Wednesday, 13 July 2022
Astra Publishing acquire DAW Books
Tuesday, 12 July 2022
Anthony Ryan's RAVEN'S SHADOW series optioned for television (again)
Anthony Ryan's Raven's Shadow series has been optioned for television by Lone Wolf Pictures. Curiously, the option sounds like it will ignore the highly-acclaimed first novel in the series, Blood Song, in favour of focusing on the much more critically-derided sequels.
Ryan self-published Raven's Shadow and the novel immediately garnered critical acclaim and strong sales. It was picked up for professional publication very quickly and was published in 2013. It was followed by Tower Lord (2014) and Queen of Fire (2015); Tower Lord had mixed reviews and Queen of Fire was critically mauled. The entire Raven's Shadow trilogy has often been cited as a good example of a fantasy series where the first book is excellent but the sequels are considerably weaker.
Ryan has published additional books in the same world and also in different settings, and these have all been much more warmly received.
It sounds like the TV option - inexplicably given the bland title Queen of Fire - will not adapt Blood Song and will instead focus on the story in the two sequel novels, which is a...curious choice.
The series was previously optioned in 2019, but nothing came out of that project.
Friday, 8 July 2022
George R.R. Martin offers first WINDS OF WINTER update for a while, but no release date; book may be "300 pages" longer than any previous novel
Song of Ice and Fire author George R.R. Martin is plugging away at the sixth and hoped-to-still-be-penultimate novel in the series, The Winds of Winter. On Tuesday it will be eleven years to the day since the previous book came out, and fans are understandably keen for any info on the next volume. Martin has now provided an interesting update.
Although not being drawn on how many pages or chapters he had completed (although he had previously noted the book will likely be longer than A Storm of Swords and A Dance with Dragons, the longest previous books in the series at around a thousand pages in hardcover apiece), Martin did note that as the story has developed, it has moved further and further away from events depicted at the end of the television adaptation, Game of Thrones.
Martin notes that some things that happen in the later seasons of the show will still happen in The Winds of Winter (and its as-yet unbegun successor, A Dream of Spring), but "not quite in the same ways." But also, "much of the rest will be quite different." He sees this as a natural result of how the TV show pared down plotlines from the books, not even bothering to introduce characters like Lady Stoneheart, Young Griff, the Tattered Prince, Darkstar or Jeyne Westerling, whilst other characters had very different portrayals (most notably Euron Greyjoy, and George specifically notes that).
Martin also notes that not all the characters who survived Game of Thrones will survive A Song of Ice and Fire, and not all of the characters who died on Game of Thrones will did in A Song of Ice and Fire. For the ultimate ending, "some things will be the same. A lot will not."
A key revelation is that The Winds of Winter will not feature any new POV characters (presumably aside from the Prologue and any Epilogue if present, which always use one-off POVs), for the first time in the series to date. Assuming some POV characters die, The Winds of Winter will likely be the first book to shrink the cast of main characters rather than expand it.
No release date is hinted at, although no doubt every word will thoroughly examined by the Internet to discern clues. In the meantime, HBO is launching its Game of Thrones prequel TV series, House of the Dragon, on 21 August. An illustrated history of the Targaryen family, The Rise of the Dragon, is due in October.
UPDATE: GRRM has appeared on the Game of Owns podcast to discuss the history of the series, his work on the television series and progress on The Winds of Winter. Martin notes that he has almost completed multiple character arcs for the book (including Tyrion) and the book will be considerably longer than A Storm of Swords or A Dance with Dragons, more like "300 pages" longer (to the point that the book being split in two is possible).
RIVERS OF LONDON re-optioned for television
Thursday, 7 July 2022
Mass Effect: Andromeda
The year 2819. 634 years ago, the Andromeda Initiative launched five space arks and a huge mobile space station towards the Andromeda Galaxy. 100,000 settlers from a dozen races were placed in cryo-suspension and a cutting-edge FTL telescope identified half a dozen "Golden Worlds" in the Heleus Cluster for colonisation. However, something has gone wrong. The golden worlds are now desolate and ravaged by radiation or ice or heat. Strange ruins guarded by robots can be found on many planets, and a hostile alien race, the Kett, have invaded and seem to be determined to subjugate the cluster and its native race, the Angara. Low on fuel, food and supplies, the Andromeda Initiative has to work hard just to survive. The human Pathfinder, Ryder, is given their own ship and a tough crew to help the expedition survive. There is no going back.
Andromeda is the fourth game in the Mass Effect series and, as the lack of numeration hints, also a soft reboot of the franchise. The original Mass Effect trilogy told one story that over hundreds of choices made over three games until different players could have wildly different outcomes to their versions of Commander Shepard's battle against the Reapers. As a result, to avoid "canonising" any of these choices, Andromeda moves the action 2.5 million light-years away to our nearest big galactic neighbour. Plenty of familiar races, technology and terms show up, but no familiar characters. It was definitely a bold solution to the problem.
Andromeda also shifts gears in terms of format and genre. The first three games were linear action-RPGs, dramatically increasing the action quotient and dialling back the RPG systems as the trilogy went along. Andromeda reverses that move, having more RPG, customisation and advancement systems than any game in the series to date. It also takes a leaf out of the original Mass Effect (2007) by focusing on exploration as a key mechanic, although a much simplified version of the search for resources mechanic from the second and third games is also present. There is also much more of an open-world feel to the game this time around, complete with large, expansive maps with lots of side-quests to undertake and collectibles to find.
The changes were controversial with fans, who felt that the success of the Mass Effect series is rooted in linear storytelling, focused characterisation and a relatively constrained playing time (each game in the Mass Effect trilogy clocks in at around 30 hours). Making Andromeda into an open-world game taking comfortably more than twice that long to complete was always going to be divisive, not helped by Andromeda certainly not having the sharp writing of the series at its best. The game also suffers from having to dial down the huge events and epic storytelling from Mass Effect 3 (2012) and start building a new narrative from scratch. After the huge events of Mass Effect 3, Andromeda feels small again which some took as a good thing (you can't really beat Mass Effect 3 for scale, and it'd be foolish to try) but others took as a sign of a lack of ambition.
Structurally, the game starts out as normal for BioWare: an early, linear section acts as a tutorial and also an introduction to the story and characters. You play either Scott or Sara Ryder, the twin children of Alec Ryder. Alec is a Pathfinder, a special exploration/reconnaissance specialist whose skills are boosted by the presence of an AI in his brain, named SAM. After choosing which twin to play, the other one is unceremoniously boosted into a cryo-tray malfunction coma, which feels like a bit of a wasted potential (the option to play both twins in co-op would have been welcome). Anyway, Ryder Jnr. quickly inherits their father's super-AI and becomes the new Pathfinder.
Once the initial linear section is over, the game opens up and you have the option of taking on new quests on the Nexus - the mobile space station that serves as this game's answer to the Citadel - and then shooting off into space on the Tempest, the game's equivalent of the Normandy. The Tempest is a much smaller but, it has to be said, far more swish spaceship and it's genuinely more fun to explore, hang out and shoot the breeze with your companion characters (who have far, far more to say than their original trilogy counterparts) before carrying out missions. You can explore the map of the Heleus Cluster, scanning planets from orbit for resources and supplies, and also land at will on five planets. In the biggest shift in format for the series, each one of these five planets is an absolutely enormous map across which you can explore in the Nomad, this game's equivalent of the Mako.
Each planet is suffering from some kind of problem: Eos's magnetosphere appears to have been damaged, allowing harmful radiation to reach the surface. Havarl is a toxic jungle which is becoming less able to support life. Voeld is a frigid, frozen wasteland. Kadara's water supply is poisoned. Elaaden is a baking desert. These problems inhibit your ability to move around freely, restricting you to the Nomad and occasional jaunts outside. However, and most fortuitously, you quickly discover that an ancient alien race was in the process of terraforming the cluster and they have left behind huge engines hidden below the surface of each planet. Thanks to your SAM interface, you can activate these engines and bring each planet back to habitability. When you do so, the environmental problems clear up and you can found colonies on each planet.
Of course, you are not alone. Early on you meet the Kett, a hostile alien race which sees other species purely as resources that can be consumed, barely at the level of animals. This allows you to murderate the Kett on sight without guilt (always handy in a game built around lots and lots of combat), although to be fair the Kett do get some more development later on in the game that makes them both more hateful as enemies but also opens the possibility of negotiation, at least with some factions. The Kett are definitely not on the threat level of the Reapers, and are actually less advanced than the Milky Way interlopers, not having biotics or mass effect technology. Their guns hit hard, though, and they certainly have numbers on their side. They also come in a lot of varieties, with each type requiring different tactics to deal with.
More friendly are the Angara, the native inhabitants of the cluster. The Kett are the only aliens they've ever met, so unsurprisingly it takes quite a while for you to win them over as potential allies (after gaining an Angaran representative as an ally on your team). This is where Andromeda gets interesting. A game about 100,000 people showing up without warning and setting up home is effectively a story about colonisation and colonialism, a tricky subject to get right. Andromeda constantly brings up the subject, with Ryder at one point admitting to their new Angaran friend that whenever two civilisations meet in an unprepared manner, one usually ends up subsumed by the other. The legitimate Angaran concerns over whether the Milky Way newcomers are allies to help out against the Kett or potential rivals for limited resources in the cluster are given a fair bit of weight, and at different points in the story you gain and lose Angaran allies because of how the Initiative is comporting itself as it settles the planets. The game doesn't go too far down this road, as ultimately this is a game about shooting bad aliens and being friends with the good aliens, but it's good to see the subject being tackled at all.
The game's main storyline unfolds as the Initiative settles the cluster, fights off Kett attacks and manages some tricky diplomacy with the Angara. The storyline and structure encourages you to mix in main story missions with a ton of side-missions, such as helping the colonies get off the ground, tracking down supplies and trying to reconcile various "outcasts" from the Initiative who have gone rogue. You also have to find the missing other arks and track down resources like food and fuel for the organisation. There are also tough administrative choices on the Nexus, with issues like needing to bring more people out of stasis to work at solving these problems, but also in a way that doesn't exhaust current resources. You also have a personal mission to follow, as it turns out that your father had various secrets about why the Andromeda Initiative was founded and launched, and his own hidden objectives he kept from everyone else.
If that wasn't enough, the six squad-mates you pick up through the game also each have their own backstory and attendant loyalty quests to attend you. Completing these quests unlocks another tier of skills they can access in battle. You also have to manage the Initiative's APEX security squads, recruiting troops and send them off to perform missions you are too busy to deal with, as well as researching new technology to help you in Heleus. At certain points in the game you can also wake up new Initiative crew from cryo-sleep and assign them to science, military or commercial projects.
There is a lot going on in this game, far more than in any prior Mass Effect game (although you can see the descendants of Mass Effect 2's loyalty missions and Mass Effect 3's War Assets systems here). Sometimes it is exhausting and overwhelming, but a lot of it is pretty good and makes you genuinely feel like a plugged-in, senior member of a space exploration team. Trudging in from a lengthy ground combat mission on the desert moon of Elaaden to check in on how your APEX teams are doing and then invest your research points in some better armour and then assign a new science team which has just woken up from stasis can feel pretty good.
There is a thin line between "keeping you busy" and "burying you in filler makework," though and Andromeda strays across that line a few times (to be fair, not anywhere near as often as its structural predecessor, Dragon Age: Inquisition). Missions like tracking down 15 plants to scan or 15 new minerals to analyse are too tedious, and the game's immensely involved system for researching and building armour and weapon upgrades is both impressive and almost useless, since you will usually acquire comparable equipment from enemies in the field or from shops. Once you've used the terraforming vaults to save the planet Eos, you instantly know how to unlock the three Remnant ruin sites and attendant vault on each of the other planets, and it's a fairly repetitive task to undertake (with the exact same boss fight to follow). There also a few too many missions, particularly at the end of the game, which require you to visit three or four of the planets in rapid succession, which can feel like you're battling through a series of never-ending loading screens.
Andromeda also lacks the sharp writing of the best of the trilogy. Infamously, one of your crewmates is religious and when she asks you about your beliefs, your only options are to profess total ignorance of what religion is (!), immediately profess belief in a deity yourself or castigate her for believing in fairy stories. This lacks the more nuanced approach in some of the earlier games, and is fairly typical of the dialogue through the game. There is also a fair amount of implausibility about the size, scope and cost of the Initiative project (which was never mentioned once in the OG trilogy, even though it turns out several of the original characters knew about it), although to be fair the game does try to explain this later on.
Your cast of companion characters are also solid, but a little undercooked. South London geezer Liam is more fun than the bland human companions of the OG trilogy, but still doesn't really give you any reason to take him on missions. Cora is a fine human biotic soldier whose major defining character trait is that she served with an elite squad of Asari commandos, something she will shoehorn into every other conversation. She's also (very briefly) narked off because she was in training to become Pathfinder, but you usurped her position thanks to your convenient Head AI. Any potentially interesting character conflict is dealt with in about five minutes. You also have an Asari archaeologist, Peebee, whom the writers try very hard to differentiate from Liara by making her an attention-deficit, reckless, manic pixie girl (she does improve immensely over the game's length, but that first impression is yikes). There's a grizzled Krogan warrior, Drack, who starts off as a clone of OG grizzled Krogan warrior Wrex. Fortunately, Drack differentiates himself due to his sheer age and his family connections (his granddaughter Kesh is an important side-character) and ends up becoming a solid crewmate. Turian smuggler Vetra is also good fun, but the game's MVP in terms of characters is Jaal, the Angaran representative who joins your team and whose sense of humour and bewildered research into the Milky Way races is a constant source of comedy and sometimes pathos. Overall, they're a good cast but lack the punch and finer writing of the OG crew from the trilogy.
However, the game wins back a lot of goodwill through combat. Combat was very stiff in the first Mas Effect game, improved in the second and became fairly solid in the third, but never spectacular. Andromeda takes advantage of the more advanced engine and the larger areas where you will be fighting. One of the game's big selling-points is that you have a jet pack which you can use for combat and exploration, and it has to be said that it is fantastic. You can rocket up to vantage points, jump out of melee range of non-ranged enemies and execute a sharp dodge to get out of a sniper's firing line. You can level up dozens of abilities rather than just four or five and switch between them in the field. The game's frankly ludicrously huge selection of weapons and armour means you can tailor your character's combat abilities and specialities in fine detail. Simply put, Andromeda has easily the best combat in the series to date and the best mechanics and systems for tailoring your character in the way you see fit.
Andromeda is a game that sometimes feels like an embarrassment of riches and sometimes a rich source of embarrassment. The sheer volume of content should in theory mean you'll never get bored, but in practice you can find yourself tracking down just one more plant to scan at 2am and wonder what the hell you're doing. The companion characters are potentially fascinating, but their dialogue sometimes feels undercooked. The game has an immense array of systems to engage with, but they're not all worth the time. The game has fantastic combat, but the enemy can feel under-developed and not enough of a challenge. The theme of colonisation is potentially brilliant, but the story only periodically engages with it. The planets are huge and beautiful, but also full of repetitive content.
If you can work through or avoid the more disposable content of the game, its story eventually becomes quite interesting (especially as the events of the original trilogy do turn out to have more bearing on Andromeda than you first think), its combat is always great and compelling, and the game sells the wish-fulfilment fantasy of you being a space captain (more Janeway than Kirk) quite well.
Mass Effect: Andromeda (***½) can't hold a candle to the original trilogy's stronger story and characters, but by pivoting to focus on exploration and more freedom, it carves out its own identity. Somewhat underrated and well worth a look, the game is available now on PC, PlayStation 4 and Xbox One.
Multiple DOCTOR WHO specials for 60th Anniversary confirmed
It's been rumoured for a while, but it's now been seemingly confirmed that we will be getting multiple Doctor Who special episodes for the 60th Anniversary in 2023.
Previously a single special written by returning Russell T. Davies and directed by Capaldi-era favourite Rachel Talalay had been confirmed, with David Tennant returning as the Doctor (in an unspecified manner) and Catherine Tate and Bernard Cribbins returning as former companions Donna and Wilfred. Yasmin Finney had also joined the cast as Rose Temple-Noble, believed to be the daughter of Donna and husband Shaun.
New shots confirm that Chanya Button is directing "Episode 3," suggesting that there will be at least three specials in total. Button is a newcomer to Who, but has previously directed for World on Fire, The Spanish Princess and Whitstable Pearl.
Production of the specials began in May and is expected to continue for some weeks. There will then be a pause before shooting of Series 14 proper begins in October or November, with Ncuti Gatwa taking up his role as the Doctor. Gatwa's involvement in the specials is unclear, although he has so far not been spotted on set, suggesting that Tennant will play the Doctor for all three specials before Gatwa takes over full-time. Gatwa is currently shooting the Barbie live-action movie as well as the fourth season of his Netflix series, Sex Education.
Previously, Russell T. Davies had indicated that his first episode would air during the 60th Anniversary of the show, which does not fall until November 2023. However, rumours have been swirling in recent weeks that the specials may start airing some time before that. The BBC have not commented on these reports.
The next confirmed episode of Doctor Who is the "BBC Centenary Special," which will air in October this year as part of the BBC's 100th anniversary programming. The 90-minute special will be Jodie Whittaker's swansong as the Thirteenth Doctor and see her departure from the show, along with showrunner Chris Chibnall and companions Dan (John Bishop) and Yasmin (Mandip Gill).
Thor: Love and Thunder
Thor, God of Thunder, is feeling listless. He helped defeat Thanos and save the universe, but in the process lost several of his friends. He has joined the Guardians of the Galaxy, helping defeat evil on many worlds, but his mood swings and tendency towards collateral damage soon sours even that relationship. A threat to an old friend brings him back to Earth and the town of New Asgard, where he is unexpectedly reunited with his old girlfriend, Jane, who now wields the power of the reforged Mjolnir. A new threat has arisen, a vengeful warrior dedicated to the destruction of all the gods in the universe, and it will take the power of two Thors to stop him.
Thor: Love and Thunder is the twenty-ninth Marvel movie and the fourth solo film to focus on the character of Thor. Thor is the first MCU character to get this honour, with Iron Man and Captain America both bowing out after three solo instalments and barely any other MCU characters getting two films (so far). The reasons for Thor's latest return are clear: Chris Hemsworth's rock star charisma is still barely matched elsewhere in the MCU and Taika Waititi's infectious energy and colourful direction made Thor: Ragnarok one of the most fun and rewatchable movies in the franchise. Bringing him back for another turn made sense on paper.
As it turns, it's a lot harder for lightning to strike twice (so to speak, about a Thor movie). My main feeling after leaving the cinema was a renewed admiration for Thor: Ragnarok: bringing together elements of comedy, horror, superhero antics and tragedy as well as that film did is very, very hard and it turns that even the exact same team can't make that magic work again.
The first half of Love and Thunder is a barely-mitigated mess. Jokes misfire, or are lost in a cacophony of sound effects and explosions. After three solo movies and four Avengers movies of seeing Thor's powers in action, there's not a huge amount of surprise in seeing him take out low-level bad guys with ease, and the extended cameo by the Guardians of the Galaxy is pretty pointless (making you wonder why they bothered setting Thor up with them in Endgame in the first place). Taika Waititi's Korg is also here, a gag that feels like it's straining at the overused end of the spectrum. There's a horribly overused metaphor about Thor wanting to reunite with Mjolnir, making Stormbringer jealous. One gag in this vein would be fine, but it ends up being milked until all joy disappears from the notion. Eventually Thor ends up back on Earth and reunites with Jane (Natalie Portman returning to the franchise for the first time in nine years, an Endgame voiceover excepted). Needless to say, Christian Bale's villainous Gorr is up to no good and the two Thors join forces with Valkyrie (Tessa Thompson, with not much to do) to stop him.
Once the film hits its midway mark, it fortunately improves a great deal. Russell Crowe brings a surprisingly accomplished amount of camp to the role of Zeus, King of the Gods, and sequences in which Thor temporarily bequeaths his power to others are both witty and clever. Bale is not well-served by the script, scenes with him being all whispering menace working okay, others with him being funny or whimsical misfiring (and making Bale possibly the most poorly-served MCU villain since Christopher Eccleston in The Dark World). But his character arc is relatively effective, leading to an ending that does start off being the traditional MCU CGI overload (not helped by Waititi recycling a lot of shots and poses from Ragnarok) but abruptly segues into a more nuanced character piece. The acting from all parties in the finale - Hemsworth rising to the high standards set by Portman and Bale, two of the finest actors of their generation - is great. We also get the requisite post-credits sequences, including an eyebrow-raising but possibly genius casting decision for a fan-favourite Marvel Comics character, and a nice nod to some past minor MCU characters.
Ultimately, Thor: Love and Thunder (***) is a mess with some very weak humour and characterisation that improves over its runtime and by the end has turned into a stronger film. But the solid ending to the movie can't make up for all the dud punchlines, empty action and confused metaphors that the movie opens with. The result is a lesson that yes, you can have too much of a good thing and no, not everything Taika Waititi touches turns to gold. The movie is on general release worldwide right now.
Wednesday, 6 July 2022
Rockstar shelves GTA4 and RED DEAD REDEMPTION remakes
Amazon releases new teaser for THE RINGS OF POWER
Amazon have released a new teaser for their upcoming Middle-earth TV series, The Rings of Power. The clip is available only on Amazon's website, here for the US and here for the UK.
The clip opens with the camera panning over majestic shots of Middle-earth before cutting to Sadoc Burrows (Sir Lenny Henry), a senior member of the Harfoots, a wandering tribe of Hobbits (this is thousands of years before they settle the Shire). After studying ancient books, he announces, "the skies are strange."
We then see a meteor hurtling through the skies above Middle-earth, where it is seen by many people: Gil-galad, High King of the Elves (Benjamin Walker), Galadriel (Morfydd Clark), Prince Durin IV of Moria (Owain Arthur), Elrond (Robert Aramayo), Celebrimbor (Charles Edwards), elven archer Arondir (Ismael Cruz Cordova), his lover Bronwyn (Nazanin Boniadi), Tar-Míriel of Númenor (Cynthia Addai-Robinson) and several Ents.
The meteor finally crashes to the ground near another Harfoot, Elanor "Nori" Brandyfoot (Markella Kavenagh), who seems curious and decides to investigate. A final shot follows, apparently of a ship sailing into one of the harbours of Númenor.
The Rings of Power is set during the Second Age of Middle-earth and, as the title indicates, tells the story of the forging of the Rings and the descent from a golden age of relative peace and prosperity into war as evil returns.
A longer trailer for the series will be released on 14 July and the series itself will debut on 2 September.
Friday, 1 July 2022
Stranger Things 4
March, 1986. Six months after the Starcourt Mall disaster, the town of Hawkins, Indiana is still struggling to return to normal. The gang who have repeatedly defeated incursions into our world from the parallel universe of the Upside Down are split between Hawkins and a new home in California, whilst Sheriff Jim Hopper is missing, presumed dead. However, a trail of clues leads Joyce Byers to realise he is still alive and in prison in the Soviet Union. A new spate of murders in Hawkins leads the authorities to believe a satanic cult is at work in the town, but the truth is that the Upside Down has once again found a way of worming into our world...and this time it wants to stay for good.
Back in 2016, Stranger Things felt like a breath of fresh air. A show rooted in nostalgia that also remembered to bring to bear some original ideas, some great characterisation and a soundtrack to die for. When it came back for the sequel, it took a cue from James Cameron by ramping up the visual effects, the stakes and the emotional throughline of the story to make something outstanding. For its third go-around, the show faltered a little with some silly storylines and some iffy characterisation (remember when Hopper suddenly turned into a massive arsehole for a whole season for no reason?), and a vague sense that maybe the writers were running out of ideas, but rallied at the finish to deliver something very enjoyable.
Going to the well for a fourth time is dangerous. You might come up with something so terrible humanity as a collective whole might recoil from any memory of it existing (or worse, or even worse). You might come up with something that is clearly stupid but also highly enjoyable. Or you could strike out and make something genuinely terrific.
For its fourth season, Stranger Things has decided to really up the ante. Which is a tall order since for both previous seasons it already upped the ante quite a bit. So this time around they smash through the absurdity barrier with budget (several episodes cost more than $30 million apiece), cast size (there are 20 regular and major castmembers, and around a dozen more with important roles) and episode length (the season finale is a bum-numbing two and a half hours, and only one episode is under 70 minutes). If Stranger Things was a network show with 44-minute episodes, its fourth season would be 17 episodes long, but condensed down into nine. It's a lot of television and a lot of show to watch.
The show does its best to pull off its huge scale by emulating The Lord of the Rings, which to be fair if you're going big or going home is definitely a good template to use. The season sets up a new, powerful and singular enemy with "Vecna" (not his real or assumed name, but part of the ongoing Dungeons & Dragons IP-referencing approach which Wizards of the Coast is absolutely loving) and our titanic cast has to split into three subgroups to deal with him and other assorted subplots the show has been generating. Team 1, consisting of Eleven, Will, Jonathan, Jonathan's wholly superfluous stoner friend and a visiting Mike, is out in California where the Byers clan is desperately trying to pretend that everything is fine. Joyce and Murray soon abscond, forming Team 2, who decide to embark on a two-person rescue mission to Kamchatka in the Soviet Far East to rescue the missing Hopper, who was (somehow) captured by the Soviets and taken to a prison. This is actually far more ridiculous than even a brief plot summary can do justice to.
Then, back in Hawkins, Team 3 (Dustin, Lucas, Max, Nancy, Steve, Robin, Erica and New Guy Eddie) get involved in investigating a series of grisly murders which, thanks to a nice tie-in with the real-life Satanic Panic that gripped Americans over Dungeons & Dragons (albeit several years later than in reality), get turned back on them and they find themselves in the frame for it. Obviously new big bad Vecna is behind these events and, once everyone gets on the same page, they decide to take the fight into Mordor the Upside Down to try to vanquish him once and for all.
It's a classic structure and it gives us the prodigious cast of characters - which at times it feels like even George R.R. Martin would frown over and make him reach for the murder pen - plenty to do, especially because the writers also continue giving each character personal crises, romances, thwarted crushes and challenges to overcome. This is all laudable - character development is obviously a good thing - but it does tie in to making this season stealthily almost twice as long as the first, and contributes to sometimes stodgy pacing and some very weird plot transitions. At one point three of our heroes are imprisoned and being systemically choked to death by evil tendrils of doom, and it's a good twenty minutes before the writers have rotated between other characters to get back to them, which is not great for tension.
What remains great are the performances. Previous seasons had put the lion's share of work on a few players, like Millie Bobby Brown and David Harbour, but this season everybody knocks it out of the park. Caleb McLaughlin, who was ill-served by the last season, has a great arc and a fantastic emotional moment in the finale, Noah Schnapp gets an equally brilliant moment of emotional catharsis, Natalia Dyer gets a crowning action moment of awesome and Joe Keery gets plenty of fanservice moments which threaten to topple over into cheese, but his charisma keeps it on track. The MVP of the season is Sadie Sink as Max, who gets easily the season's most powerful scenes (with backup from Kate Bush) and maybe the most emotionally bruising ride for a character we've ever seen the show pull off. Only Charlie Heaton as Jonathan is left really hanging with nothing to do, and I think bringing back Matthew Modine as Dr. Brenner was a mistake since he has nothing really major to accomplish except to reiterate his love of making Eleven go through trauma and whine about how it's justified (especially as it means less time for Paul Reiser as Dr. Owens, who was basically Brenner's replacement). Yeah, we got that in Season 1, thanks.
It's to the show's credit that it manages to spin all these plates and move things forward, but the pacing is uneven and sometimes stodgy. I'd have been happy dropping entire subplots and characters if they serve no role here (give Charlie a year off, say he's at college and bring him back for the final season), and certainly condensing others. The Soviet storyline in Season 3 was ludicrous and its sequel in Season 4 is only marginally more interesting, with new arrival Tom Wlaschiha (late of Game of Thrones) doing some heavy lifting to keep this story vaguely compelling. Also, we already have an American Murray, I'm not sure why we need a Russian clone of him as well, who's even more annoying. The fact that the Joyce/Murray/Yuri side of the Russian story is played almost entirely for comedy whilst the Hopper/Enzo side of is played for gritty prison tropes and outright horror is also grating. Stranger Things has terrific form for balancing comedy and horror, but Season 4 definitely feels like it drops the ball a few times with tonal mismanagement.
Stranger Things does a lot right with its fourth season but it also does a lot wrong, particularly as it winds up. It's bum-numbing finale in particular feels off, recursively pushing a character to the brink of death and then wimping out at the last minute (the exact same character they did it to earlier), making sure that only guest stars or people we hate are killed off for real, and then deploying the exact same method of plot resolution that we already saw in previous seasons (it's not a massive spoiler to say that Eleven is involved). The only big shift here is the producers knowing that they have a fifth and final season greenlit already, so we actually get a full-scale cliffhanger this time around, one that does promise to go really big...but that's for a while down the road.
Stranger Things' fourth season (****) is still a big-budget spectacle, watchable and often fun, with great characters whom it's fun to spend time with. It also struggles to balance its huge cast and myriad subplots satisfyingly, and when given the opportunity to do something new or shocking, it decides to fall back on safely emulating tropes and repeating plot points from earlier, better seasons. But if the shine is starting to fade on the show (and ending it after five seasons feels very wise), there's still a lot here to enjoy. The season is now available in full worldwide on Netflix.
















