The Walking Dead – Season 4, Episode 13

The-Walking-Dead-season-4-wallpapers-7This week on the Walking Dead… more pacing, more backstory, more filler! After last week’s bottle episode that focused entirely on Daryl Dixon and Beth Greene in the wilderness, we got a more balanced episode that saw more from that unlikely duo, plus some updates on Beth, Bob and Sasha as they continue to look for Glenn and proceed towards Terminus. And as usual, we got to hear a bit more about their pasts and got another earful about the need to “keep hanging on”.

Throw in some more kills and foraging, and you’ve got yourself another pacing episode as we near the season four conclusion. I know, it sounds like I’m being critical. But in honesty, I found it entertaining and enjoyable.

Alone:
wd4_13_1The episode opens with a flashback on Bob Crowley’s life before he reached the prison. This consisted of wandering through the woods, maintaining a thousand-yard-stare, and then getting picked up by Daryl and Glenn as they found him on the road. As is their custom, they asked him the two big questions: “How many Walkers have you killed?” and “How many people have you killed?” He then joins them, indifferent to what kind of people they might be since he’s sick of being alone.

Flash forward to the present where he, Maggie and Sasha are still searching for Glenn. After fending off a group of walkers in the mist, they proceed to the railroad tracks where they too find a sign showing them how to get to Terminus. Maggie insists they go to this town since she’s sure Glenn would have if he saw the sign, but Sasha thinks its a trap. Grudgingly, they stay together and follow the tracks to the destination.

wd4_13_3Meanwhile, Beth and Daryl continue to track through the woods and Beth is injured when she steps in a small trap. They proceed to a funeral home surrounded by a vast graveyard and put in their for the night, noticing that someone else seems to have taken up residence. As they eat and wait, they continue to bond. Beth is insistent that Daryl accept that there are still good people in the world, but realizes he does because of her.

As they wait for Beth’s leg to heal, a dog comes around to the house and tripping their string of cans. One night, it returns, and Daryl opens the door to find a herd of walkers fighting to get in. Daryl lures them to the embalming room in the basement where he uses surgical tools to kill them while Beth escapes out the back. When Daryl makes it to the road, he sees her bag lying on the ground and a car drive off.

wd4_13_4Daryl runs through the night, following the road, and finds his way to the tracks where he finally collapses. He is then found by a group of armed men who appear to want to scavenge his equipment. A standoff ensues as Daryl points his crossbow at their leader, a man named Joe. We recognize him as one of the gunmen who Rick run afoul of earlier, and he encourages Daryl to come with them and “hurt other people”.

During the night, Sasha suggest to Bob they abandon the search, find the nearest building, and hold up. The next morning, they a wake to find that Maggie has gone on without them. They head along the tracks, hoping to catch her, and find that she’s left a trail of carved messages telling Glenn to go to Terminus. They eventually find their way to a series of buildings and Sasha once again suggests they set down there, but Bob insists they continue.

wd4_13-2Bob challenges Sasha to maintain hope that they find Tyreese and the others at Terminus; but sensing she won’t come, kisses her goodbye. He heads off alone again, and Sasha heads into the tall brick building. Looking out the window, she spots Maggie sleeping below. She accidentally knocks a window pane, which wakes up Maggie and causes Walkers to converge on her. Together, they manage to fight them off.

Maggie tells Sasha that she heard all she said, but that she was still waiting for Sasha and Bob to catch up since she needs them. They come together and eventually find Bob, and proceed on their way to Terminus. Somewhere else along the tracks, Glenn stops to read from a map that points the way to the same location…

Summary:
Compared to last week’s episode, this bit of filler proved to be more entertaining, thanks in no small part to the inclusion of Maggie, Bob and Sasha’s thread. It also managed to hint at what’s coming, thanks to the introduction of Joe and his party of  hunters/marauders. We already know from episodes past that they are some bad news, so I imagine Daryl will have his hands full in the near future.

I also enjoyed the shooting locations for this episode and the action sequences. Maggie really redefined the word badass with the way she used a street sign like it was a battleaxe, chopping and hewing her way through a horde of zombie heads. And that last shot, where she decapitated one of the biters? Holy crap, that was good! And of course, Sasha did pretty good too, wielding a sharpened stick like it was a combination spear/bo staff.

Alas, there were things I didn’t like much about this episode. For one, they seem to be running headlong towards a romantic entanglement between Beth and Daryl. I imagine there are some people out there clamoring for it to happen, but c’mon people! She’s still a child and Daryl is not the type to play the creepy old man! Still, the dynamic between them is very effective, and the budding relationship is touching. I just think it would be better if it didn’t get romantic!

And unlike other episodes, the title wasn’t so double-entendre-y this week. It was very much obvious, and harped on yet another theme that is growing tired on this show. Yes, the message of this week’s episode was more than clear: no one can make it out here alone. And of course this plays into the whole “we got to keep holding on” message that is played at least once an episode.

And what’s also a little bothersome is the fact that next week’s episode looks like more of the same. After hearing from Rick, Carl and James, Daryl and Beth, and now Maggie, Bob and Sasha, we’re about to get a bottle episode dedicated to Tyreese, Carol and the girls.

But there’s only three episodes left and they are already dropping hints as to how its going to wrap up. I predict a showdown between Rick and co. and Joe and his band of very bad men. But we’ll see soon enough!

Zombie Warrior: Primary Weapons!

zombiegun3Welcome back prospective zombie-hunters. Today, we shall talk about outfitting your character with weapons! Sure, you’ve already had a gander at hand-to-hand items, but what about the heavy-hitting stuff? What about the main weapon in your arsenal that you specifically chose because it can splatter a zombie’s brain pan at over 500 meters? That’s the stuff of today’s selection, ranging from assault to shotguns, composite bows to sniper rifles, and machine guns to crossbows. You only get one, so choose wisely!

Assault Rifles/Heavy Guns:
AK-47:

AK-47Pros: As the most popular assault weapon the world, the AK-47 and its associated parts proved easily obtainable after the zombie apocalypse. In addition to having a good deal of stopping power and a good rate of fire, the extended mag affords the user a good 30 to 42 rounds of ammo. What’s more, this assault rifle is renowned for being easy to operate, strip down, and can be put through the ringer and still remain operational.

Cons: In terms of range and accuracy, the AK-47 is good, but not great. It’s effective range is roughly 400 meters, but it can only provide accuracy for the first 100 or so, making it a poor choice for long range sniping and precision fire. What’s more, the recoil can be a bit of a bugger, which is part the reason its accuracy is not the best.

M4A1 Carbine:
M4A1_2Pros:
The scaled-down model of the venerable M16, the M4 is favorite amongst servicemen because of its balance of accuracy, power, range. It’s 30 round mag provides a good supply of ammo, and it can be used to snipe targets at long range (500 meters) as easily as mow them down up close. What’s more, its shortened stock makes it far more portable than most assault rifles.

Cons: While the M4 is easier to use than its predecessor, it still suffers from some of the problems that plagued it. It’s complex design can be difficult to maintain in rough and dirty conditions, which zombie-hunters can routinely expect. It’s power is also somewhat limited, compared to heavier, larger caliber weapons. The key is to keep it clean, and all should be well.

MP5:
MP5Pros: Designed with law enforcement and special forces in mind, the MP5 is a very balanced weapon, combining a high-caliber 9mm bullet, good ammo capacity (30 rounds), and an effective range in a light, compact package. It’s rate of fire, which can be switched from semi-auto to full, also makes it a good weapon for both precision fire and moving at close range.

Cons: The most obvious drawback of this weapon, compared to other rifles, is its range. Given the small jacket size of the bullet and limited muzzle length, it can hit targets at 100 meters away with accuracy, a fraction of what a high-powered assault rifle can do. This also means its stopping power is confined to close range, and cannot be relied on to snipe at anything in the far distance.

SAW:
M249_SAWPros:
The Squad Automatic Weapon was designed with fire-power and mobility in mind. With a rate of fire commensurate with most heavy machine-guns, a fifty round drum, and a relatively light frame, the SAW boasts a lot of killing power without being too tricky to get around. And though a zombie-hunter would be tempted to let loose at close range with one of these, it also has an effective range of 800 meter for precision fire and a total range of 3,600 meters, making it a good long-range weapon as well.

Cons: Naturally, all of this comes with its share of downsides. Though it it light for a machine gun, its overall weight is a bit of an issue, not to mention the weight of carrying additional drum mags. And combined with the recoil provided by a high rate of fire (a good 775 rounds a minute), this makes for a weapon that should only be carried by the “big man” of the group.

SCAR-L:
scar_l-1Pro:
Known as the Spec Ops Forces Combat Assault Rifle, this weapon was designed with versatility and reliability in mind. The standard model boasts a set of optical sights, a stock handle, and comes with either a 20 or 30 round magazine. It is highly stable, accurate, and has an effective range of 600 meters. The 20 round SCAR-H is a sniper variant, with increased accuracy and a 7.62mm round, while the SCAR-L is a 5.56mm assault rifle with an increased rate of fire.

Cons: As a special operations design, the SCAR is not common or easily procured. Those who have them will therefore have a hard time finding replacement parts when compared to the M4 or AK-47. And given the complexity of the design, maintenance can once again be a bit of a problem, especially for those not trained in their use and upkeep.

Shotguns:
KSG:
kel_techPros: A cutting-edge design, boasting duel feed magazines and compact dimensions, this weapon is well suited for anti-zombie defense! In total, it holds 14 rounds, as is operated by pump action. It’s two handles also ensure a relative degree of accuracy, making head shots a real possibility.

Cons: Unfortunately, the weapon has two distinct drawbacks. Though it holds a highly respectable 14 shots between its two magazines, the pump action slows it down somewhat. In addition, it must be reloaded manually, and between its two tubes, that can take some time. This demands that the user find cover after exhausting their supply of ammo, or spend only part of it before taking time to reload.

SPAS-12:
SPAS12Pros: Originally designed for sport shooting, this automatic shotgun has become a mainstay amongst police and military forces everywhere. Able to shoot in either the pump action or semi-automatic firing modes, it is renowned for versatility, reliability, and firepower. It’s eight round capacity is also highly respectable as ammo capacities go.

Cons: The only drawbacks, compared to other weapons in this category, is its limited ammo supply. Though accurate and not prone to mechanical problems, which can happen in automatic designs, the SPAS 12 can deplete its ammo quicker and then takes time to reload.

Striker:
StrikerPros: Manufactured in South Africa, the Striker Protecta was specifically designed to be a counter-insurgency, high capacity weapon with a hell of a lot of punch. It’s size and shape make it compact and portable, and its 12 round magazine give it enough capacity for a prolonged firefight.

Cons: In terms of drawbacks, the Strikers has a few. Though it has a good capacity, it has to be reloaded manually, which can take some time. In addition, even though its compact, the drum magazine can make it bulky and awkward to carry. However, it can make up for this since it doesn’t require additional magazines, just a simple ammo belt, in order to be reloaded.

USAS-12:
USAS-12Pros: Combining the familiar profile of an assault rifle with the concept of a shotgun, the USAS-12 also manages to combine a high capacity with a lot of firepower! The standard box magazine can hold 10 shots, but the drum magazine gives it a robust twenty. However, this is balanced by the fact that the ten can be reloaded by simply slamming a new box into place, whereas the twenty must be reloaded manually.

Cons: The only potential drawback of this weapon is its rate of fire. In addition to being semi-automatic, the gunner does not need to pull the trigger multiple times to get multiple shots off. This can cause have a saturation effect, but can also waist ammo. Remember, zombies hunt in packs, so saturation is only useful in real close quarters.

Sniper Rifles:
Barrett M82:

barrett_82a1_1Pros: Where to begin? An effective range of 1800 meters, a ten round detachable magazine, and semi-automatic fire. And did I forget to mention a .50 cal slug? Yes, the M82 is a highly effective zombie-killer, and not just because a single shot will take a zombie’s head clean off. It’s long range, built-in sights, and high-capacity, semi-automatic fire make it an all around effective zombie-killer. Aim for one and watch three more behind it fall with a single shot!

Cons: Right off the bat, there’s the issue of recoil. This rifle packs a hell of a punch and repeated fire can be a bit inaccurate because of it. What’s more, the high muzzle velocity and size of the slug makes for a loud bang, so a single shot will give your positions away and attract attention.

Dragunov:
dragunov-sniper-rifle-11886796

Pros: There’s something to be said for a weapon that merges several good aspects of an assault rifle with the accuracy and stability of a sniper rifle. A ten box mag, high stability, an effective range of 800 meters, semi-automatic fire and portability make the Dragunov a fitting weapon for the sniper in your zombie-hunting team. And like the AK-47 on which it’s design is based, its also rugged and reliable in the field.

Cons: Unfortunately, this weapon also marries some of the lesser aspects of the AK-47 to its design. Compared to other sniper rifles, this weapon is somewhat lacking in accuracy, due in large part to the relative recoil of the weapon. Repeated shots on target can be a challenge because of this.

M40:
m40Pros: When it comes to accuracy and stability, the M40 is virtually unbeatable, hence why the US Marines continue to use the design to outfit their snipers. With an effective range of 900 meters, a ten round capacity, simplicity of design and pinpoint accuracy, it’s a faithful and reliable weapon to have in the field.

Cons: As a bolt action, this rifle is slow where repeat-fire comes into play. After each shot, the firer must go then make four moves in order to chamber another round, which be a hassle when dealing with approaching hordes.

SG 550:

sg550

Pros: A variation on the Swiss-designed SG 550 assault rifle, the sniper variant has many advantages over other rifles. For one, it is highly ergonomic, featuring a folding stock with a special cheek rest for portability and comfortable firing. The recoil is also reduced, making for greater accuracy, and the twenty round mag and semi-automatic fire give it plenty of punch.

Cons: The downside to this weapon is the range, which gets up to a comparatively meager 400 meters. It’s a good mid or close-range sniper rifle, but ineffective where long distances are concerned.

Special Weapons:
Composite Bow:
Pros:
In times of zombie apocalypse, simple weapons are often the most effective. In the case of a composite bow, a single well placed shot to the head or eye socket will take out a zombie, and the fact that it makes virtually no noise is a plus. And given the power of the composite, most shots are likely to do as much damage as a bullet.

Cons: Naturally, ammo capacity is limited compared to a rifle, as is effective range. While an experienced bower can hit a target at several dozen meters, the time it takes to reload between shots presents a challenge for anyone who is not highly experienced.

Crossbow:
Pros:
Another traditional weapon which is ideally suited to post-apocalyptic zombie-smashing. The crossbow has all the same benefits of the composite bow, but is lighter in weight and easier to aim. Once again, a single shot is as effective as a bullet, and the lack of noise ensures a degree of stealth not afforded with most firearms.

Cons: Again, range and rate of fire are compromised for the sake of simplicity and stealth. Also, reloading takes time and ammo capacity is limited, even if this is offset by the fact that arrows can be retrieved. Once again, a user must pick their engagements and get in close to their targets to be effective.

Are you ready? Pick your weapon, and make sure its a choice you’re prepared to stand behind. Because once that horde comes-a-knocking, there will be no time for swapping and backsies!