and kept dragging down even the better episodes of the season, and the overreliance on running gags and returning concepts was an even bigger problem than in the sixth season.
Red Dwarf VIII starts with Naylor completely revamping the premise of the show, a bold move which was probably necessary for the purposes of trying to find some fresh ideas. The season opens with our regular heroes' ship, the redoubtable Starbug which they've been living in since the end of Season 5, being blown into a million pieces as it crash-lands on Red Dwarf in one of the show's more spectacular set pieces. The return of the recurring cast of Season 1 is initially a great thing, giving our heroes more characters to bounce off, and the idea they've been wasting time and screwing around quite irresponsibly and have to answer for this is interesting, for the five seconds the show spends on it before instead dumping the characters in jail for the rest of the season on decidedly spurious grounds.
The "Red Dwarf crew in the slammer" concept is good but not, I fear, good enough to fill eight episodes. Pacing this season is completely out the window with each episode relying on a few Rimmer & Lister bunk scenes to make them work. This was one of the stronger elements of the first few seasons, eventually phased out due to Craig Charles and Chris Barrie getting on one another's nerves, and here returns because Charles and Barrie had reconnected on the convention circuit and found themselves in a better place. To be fair, these conversations are quite amusing and, though not a patch on the imperial period's exchanges (especially the episode-long laugh-fest that was Marooned in Season 3), are often the highlight of their episodes.
The limitation of the concept is rapidly exposed by the fact that although this season has eight episodes, it only has five stories. The opening episode is split into three parts and a later episode in two, with only three stand-alone episodes resulting, and these struggle to move beyond standard prison cliches. All the gags you'd expect from a lesser series about not picking up the soap, being desperate for any hint of female company etc are here, no cliche is overturned and no long-hanging fruit is left unpicked. The question of why Red Dwarf would do a prison season when it didn't have even a tenth of the wit or charm as say, dedicated prison sitcom Porridge arises, and is left unanswered.
The season suffers hugely from wasted potential. Captain Hollister (Mac McDonald) was a fine comic character in the first two seasons and he gets by on his charisma here, but he is the butt of far too many fat jokes. Fair enough that apparently McDonald himself relished making the jokes far harsher than they had been in the original scripts, but one episode of non-stop fat jokes is maybe pushing it, and by the end of eight you'll have tuned right out of them. Most of the other original cast were unavailable (Selby and Chen get one scene and then never reappear) and Kochanski has been back for a season already (though recast) so the benefit of reuniting our main crewmembers with the OG crew is pretty much lost after the first episode. The return of the original Holly (Norman Lovett) is initially welcome and he gets a few good laughs, but quickly the same problem that caused Holly's departure in the first place reasserts itself: with Kryten around, Holly's standard role as a font of exposition is no longer necessary, and with the addition of Kryten and Kochanski and the returning ship full of characters, it's a struggle for Holly to get any screentime, let alone lines. The fact there are also two Hollies around (the original, left powered down when Red Dwarf was stolen, and a new version rebuilt by Kryten's nanodroids) is an interesting idea thrown up in the first story and instantly forgotten.
There's also little or no interest by Hollister or the other crewmembers in what Lister and co. have been up to for the prior two centuries, which beggars belief. In fact, basic plot logic, already under severe strain in Season 7, goes out the window completely here. Naylor didn't seem to consider that having just four characters stuck in a tiny ship constantly scavenging for supplies was a source of tension, but having (at least) a thousand characters on a voluminous and newly-rebuilt-and-repaired five-mile-long ship is a massive advantage that can overcome almost all threats instantly. The idea of having our regulars joining the suicide squad of the prisoners, going head-first into danger in return for some prison privileges, is great, but ceases being a major plot point pretty quickly.
In terms of the episodes, Back in the Red starts off quite well but by its third part has become almost unwatchable. Cassandra is a potential classic, and easily the strongest episode of the season, with the introduction of an AI that can predict the future with 100% accuracy causing havoc as Rimmer tries to out-logic her. Krytie TV is simply the worst episode of the first eight seasons of Red Dwarf and a strong contender for the worst one ever. The inexplicably extended two-parter Pete has some good ideas (the recurring gag of Rimmer and Lister being dragged repeatedly before the Captain for increasingly insane reasons can actually be quite funny) but mostly appalling execution, with too much toilet humour - albeit of the dinosaur variety - and some vfx calls the show is only barely able to answer.
The season finale, Only the Good..., is promising with Rimmer travelling to a mirror universe where everything is reversed and he gets everything he ever wanted, with the inevitable comedown being quite crushing. However, the cliffhanger ending is inexplicable and weird, and this time the audience had to wait even longer for the resolution (technically they still are, since it has never been answered).
Red Dwarf VIII (**½) starts strong with a lot of potential, but generally fails to execute. The much-improved production values and at-last decent CGI seem to have come at the expense of characterisation, laughs and pathos, with lowest-common-denominator humour and predictable plot twists. The season is helped by a strong guest cast, including Geraldine McEwan and a young Graham McTavish, and Cassandra and Only the Good... at least have some good ideas.
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Tuesday, 18 August 2026
Metro: Exodus
2035. The political struggle for control of the Moscow Metro, where ten thousand survivors from the 2013 nuclear war that ended the old world live with their descendants, has stabilised with an uneasy peace. For Artyom, the hero of the battle at D6, it's an opportunity to follow his dream of finding out what's happened in the world beyond the city limits. The discovery of anomalous radio signals and the capture of an armoured steam train, the Aurora, gives Artyom and his friends their chance to abandon the closed-in world of the Metro for the open skies of the world beyond...and their own, unique dangers.
Metro: Exodus is the third game in the Metro series of video games, developed by Ukrainian studio 4A Games and based on the novels by Russian author Dmitry Glukhovsky (currently living outside of Russia due to his opinions of the current political situation). It was preceded by Metro 2033 (2010) and Metro: Last Light (2013), with remastered versions of both games later released as Metro Redux. Metro: Exodus is something a mild reset of the series, removing detailed references to the events of the first two games in favour of the story at hand, and a new gameplay format.
The basics of the game are more or less unchanged. You play Artyom, a survivor of the nuclear war who has learned the hard way how to survive in the Metro. The game is ostensibly a first-person shooter, though mild survival and crafting mechanics are present and there is a strong focus on stealth. An opening section in Moscow is very much linear business as usual, until you and your allies (many of them recurring from the first two games) find a train heading out of the city and realise you can escape to the open countryside, and find out what the hell happened to the rest of the world.
From here the game adopts a structure more akin to the original Far Cry, with sequential, large and open-ish maps with a primary objective but various sub-objectives you can explore along the way, and with freedom of action in how you approach each mission. You can rush each area by doing the main objective ASAP, but going off the beaten path to explore side-areas will reveal more loot, upgrades, lore and subplots. As with the first two games there is a hidden moral metre, and behaving in a more moral and enlightened way (minimising kills, sparing surrendering enemies etc) will open up new branches in the storyline. Allies you may drive away by adopting a murder-hobo mentality will instead stay on, and provide more support in later missions.
This new approach is refreshing, allowing the introduction of open-world elements without going full open-world with a single massive map on which the whole game takes place and the main storyline takes a back seat for hours or tens of hours at a time. This structure instead allows for a degree of exploration and freedom but not too long before you have to progress the main story, which is quite enjoyable.
This is basically the Road Trip from Hell, made the worse because you don't have full control over your route (you need to stay on the rails, obviously) and even a minor setback can have massive consequences. The Russian rail services ceased to exist twenty-two years before the game takes place, so if a mudslide has washed half a kilometre of track into the Volga, you're screwed and have to go back and find another route (and hope that is passable). But it is fun, as you can repair to the train between missions and chat to other characters, building up relationships and following subplots. The characters in the Metro series have always been a lot of fun and catching up with them here is enjoyable. The main exception is Anna, Artyom's previous girlfriend turned wife, who was a formidable fighter with a sharp sense of humour in previous games and here is a bit too squeeing over Artyom, which feels odd.
Exploration is a lot of fun, with your growing equipment collection allowing for better exploration and detection of possible supplies. Some of the maps provide you with vehicles for exploration, including boats and buggies, which are an enjoyable change of pace. Each map, separated sometimes by thousands of kilometres from the last one, has its own set of characters and factions, making the game sometimes feel like an episodic road trip TV show, which is enjoyable. Making sure you close off the subplots in each region before moving on can be a bit hit-and-miss, and the game sometimes can be unclear on what you should or should not be doing. I had a rather limited experience on the Caspian Sea level, for example, by inadvertently killing what turned out to be a major NPC during an early scuffle, closing off a bunch of options for resolving that particular crisis more peacefully.
Combat remains solid, and mostly unchanged from prior games. Weapon selection is solid and a frontal assault is usually possible as long as you don't get swamped by superior numbers (and can re-arm quickly). Stealth is more more satisfying, however, with silent knife throws, critical takedowns and silenced weapons all providing excellent opportunities for stealth operatives. Lethal and non-lethal options are available in most cases, and going for the non-lethal approach can result in enemies letting you live in thanks rather than trying to kill you later on. There are granular outcomes to your choices in the game that are not immediately obvious, meaning you find yourself considering your options more carefully in a more traditional cartoon sandbox where mass violence is always rewarded positively.
The game does struggle reconciling its linear past with its new, more freeform present. The Volga and Caspian levels are huge and open to explore, but the ultra-linear Taiga level, a corridor pretending to be an open riverbank, is a little weird, and feels designed to shuffle you between cutscenes. The game feels better when it's fully embracing the open-world or when it places you in tight confines once again; a late-game visit to another Russian city with a Metro feels pleasingly nostalgic rather than irritating by snatching the open world away again. A greater irritation is that cutscenes do tend to go on a bit too long, and sometimes repeat information that is redundant. The English-language voice acting can also be a bit of a mixed bag, and hardcore veterans of the series may find the decision to completely ignore some major story and lore ramifications from the first two games a bit odd. Newcomers will be completely at ease, though.
The main game itself is solid, but these days the game also ships with its DLC. The first DLC, The Two Colonels, explains the backstory to a character mentioned but MIA in the main game. It's quite linear and very short, but it does have some interesting gameplay ideas and some great dialogue. The second DLC, Sam's Story, is huge by the standards of most such expansions. It adds the city of Vladivostok to the roster of locations, with your character exploring a fairly large area on foot and by boat, aligning with different factions and searching for vital supplies that will help your ambition of crossing the Pacific Ocean and finding out what happened to America. One of the best maps in the game and some strong NPC characterisation makes this a fine slice of the Metro series.
Overall, Metro: Exodus (****½) is a fine addition to the series. It changes things up at a point when they could have become stale. The gunplay is great, the stealth is excellent and the story is solid, with the subtle way the game handles morality, choice and consequence being refreshing. At around 30 hours (including the DLC), the game gives a solid amount of content without being too stuffed with filler.
The game is available now on PC, PlayStation 4, PlayStation 5, Xbox One, Xbox S/X, Mac and Linux. A sequel, Metro 2039 which sees a stranger arrive in Moscow, is due for release in 2027.
Raising Steam by Terry Pratchett
Wednesday, 12 August 2026
Snuff by Terry Pratchett
Tuesday, 11 August 2026
Microsoft wind up ELDER SCROLLS fans by hinting at the next game's title
Elder Scrolls fans have become a patient breed, with developers Bethesda clocking in almost fifteen years since the release of the last mainline game in the series, The Elder Scrolls V: Skyrim. Skyrim has sold over 60 million copies to become one of the best-selling individual video games of all time, so fans are understandably antsy over when the sequel will be released.
Bethesda did confirm way back in 2018 that The Elder Scrolls VI was in development, allaying fears after the release of multiplayer spin-off prequel, The Elder Scrolls Online. However, with Bethesda all-in on developing Fallout 4 (2015), Fallout 76 (2018) and Starfield (2023), the game had to take a back seat, with full-time development only beginning after Starfield's release three years ago. The game is now Bethesda's main focus, but when to expect it is a key question. Even a six-year development window these days feels quite short, but that would still mean the game not appearing before late 2029, potentially even drifting into the 2030s. Hopefully Bethesda have had a second team working on the game to ensure we get it before then.
Whilst that question will not be answered for some considerable time, another one has been hinted at: what the game will be called. Asha Sharma, the head of Xbox at Microsoft, tweeted that she had seen a playthrough of Elder Scrolls VI and been very impressed (presumably less-impressed at the protest outside Bethesda's Rockville HQ against recent layoffs). Most notably, she called it The Elder Scrolls VI: ********. To emphasise this, Bethesda tweeted back that it was awesome to be able to show her "********." This would seemingly emphasise that the game's title consists of eight letters and one word.
Previous Elder Scrolls games have largely had titles built around locations. The third and fifth games, Morrowind and Skyrim, are named after provinces of the Empire of Tamriel. The first game, Arena, and spin-off game Battlespire are named after individual buildings (though "the Arena" is an archaic name for the whole continent as well). The fourth game, Oblivion, was named after a plane of existence. Spin-off games Redguard and Blades are named after factions within the universe.
With the sixth game widely believed to take place in western Tamriel, in the provinces of High Rock and Hammerfell, this opens up some intriguing possibilities for the game's title.
- The Elder Scrolls VI: Sentinel is a noisome title. Sentinel is the name of the capital city of Hammerfell, and likely a key location in the game.
- The Elder Scrolls VI: Dominion sounds pretty good. The series metaplot has focused on the rise of the Aldemari Dominion and its challenge to the power of the Empire. This was explored in a key questline in Skyrim. Fans have been theorising that the full-scale confrontation between the Empire and the Dominion, possibly in Hammerfell, is a likely storyline in the sixth game.
- The Elder Scrolls VI: Orsinium. Orsinium is a major city-state and kingdom in High Rock, and is the home of Tamriel's civilised orcish civilisation.
- The Elder Scrolls VI: Redguard. The Redguards are the primary inhabitants of Hammerfell and are one of the setting's most popular factions. However, no main series game has been named after a faction before. Also, a 1998 action spin-off game was called The Elder Scroll Adventures: Redguard, which might get confusing. That game is very old though and extremely obscure (as well as likely the franchise's least-selling title), and the title is pretty good, so don't put it past Bethesda to reuse it.
- The Elder Scrolls VI: Highrock. Maybe the developers have decided to lose the space.
Hopefully this is a hint we might get more information about the game soon, but it's really past time.
Of course, it might be the eight characters were totally random and none of this actually means anything, but fans are so devoid of clues that they'll take anything at this point.
Game of Thrones: The Mad King
Thursday, 6 August 2026
Daredevil: Born Again - Season 2
Wilson Fisk's reign as New York mayor continues, but Daredevil is determined to expose his criminal connections and bring him down, with the help of allies including Karen Page and Jessica Jones. With Daredevil on the run and Fisk protected by mechanisms both legal and illicit, the odds are stacked against the Devil of Hell's Kitchen as never (well, rarely) before.
After Daredevil's original four-season run (including his turn on Defenders) came to an end and Disney+ took over control of Marvel characters on the small screen, fans could assume they'd seen the last of Charlie Cox's take on the character. That decision was reversed twice, first by bringing him into the mainstream MCU through cameos in Spider-Man: No Way Home and She-Hulk, and then by reversing a decision to reboot the character at the eleventh hour and retroactively canonising the entire Netflix-Marvel run of shows (including the characters of Jessica Jones, Iron Fist and Luke Cage).
Although welcome, this decision was only made after production on Daredevil: Born Again had started, so the first season was a little hamstrung in having to incorporate the material shot for the original, reboot version of the story with the new material acknowledging the prior canon. Season 2, happily, is free of such restrictions and the show can try to achieve the potential of what it wanted to be.
There are basically two main storylines here. The first is a political story as Wilson Fisk - Kingpin - tightens his control over New York's political life as well as its criminal underbelly, a balancing act he is initially very successful at but soon threatens to unravel, as his impatience cannot deal with the slow-moving wheels of bureaucracy. His own allies and workers start developing doubts about his brutal methods, but are too scared or feel too powerless to act. Daredevil is keen to take down Fisk, but is losing the battle of public opinion and the relentless surveillance state makes it hard for him to move around the city and do his normal thing. The actual US government smells a rat with Fisk, but is constitutionally bared from intervening...unless Fisk can be exposed.
The tension of the show is driven by these competing plotlines. Daredevil can't just track down Fisk and beat him up, and Fisk can't just unleash the full force of his brutal methods whilst his every move is being tracked in the full glare of media and political scrutiny. Both characters are constrained, and have to work within those constraints, which is much more interesting.
The show is also strengthened by the expansion of the cast. After only fleeting appearances in Season 1, Deborah Ann Woll returns in a key role as Karen Page. Woll is an extremely strong (and underrated) performer, and imbues Karen with a lot of charisma and dangerously impetuous energy without ever making you lose sympathy for her. It's a remarkable balancing act and having her back is great. Jessica Jones also gets a key role in several episodes, and Krysten Ritter brings her world-weary cynicism as usual, but here tempered with more empathy, hinting at off-screen character development.
Not all the cast are firing on top guns. Matthew Lillard is possibly the least convincing CIA agent in screen history, and there's maybe one or two many identikit political movers or criminal gang lords wandering around the story. A bit of sprawl can be a good thing, and this season at least feels like events are happening on a big scale, but not so much when you start forgetting which minor criminal gang leader is supporting Fisk, which is opposing him, and which is apparently supporting him but also willing to backstab him.
There's a lot going on here, for a nice change, as it fills up the eight-hour runtime quite well, with a lot of subplots to go around. Cox is possibly at his very best as a Daredevil constrained by the system he swore to uphold and with his pool of allies rapidly thinning out, whilst Vincent D'Onofrio gives an outstanding performance as Fisk has everything he ever wanted - power, respect, influence, a beautiful and intelligent wife - but finds it still cannot fill the hole in his soul. There's always been a tragic, operatic element to Fisk's story and character, especially this version of him, and D'Onofrio plays that to the hilt.
An excellent season of television which, at times, threatens to be the best thing Marvel has put on the small screen, unravels towards the very end with unexpected rapidity. The trial of a main character turns into a trial of Wilson Fisk, his motives and his measures, and it's extremely tense and well-written. But the show goes too far when the tension breaks and we end up with a situation which gets very implausible (bordering on the idiotic) very quickly. The season's cliffhanger ending is so contrived that it will have your eyebrows halfway to Mars before the end credits are done. I know Marvel are aware they have a good villain deficit (especially since Thanos bought it, twice) and D'Onofrio is one of the most powerful weapons in their arsenal, but they are also at risk here of over-using him and eliminating his menace and power.
This is frustrating and disappointing, as up until the last half-hour or so, Daredevil: Born Again's second season (****) and the sixth season overall to feature Cox as Daredevil in a leading role, is outstanding. As it stands, the in-production third season is going to have to do a lot of heavy lifting to make the ending of this season seem less disappointing. The show is currently streaming worldwide on Disney+.

















