South Park once again spoofed Game of Thrones this past week. Using Black Friday as a plot line, the episode had the children dressing up as characters from the GOT universe and plotting to get their hands on the new Xbox One’s and PS4’s. In true GOT fashion, this involved plotting, making and breaking alliances, and the use of the slogan “Winter is Coming” to portend the need for swift action.
And of course, the show itself was reference, much in the same way that Lord of the Rings or World of Warcraft was worked into the plot in previous episodes. As usual, Butters is the only one who doesn’t know about it yet and is promptly told to get on it by Cartman. Plotting ensues, and a war of GOT proportions is declared.
And just like with the Lord of the Rings and World of Warcraft episode, Butters is confused by (and has some hilarious observations about) the pop culture phenomena once he actually starts experiencing it. I’m sure fans of the GOT series know exactly what he’s talking about.
And there’s even a thread where Randy Marsh (Stan’s dad) joins the mall cops, ostensibly to earn more money for the holidays, but really so he can get a better shot at scoring some Black Friday deals. After the head cop, an old man with a scarred face, is stabbed and passes leadership onto Randy it’s clear they are alluding to John Snow and Jeor Mormont of the Night’s Watch. While I could not find a clip of that part, trust me when I tell you its quite accurate.
This is the second time that South Park has referenced this show, and about the millionth time that GOT was spoofed, referenced, or satirized in some way. Man, that show has made some serious inroads into popular culture, and dammit if they aren’t taking their precious time getting Season 4 out!
Though season four may still be many months away, some in the fan community have bravely stepped up to make sure the die hards of Game Of Thrones get a dose to tide them over. In this case, the fans in question are the good folks behind The Von Wong and Five Knights Productions, who have created A Tale of Benjen Stark, a short fanfilm that addresses a hole in the series’ story.
Basically, the film explores the question of what happened to Ben Stark, Lord Ned Stark’s brother and a man of the Night’s Watch. As fans of the book and TV series may recall, Benjen set out north of the Wall in the first installment, seeking to find what was behind the reported deaths of several Wildlings and the disappearance of his brothers. After setting out, he was never heard from again, and only passing clues were given as to his fate.
In A Tale of Benjen Stark, his adventure north of the Wall is chronicled, as is the discovery he makes that is later uncovered by Jon Snow. As expected, the production values are not as good as the show itself, and it kind of borders on a zombie B movie, but it still manages to address something that was never fully resolved in the story.
And based on the success of this movie, the production team has indicated that they are open to making a second installment. If all goes well, they should be able to wrap up Benjen’s entire story arc, culminating in the little “gift” he left behind for his brother’s to find. Enjoy!
Back with another video game review. And picking up where I left off last time (The Elder Scrolls IV: Oblivion) I’ve decided to follow up with its sequel – Skyrim! I was a bit late to the game with this one, having purchased it a few short months ago. But I’ve certainly had it long enough to appreciate it. All told, I’ve played it through twice, and bought all three expansion packs.
And let me tell you, its pretty damn awesome! In fact, I would even go as far to say that it is a big improvement on Oblivion. And since I loved that game and got endless hours of gaming enjoyment out of it, that’s hardly faint praise. But its true. In terms of the games interface, graphics, gameplay, storyline, quests, abilities, items, and detailed environments, everything looked, felt, and played better than the last one.
And as usual, the latest installment in the Elder Scrolls series takes place in a new province of Tamriel. As the name would suggest, the setting for this game is Skyrim, the cold, mountainous climate that is home to the Nords and the birthplace of the Empire. As always, the game is a platform for some serious worldbuilding, and the game makers spared no expense or effort to give Skyrim a realistic look, feel, culture and backstory.
And another major difference between Skyrim and Oblivion is the fact that this time around, there is not one but two main quests that are closely intertwined. Of course, there are countless secondary and additional missions that you can do, but the main plot lines have to do with the civil war that has engulfed Skyrim, and the return of the Dragons, an event foretold in the Elder Scrolls which signals the end of the world.
However, the focus is undeniably on the return of the Dragons, as well as the “Dragonborn” who’s return was also foretold. Basically, a Dragonborn is a person of Tiber Septim’s line who has dragonblood, and hence can speak the dragon language. Words in this language are known as “Word of Power” since to speak them is to unleash destructive and other magical powers.
As the main character, you are Dragonborn, and have the option of learning and unlocking Words of Power as the game goes on. This is intrinsic to winning the game, since these words not only convey power, but are necessary in helping you to defeat the dragons.
Plot Synopsis: The story opens some two hundred years after the events of Oblivion where the Imperial Septim line ended, and Mehrunes Dagon was defeated. However, the Empire now finds itself in dire straights after being defeated in the Great War by the Altmeri Dominion. As you come to learn, this powerful faction – which was founded by the Thalmor (a group of High Elves) – declared war on the Empire over the worship of Talos (aka. Tiber Septim).
After losing the war some thirty years prior, the Empire formally signed a peace treaty known as the White-Gold Concordat which, amongst other things, forbade the worship of Talos within the Empire. This decision led to many Nords feeling like they had been abandoned by the Empire, and eventually led a Nord named Ulfric Stormcloak to mount a rebellion. This began when Ulfric killed High King Torygg, thus plunging the realm into civil war.
The game begins much as the last one does, with you being prisoner by Imperial Forces. As you quickly realize, you are being take alongside a group of Stormcloak rebels and their leader – Ulfric – to the nearby town of Helgen for sentencing. Though you were taken by mistake, the Legion decide to send you to the chopping block anyway. However, your beheading is interrupted when out of nowhere, a massive dragon shows up and begins laying waste to the town.
The dragon, you learn, is none other than Alduin, the mythic beast that was defeated in the First Age and who’s return to “eat the world” was foretold by the Elder Scrolls. Helgen and its defenders are quickly killed, but you manage to escape with either the help of a Legionnaire named Hadvor or a Stormcloak named Ralof. This choice will likely influence the main characters choice of which side to win in the war.
After escaping Helgen, you and your companion travel to the nearby town of Riverwood where you are asked to go to Whiterun – capitol of the Hold – and request aid from the Jarl. Jarl Balgruuf’s agrees, but asks for you assistance in retrieving the Dragonstone – an ancient tablet that marks the burial sites of all the old dragons. Apparently, the dragons have been rising from their graves to take on living form again, and it is happening all over Skyrim.
The stone resides inside Bleak Falls Barrow, and is protected by Draugr – a race reanimated mummified Nords. After fighting your way to the stone, you come upon a Dragon Word Wall, where you learn your first Word of Power. After returning to Whiterun, word reaches the Jarl that a dragon is attacking nearby, and you are asked to go and help. After defeating the dragon, the player absorbs its soul, and everyone realizes you are Dovahkiin – aka. Dragonborn.
After returning to Whiterun, the Jarl names you Thane of the Hold and gives you a Housecarl (bodyguard) and the right to buy property. Afterwards, you hear a Dragon Shout calling from on top of The Throat of the World – Skyrim’s tallest mountain. This is a summons from the Greybeards, an order of monks who live in seclusion in their temple High Hrothgar near the summit. Once you travel there, the Greybeards begin teaching you the “”Way of the Voice”.
This includes teaching you words of power and enhancing your Thu’um (your voice), as well as sharing the prophecy of Alduin’s return and how a Dragborn would emerge to do battle with him. As a further test, the Greybeards ask yo to retrieve the legendary Horn of Jurgen Windcaller. However, the player discovers the Horn has been stolen by another, who wishes to meet with the Dragonborn at Riverwood.
The thief reveals herself as Delphine, Riverwood’s innkeeper and one of the last surviving members of the Blades. She indicates that the Blades were once the guardians of the land against the Dragons, and she wishes to help in your quest. Together, you and Delphine travel to a Dragon burial mound where you witness Alduin reviving a Dragon, and must defeat him.
Afterwards, Delphine informs you that she thinks the Thalmor are behind the return of the Dragons. Not only have the Thalmor been hunting her and all other remaining Blades for some time, it stands to reason that they would stand to gain the most by helping the Dragons wreak havoc all over Skyrim and the Empire, as a prelude to renewed war.
Together, you hatch a plan to infiltrate the Thalmor embassy near Solitude and find proof of this. This consists of posing as a guest as a diplomatic party, and then sneaking off to search the embassy. After finding a series of diplomatic recrods, you learn that they are not behind the Dragon threat, but are searching for a man named Esbern, an archivist of the Blades Order.
Delphine then instructs the player to locate Esbern, who is known to be hiding in the sewers and ratways of Riften. This town is located on the opposite side of Skyrim, and is home to the notorious Black Briar family and the last known stronghold of the Thieves Guild. Together, the three of you then seek out Alduin’s Wall at Sky Haven Temple, where the prophecy of Alduin was originally written.
While the Blades set up in the temple, Esbern reveals that the ancient Nords used a special Thu’um against Alduin called “Dragonrend”, representing mankind’s comprehensive hatred for the Dragons, to cripple his ability to fly so they could engage him. To gain more information, you meets with the Greybeards again and they decide it’s time for you to speak with their leader, Paarthurnax.
Paarthurnax, as it turns out, is an ancient dragon who was once one of Alduin’s most feared generals. He reveals that Alduin was not truly defeated in the past, but was sent forward to an unspecified point in time by the use of an Elder Scroll in the hopes that he would get lost. Paarthurnax tells you you will need that Elder Scroll so you can peer into the past and learn the Dragonrend shout to defeat Alduin.
This latest mission takes you to the College of Winterhold, where you are forced to join to get information. You are then shown to Urag gro-Shub, an orc who runs the Arcanaeum – the College library. He directs you to Septimus Signus, a hermit who was driven mad by reading the Scrolls and who now lives in a outpost in an iceberg located on the nearby coast.
In his outpost, Septimus is working on a Dwemer Box, a massive combination box that contains a Dwemer artifact. He tells you that you must travel to the ruins of Blackreach, one of many ruins left behind by the highly advanced Dwemer civilization in Skyrim. He gives you the Attunement Sphere and the Blank Lexicon, which you will need to reach the Scroll once you reach the heart of the ruin.
This journey takes you deep underground, into a world of bioluminescent plants and terrifying Falmer creatures. Once you find your way to the heart of the ruin, you come upon a Dwemer Sphere, a massive combination structure that you must adjust a series of focal lenses in order to unlock. Once this is done, the Scroll is removed from the Sphere and given to you.
Taking the Scroll to the Throat of the World, you glimpse into the past and witness the heroes of the First Age engage and defeat Alduin using the Elder Scroll and the Dragonrend shout. With this knowledge, you then summon Alduin to do battle, and with the help of Paarthurnax, you defeat him and send him fleeing to Sovengarde – the Nordic afterlife. You are told that you must go to face him there so that he can be defeated for all time.
The only way for you to travel after him is to trap a dragon and force them to bring you to Alduin’s lair, from which you may travel to Sovegarde to face him. This involves asking the Jarl of Whiterun to use his great hall – the Dragonsreach – which was originally constructed to trap a dragon. The Jarl is reluctant to do this while the war rages on, which either requires that end the war first, or ask the Greybeards to mediate a temporary cease fire in the war.
In between all of this, there is the second major quest, which involves taking sides in the civil war. As Hadvor tells you at the beginning, the best way to contend with the returning Dragons is to join the Legion and use their resources. But Ralof will urge you to join the Stormcloaks as a “true son of Skyrim”. Depending on which side you choose, you are either required to travel to the capitol of Solitude, or to the Stormcloaks seat of power in Windhelm to sign on.
Once you’ve taken a side, battle is joined, and your first mission is either to lead the defense of, or assault, Whiterun. As Thane of the city, this will either mean upholding your oath of office, or betraying it in service of your new liege lord, Ulfric. In either case, this is the first of many battles, which are followed by missions to various forts to seize strategic passes, culminating on a siege of the enemy’s stronghold.
As you progress, you are given higher and higher ranks in the army and entrusted with tasks of increasing importance. At the end of the Imperial campaign, you and General Tullius and Legate Rikke lead the assault into Windhelm and fight your way into Ulfric’s palace. After defeating him and his bodyguard, he asks that you – the Dragonborn – be the one to take off his head, as he thinks this will be more appropriate.
In the Stormcloak campaign, the war culminates in the siege of Solitude, where you, Ulfric, and Galmar Stone-Fist fight your way through the streets and to the Legion barracks and force the surrender of General Tullius and Rikke before executing them both. Ulfric then declares victory in the civil war and declares himself High King of an independent Skyrim.
With the civil war complete, the plot to trap a dragon in Dragons Reach takes succeeds and you manage to secure a dragon named Odahviing. He agrees to help you since many dragons are disenchanted with Alduin’s rule, and agrees to fly you to the portal to Sovengarde, which is located high in the mountains at an ancient fort called Skuldafn. Once there, you battle your way through Draugr and lesser dragons and enter.
Upon your arrival, you find your way to Ysgramor, the legendary Nord who, along with his Five Hundred Companions, drove the Elves out of Skyrim. Ysgramor informs the player that Alduin has placed a “soul snare” in Sovngarde, allowing him to gain strength by devouring the souls of deceased Nords. The player meets up with the three heroes of Nordic legend who defeated Alduin and, with their help, destroys the soul snare and defeats Alduin in combat.
The player then returns to the summit of the Throat of the World in which Paarthurnax and the other Dragons wait. Paarthurnax explains that even though Alduin is defeated, they are in no condition to celebrate for he was once their ally and is still one of their kin. Having asserted his authority over many Dragons, Paarthurnax convinces those loyal to him to leave Tamriel.
However, there is an alternate ending which takes place if the player obliged the Blades earlier in the game and killed Paarthurnax as punishment for his crimes while serving under Alduin. In this version, the player returns to the Throat of the World and speaks to Odahviing, who tells you that you have inherited Alduin’s position and that he will serve at your pleasure from now on.
Expansions: In this regard, Skyrim kicks the crap out of its predecessor. Whereas Oblivion had expansion packs which seemed good, but not great, Skyrim’s three packs really impressed the hell out of me! These included Dragonborn, Dawngaurd, and Hearthfire, each of which offers additional quests, items, and abilities; and not in the tack-on, lower-quality types offered by the last game.
In the Dragonborn expansion, you are tasked with traveling to Solstheim, an island off the eastern coast of Tamriel inhabited by Nords and Dark Elves. Once here, you learn that the last Dragon Priest and one-time ruler of the island, a man named Miraak, is attempting to take it over. Naturally, he sees your emergence as the latest Dragonborn as a threat, and you must do battle with him.
In order to do this, you must learn from the Skaal people of the island who possess specialized magic. It also requires you cut a deal with the Hermaeus Mora, the Daedric Prince of forbidden knowledge and Miraak’s apprentice. In exchange for getting the Skaal to surrendering their secrets to him, he gives you the ability to travel to the realm of Apocrypha and fight MIraak. In the end, Mora betrays him and offers you the chance to become his new apprentice.
Additional items offered in this package include Nordic weapons and armor, which are of superior quality to most offered in the game thus far. In addition, you also gain the abilities to create armor and weapons out of Stalhrim (an ice-blue mineral), Chiton, or bones- which includes dragon bones and dragon scales. These are pretty deadly and pretty frightening to behold! I should know, I know have a full suit and arsenal of them!
And then there is the Dawngaurd plug-in, where an ancient vampire clan is returning to Skyrim. As usual, this has to do with a prophecy foretold in the Elder Scrolls that tells of the coming of eternal darkness. The vampires that belong to Clan Volkihar, led by Lord Harkon, seek to actuate the prophecy by performing a ritual involving a mythic bow and a blood sacrifice.
After recruiting Harkon’s own daughter (Serana) to your side, you manage to obtain several more Elder Scrolls, the bow itself, and are then forced to travel to another mythic realm, and eventually confront Lord Harkon and his clan at Castle Volkihar off the north-western coast of Skyrim. Once complete, the Dawnguard returns to its old glory and you and Serana are made permanent members.
And last, but not least, is Hearthfire, where things get a little different. Instead of offering additional quests that have to do with other prophecies, Hearthfire gives you the ability to purchase land in Skyrim and build your own tailor-made houses on them. This requires you to amass building materials – such as quarried stone, wood, clay, and various iron components.
With these secured, you are then able to build a home from the ground up, adding different wings and special sections – which include a Great Hall, a Kitchen, an Alchemist Tower, Trophy Room, Storage, Cellar, Bedrooms, and Entrance Foyer. You can augment these further with furniture, furnishings, a stable, a carriage, a bard, a smelter, a forge, a shrine, and about a hundred other options.
Between Windstad Manor, in the salt marshes in Hjaalmarch, Lakeview Manor in the forests of Falkreath, and Heljarchen Hall in the Pale, you have the option to build three manors. And of course, you need a Housecarl to look after them and have your pick of three. And what’s also cool is that the expansion gives you the option to adopt two children, and you have your choice of four possible ones.
Having played them all, I can tell you that I enjoyed them all, particularly the first and third. If you happen to buy Skyrim, splurge and get the expansion packs!
Summary: As I said already, this game was absolute awesomeness! Much like Oblivion, the production value was extremely high, and it features the voices of several well-known actors. This includes actress Joan Allen who does the voice of Delphine, Max von Sydow as Esbern, and Christopher Plummer as Master Arngeir of the Greybeards. All of this goes real well with all the world-building and detailed environments.
What’s more, I liked how the two main quests were intertwined, the one very much dependent upon the other. This gives you a chance to engage in some immersive medieval-style warfare, and also provides an opportunity to fight it out with beasts several times your size. I was especially impressed with this last aspect, which is something you don’t see in the gaming world often.
In addition to dragons, there are also giants, mammoths, and giant anthropomorphic robots that defend the Dwemer ruins. In most games, going up against larger-scaled enemies can look and feel awkward. But here, it both looked and felt natural, and was mighty fun to play at. And of course, there were countless other enemies that were just as cool to fight.
But what I especially loved about Skyrim was the way they managed to once again create a realistic setting, with a world that contained a highly interactive environment, wind-blown snow, rustling trees and bushes, and people who looked and moved in realistic ways. And as always, the cultural aspects of the game, which included food, drink, literature, ingredients, and items that are peculiar to Skyrim’s culture, but also includes items from other provinces.
And like the last game, you have quests which are connected to the guilds. In this case, this includes the College of Winterhold, which is the holdover from the Mages Guild in Skyrim, and the Companions, which is the local version of the Fighter’s Guild. Joining them means taking on quests which will allow you to climb the ranks and take on their enemies, ultimately earning the position of leader. There are innumerable other quests, plus the ability to amass abilities and bonuses based on amassed experience.
And of course, you can amass property, money, and personal possessions galore. But unlike Oblivion, you also have the option of getting married. This can be to any central character from the story, and can even be same-sex, if you’re so inclined. Combined with the Hearthfire ability to adopt and build your own home, you have the ability to create an entire family in this game. Kind of like Second Life, only set in Tamriel. Way better!
Of course, I could go on and find more to praise about the game, but some things you just need to check out for yourself. Consider this my long-winded wringing endorsement! And just for fun, I thought I’d post the trailer since it was pretty impressive too:
It’s been awhile since I did any video game reviews, and since my purchase of Elder Scrolls V: Skyrim, I’ve been to do one. But before I could cover the latest fantasy installment from Bethesda studios, I figured I should build up to it. After all, its predecessor was a big hit with me in its time, and I got countless hours of gaming enjoyment from it for many years before I retired it.
Such is the nature of these games, they are the gift to yourself that keeps on giving! In any case, Oblivion was the first Elder Scrolls that I ever played. Prior to it, I didn’t even know about the series and didn’t have the slightest idea of what it was about. My thanks to my friend Doug for introducing me to this, and others like it!
Background: As the fourth game in the series, Oblivion takes place within the fantasy universe known as Tamriel. In previous games, players were introduced to several different provinces in the realm, and were treated to snippets of the ongoing history behind it all. It would be no exaggeration at all to say that universe is as vast as anything envisioned by Tolkien or Martin, and was most likely inspired by one or both.
The realm of Tamriel is made up of nine provinces – Cyrodiil, Morrowind, High Rock, the Summerset Isles, Hammerfell, Black Marsh, Skyrim, Valenwood, and Elsweyr. Each serves as the home of a specific faction in the series, such as the Dunmer (Dark Elves) of Morrowind, Orsimer (Orcs) in High Rock, Altmer (High Elves) in the Summerset Isles, Argonians (reptile people) in Black Marsh, Bosmer (Wood Elves) in Valenwood, and Khajit (feline people) in Elsweyr.
There are also several factions of “Men”, which include the Bretons of High Rock, the Redguards of Hammerfell, the Nords of Skyrim, and the Imperials of Cyrodil. At some point in the series’ history, the Mede Empire was formed by uniting the provinces of Men with the Khajit, Argonians and Orcs, either through conquest or alliances, and the Imperial City established as the administrative center of Cyrodil.
Beyond the Mede Empire, which is made up of Cyrodiil, Morrowind, High Rock and Skyrim, there lies the recently-independent Hammerfell. In addition, there is the competing and often hostile Aldmeri Dominion (comprised of the other four provinces) which is ruled over by the Altmer (High Elves).
At one time, it is indicated, High Elves ruled over much of Tamriel as the Ayleids, an empire which has since fallen into ruin. Another extinct civilization is the Dwemer, a highly-advanced society of Dwarves who were masters of machinery and automation, and who apparently knew much of the Elder Scrolls. Throughout the various games, these civilizations ruins provide all kinds of treasures and the keys to ancient mysteries.
Within the realm, the established religion is the worship of The Nine (echoes of the Seven in GOT), gods that represent various virtues and powers. But of course, other faiths exist as well, such as the Nords faith involving dragons, mythical beasts which are apparently extinct at this point. But the other major faith is the worship of the Daedra, gods of “First Causes” that predate the Nine and are both good and evil.
The Daedra and their intervention serve as a major motivating force in the game, contributing to both the main storyline and missions of lesser import. At many points in the series, the coming of a Daedra lord to the mortal realm is the main plot line of the story, usually as a fulfillment of some major and ancient prophecy.
At the center of it all however, are the Elder Scrolls themselves. These are rarely ever featured in the game, but serve as a plot framing device, where the events in the game “were foretold in the Elder Scrolls,” basically. These objects, which were apparently forged by the gods themselves, contain incredible power and are often incomprehensible to mortals.
Game Summary: The story opens with an intro movie showing the last Emperor, Uriel Septim (voiced by Patrick Stewart), talking about how since the dawn of time, the Tamriel has been shut off from Oblivion – the hellish realm where the Daedra rule. However, he is haunted by dreams that the gates are about to open again, fulfilling an ancient prophecy that also foretold of the death of the Septim dynasty.
The game then begins with character selection, where you are required to specify your race, gender, class, etc., before things proceed. Once that is complete, you find yourself in the Imperial City dungeons, having been imprisoned for reasons you don’t fully understand. Believing the guards are coming for you, you are then surprised to see members of the Blades – the royal guard/secret police of the Empire – come to your cell with the Emperor himself.
You then overhear them saying that the royal heirs have been murdered, and they are apparently looking to smuggle the Emperor out through a secret tunnel that runs underneath the dungeons. You cell, which was supposed to be vacant, holds an entrance. After telling you to stand back, the Blades let the Emperor in, and he spots you and tells you he has seen you in his nightmares. After this introduction, he asks you to come with them.
In the tunnels, you are beset by a number of agents that belong to a sect known as the Mythic Dawn. You are also able to learn from Uriel what is going on. He says that the Dragon Fires, a holy beacon which keep the planes of Oblivion and Tamriel separate, have gone out. They need to be relighted if Tamriel is to survive, but agents are pouring over the city trying to kill him and his sons.
Thus, the Blades are trying to get him to safety. After defeating the last of the Dawn agents in the tunnel, the Blades take off down a separate tunnel and leave you behind. However, you are able to follow them indirectly by passing through a series of side tunnels that are occupied by Goblins. This gives you a chance to collect gear and bolster your skills, and eventually you rejoin the main party.
You are soon cornered, at which point Uriel hands you the Amulet of Kings, the very thing that keeps the doors between Tamriel and Oblivion shut and can only be worn by someone of the Septim line. He tells you that their is one remaining heir, orders you to take the Amulet to a man named Joffrey who knows where to find him, and that only you and he can “close shut the doors of Oblivion”.
The Emperor is then killed, and you are forced to find your way out of the sewers with the Amulet in hand. Once you’re out, you find yourself just outside the Imperial City and must then travel to Weynon Priory in the west. Inside, you meet Jauffre, a monk who is also a member of the Blades, and tell him what happened. He reveals that the secret heir alluded to by Uriel is a man named Martin who is serves at the Temple in Kvatch.
Ergo, that’s where your headed next. But when you arrive, you find the city is in ruins, with a refugee camp at the base of the hill and the guards camped beyond the gates and trying to hold the line against an open Oblivion gate. The guard captain tells you that a patrol was lost inside, and he and his men cannot retake the city so long as it is open. Battling through the hellish environment against Scamps, you find the last remaining patrol soldier and make it to the tower where you remove the Sigil Stone, thus collapsing the gate.
Back outside, you and the guards enter the city gates and begin retaking the place from the Daedra. After clearing the front courtyard, you find Martin (voiced by Sean Bean) inside the Temple with a group of refugees. You tell him your story, and his secret, and he agrees to come with you as soon as the city is clear and the refugees can be evacuated. Fighting your way further, you clear out the rest of the city and the main castle, where you find the Lord dead.
With Martin, you report back to Weynon Priory, which is under attack. Between you two and Jauffre, you manage to kill the enemy, but discover that they have stolen the Amulet of Kings. Once again, it appears the enemy are one step ahead. But with Martin alive, the three of you report to Cloud Ruler Temple, the Blade Stronghold in the north of Cyrodil, where Martin will be safe.
Once there, he takes charge of the Blades and you are given the option of joining them. With that complete, you are told to report to the nearby town of Bruma where enemy spies have been spotted. Once you kill them, you discover one of them is a resident in the town and search their house. Upon finding a letter, you learn they are part of a cult known as the Mythic Dawn who worship the Daedra lord of Mehrunes Dagon, Lord of Destruction.
Their plan is to open the gate of Oblivion so Dagon can reclaim Tamriel, and they intend to kill the Septim line since it is their blood that has been keeping the gate closed for ages. Intrinsic to this is opening a major gate outside of Bruma, destroying Cloud Ruler Temple, and now killing Martin. They are led by a Dark Elf named Mankor Camoran, a mage who has apparently been alive for centuries.
Your next mission is to the Imperial City where you meet Baurus, one of the agents that was there when the Emperor was killed. He tells you that the enemy’s lair is somewhere in Tamriel and you must find it. The key appears to lie in Mankor Camoran’s volumes known as The Commentaries on the Mysterium Xarxes – a series of books about a tome of ancient power.
Already, you have found two while searching the spy’s house in Bruma, and the third is apparently on special order at the city’s book store. Meeting with the man who ordered it, you compel him to cooperate and hand it over. He tells you he had a date to meet with Mythic Dawn representatives to get a copy of the fourth and final volume.
Posing as this man, Baurus meets with Camoran’s son and daughter while you keep watch. His cover is blown when their escorts spot you and you are forced to fight it out. After killing them, you manage to retrieve the fourth and final copy and go to the Mage’s Guild and ask them for help discerning its clues. You realize that a secret message is inside the book that tells you to go to the city’s cemetery at noon when the sun will be above the White-Gold tower.
When you do this, you see a map on the mausoleum wall that shows you the location of the Mythic Dawn’s lair. After arriving there, posing as another applicant, you come to see Mankor Cameron himself, who is wearing the Amulet of Kings. After giving his people a speech, he opens a portal to “Paradise” and leaves, taking the Amulet with him. Grabbing the Mysterium Xarxes, which he left behind, you fight your way out of the cave and head back to Cloud Ruler Temple.
Once there, Martin tells you that he may be able to open the portal to Camoran’s Paradise so you can retrieve the Amulet finally. He begins reading the Xarxes to discern what he would need to do this. In the meantime, you are told to report to Bruma where another gate has opened. Alongside the city guards, you go in and shut it again, but know that this is a temporary victory.
Given that the Dawn’s long-term plan is to open a major gate outside of the city and lay waste to Bruma and Cloud Ruler Temple, you know that time is limited. You are thus given two main missions. The first is to collect the items needed to open the gate to Camoran’s Paradise, the second is to go to every other city in Cyrodil and convince the local lord to free up soldiers to send to the defense of Bruma.
The first mission requires you to go to several locations, securing a Daedric artifact, the blood of Tiber Septim (the first Septim Emperor), and an Ayleid crystal. The second requires you to travel to all the major cities – Anvil, Chorrol, Skingrad, Cheydinhal, Bravil and Leyawiin – and close the gates outside of these cities. This gives you a chance to see each town and learn of their particular makeup and issues, as well as pick up additional side-missions.
With all of this complete, Martin tells you that there is only one other thing that he needs – a major Sigil Stone. This requires that you allow the Mythic Dawn to open a major portal outside of Bruma, and for the soldiers to hold the line while you go in and grab hold of the stone. A major battle ensues, and you are forced to grab the stone before the Daedra are able to bring out a massive siege engine and lay waste to Bruma, as they did Kvatch.
With the final item secured, Martin opens the portal to Camoran’s paradise inside the Temple, and you go through. Once there, you see a Edenic like environment, where Camoran’s followers live, but are forced to endure constant death as Daedric creatures hunt them and they are resurrected. They tell you how to make your way to Camoran’s seat of power – Palace Carac Agaialor.
Once there, you confront Camoran’s and his two children – Ruma and Raven – and do battle. Once they are killed, you retrieve the Amulet, and Paradise collapses. You are returned to Cloud Ruler Temple where Martin takes the Amulet, as Emperor, and you plan to return to the Imperial City to light the Dragon Fires and seal the gates between Tamriel and Oblivion once and for all.
At the palace, you are greeted by High Chancellor Ocato – leader of the Elder Council – but the meeting is cut short when the guards announce the city is under attack. It seems that Oblivion gates are opening all over the city and Daedra are pouring through. With no time to lose, you head for the Temple District so Martin can light the fires, but once there, you see Mehrunes Dagon, who has passed into your world, laying waste to the district.
Martin believes all hope is lost, but a last minute suggestion from you that the Amulet might be able to help gives him an idea. Asking you to escort him inside the temple, which is dangerous considering it involves getting around Dagon’s massive figure, he goes to the center and breaks the Amulet, combining the kings and dragon’s blood with his own. He then transforms into a massive avatar Akatosh, the principle diety of the Nine, and does battle with Dagon.
Dagon was defeated after the avatar of Akatosh – a massive fiery dragon – chomped his neck and sent him back to Oblivion. The avatar then turned into stone, signalling that it too had departed Tamriel and Martin was now dead. However, his sacrifice had won the day, and permanently sealed the doors between Oblivion and Tamriel shut forever. The Oblivion Crisis, as it would come to be known, was over, and a new age begun
Having taken part in the final battle and see the victory of Imperial forces over the Daedra, you are named Champion of Cyrodil and given a special suit of Dragon Armor. In addition to being named Hero of Kvatch and Hero of Bruma, you now hold a rank reserved for a very select few. With the game now over, you are free to roam and pick up any additional quests.
Additional Quests: Outside of the Oblivion Crisis, gamers have the option of participating in numerous quests, most of which revolve around joining a Guild. These include the Fighters Guild, the Mages Guild, the Thieves Guild, and the Dark Brotherhood (an assassin’s guild). Membership in each allows you to go on additional quests, earn ranks, rewards, learn new abilities, and take part in other adventures.
The Fighter Guild quest culminates in you taking on a rival mercenary organization – the Blackwood Company – when it becomes revealed that they are abusing a narcotic known as Hist Sap that makes them bloodthirsty and unpredictable. The Mages Guild quest culminates in your facing a group of Necromancers led by the “Worm KIng”, an evil mage determined to destroy the Imperial Mages.
Joining the Thieves Guild makes you an agent of the Gray Fox, a recurring figure in the game, who provides protection for all of Cyrodil’s beggars and uses them as his eyes and ears. After participating in a number of lucrative thefts, you meet the Gray Fox and assist him in his scheme to recover his lost identity – Count of Anvil. As payment, you get to keep his magic cowl, the very thing that deprived him of it in the first place.
Finally, the Dark Brotherhood is an order that you can join the moment you murder someone in cold blood. A visitor then comes to you while you sleep and extends an invitation. Once you join, you are given the task of assassinating anyone who been named in a Black Sacrament – a dark ritual that marks people for death. In time, you have the option of becoming a vampire, and gain the favor of the Night Mother – their patron goddess.
And of course, there are many, many side missions where you have the option of performing tasks for various Daedra. Depending on the lord in question, these can be beneficial, harmful, or just plain mischievous, and all lead to certain benefits and rewards. And of course, there are plenty of missions to be had simply by adventuring around and helping people out.
Add-Ons: There are also additional quests which I have played – Knights of the Nine, The Shivering Isles – but I really didn’t like them too much. In the case of Knights, you are tasked with resurrecting the order of the Knights of the Nine, collect sacred weapons, armor, and artifacts, and fight against an Aylied deity that is returning to Tamriel.
However, the production value on this game was really not as goo as the main one, and the storyline seemed awful… Christiany. I mean really, the armor and finery you wear make you look exactly like a Crusader, and by the time you are finished with the main campaign, yet another quest involving a resurrected evil seems tired and played out.
In the case of the Shivering Isles, the storyline is a bit more weird, and much more psychedelic. Here, you enter into the realm of the Daedric lord Sheogorath – Prince of Madness and ruler of the Shivering Isles – to battle with him and become the new master of the Isles. Here too, found the production values weak, the quest kind of pointless, and the story and setting really odd.
My advice, stick to the main quests and save your money when it comes to these expansion packs. Sure, curiosity might get the better of you, but why pay extra when what’s added is not up to snuff?
Summary: I guess it goes without saying that this game is incredibly dense and detailed. And of course, the back story is lengthy and intricate, but as long as you do your due diligence, it’s not that hard to follow. And though it does have its fair share of fantasy cliches, it’s a very inspired piece of work with plenty of historical and cultural allusions.
Many times over, I was reminded of LOTR and other prominent genres, and combined with the depth and density of it, it was little wonder why I got so many hours of enjoyment out of it. Between all the spells, weapons, abilities, upgrades, and opportunities to learn about the Elder Scrolls universe, its a truly immersive and entertaining game.
Between the main quest, secondary quests, and the hundreds – if not thousands – of additional quests, it really seems like the game has enough material to keep going indefinitely. But eventually, you are likely to map out every corner of Cyrodil, obtain the very best items, and get to the point where no enemy can possibly best you. And chances are, you’ll lose interest before then anyway, so it all works out.
And it was my experience with this game that led me to finally get around to buying The Elder Scrolls V: Skyrim not that long ago. Here too, I’ve received endless hours and enjoyment, and will be reviewing it soon enough!
Back with the third installment of my review on Robert Kirkman’s classic tale of the zombie apocalypse, and the AMC miniseries that bears its name. Last time, I got into volume 3 and 4, which became the basis of the series first half, or at least much of the material they covered. Today, I will be covering volumes 5 and 6, which manages to cover the rest of the material from the first half of season three… sort of.
I know, confusing! But as I’ve said before, the show’s producers and writers took some rather large liberties when it came to season three, most of which seemed to be the result of changes made to season two. With Shane only dying at the end of that season, and Andrea getting lost in the wilderness and separated from the pack, and Merle’s ongoing disappearing act, it was predictable that the parts of the story dealing with the prison and the Governor would also be handled differently.
Volume 5 – The Best Defense: The new volume opens with Rick, Dale, and Tyreese performing a final sweep of the prison to make sure the last of the cell blocks is clear. Things are strained between Rick and Tyreese, but time seems to have healed the rift a little. Glenn and Maggie find them and tell them they found the armory, which is stocked full of guns and suits of riot gear.
Outside, they test the riot gear by doing a sweep outside of the walls. It proves effective and they managed to take out several Walkers with ease. Their sweep is interrupted when they hear a noise coming from overhead, but they are enthused when they learn that its coming from a passing helicopter. That changes when they realize that it’s crashing in the distance.
A scouting part is formed with Rick, Glenn and Michonne. They commandeer a car from the parkade and head out to search for the crash site. Back inside, Lori continues to worry about Carol’s odd behavior towards her. The two have taken to distributing books from the library and planning movie nights now that they have electricity and some DVDs.
Rick, Glenn and Michonne follow the smoke plume from the crashed chopper to a nearby forest. After their car gets stuck, they are forced to make the last of the leg on foot. When they finally come to the wreckage, they see several sets of footprints leading from the chopper, which means someone took the crew away. They begin to follow the tracks to a nearby town called Woodbury.
Back at the prison, Andrea and Dale talk to Allen’s two son’s – Ben and Billy – and let them know that they will be taking care of them from now on since both their mother and father have died. Lori’s fears are confirmed when Carol suggests a polyamorous relationship between her, Lori and Rick. She naturally shoots the idea down, and Carol storms away in anger.
When Rick, Glenn and Michonne reach the town’s fence line, guns open fire and take out the Walkers pursuing them. They are pulled inside by a man named Martinez and other armed guards, and showed to a man called the Governor. He naturally wants to know who they are, and they lie and say they have been traveling.
He shows them around the town and explains they have a four block radius that is protected by walls, with intentions to expand of course. The highlight of the tour is a stadium where they have live gladiatorial-style fights, which involving Walkers. When Rick asks how they are keeping them alive – i.e. fed – the Governor tells them “Well stranger, we’re feeding them strangers.”
Rick and the others are immediately taken captive, and the Governor tells them that the chopper crew is being cut up to be fed to the Walkers. The purpose of the games is to keep the peace, he says, as people need distractions and release. He demands to know where Rick and his party came from, where they got their armor, and to make his point, he chops off Rick’s right hand.
Michonne tackles him and bites off his ear, and the Governor orders her thrown in a cell so he can deal with her personally. Glenn is tossed in another cell and Rick is hauled to their resident doctor, who is clearly hostile towards him. He then goes to Michonne, who is conversing with her dead boyfriend, looking for strength, and proceeds to beat and rape her.
Rick wakes up in the infirmary, tackles the doctor when he comes in and the nurse if forced to sedate him. Finished with Michonne for the night, the Governor heads home and meets his daughter, a Walker that he is keeping alive. After feeding her parts from the chopper crew, he takes the heads and placing them in a tank where dozens of other Walker heads are suspended in water.
He then goes to Glenn and demands he tell them where they came from. When Glenn won’t reply, he goes back to Michonne’s cell and beats her terribly, making his listen. He then visits Rick next to get his ear patched up, and tells Rick that Glenn told him everything about the prison. He also says he let him go and plans to follow him back.
At the prison, everyone continues to worry about Rick and the others. Carol attempts to comfort Lori, is once again brushed off. Tyreese puts on another riot suit and heads out to pick up their trail. When he returns, they are forced to drive out to get him and pull him inside. He tells them all he found their car, but there was no sign of them. Back at Woodbury, the Governor reveals that he was bluffing, and that Glenn is still in his custody.
Volume 6 – This Sorrowful Life: While in the infirmary, Rick is told by Stevens – the doctor – that he wants to help him, but that they are both under guard. A fight between two gladiators and when stabs the other in the neck. The Governor tells Michonne that if she steps into the ring and gives the crowd a good show, he will give her a few days grace.
Michonne is takes to the field with her sword amidst a huge crowd and proceeds to very quickly decapitate her opponent and all the Walkers chained up around her. The crowd is incensed and the Governor orders taken back to her cell. Rick meanwhile befriends the nurse Alice and learns that she too would like to escape.
They get their wish when Martinez comes in and tells them he’s defecting, and they need to leave now if they are going to make it out. They find Glenn, whom Rick thought was dead, and learns that the Governor doesn’t yet know where the prison is. They make it to Michonne’s cell and free her too, and Alice and the doc join them.
They head for the wall and wait for Stevens to get some supplies from the infirmary, and Michonne tells them she needs to go visit the Governor and will catch up with them, or not. Once they make it over, doc Stevens is bitten and they are forced to shoot him and the Walker, thus alerting people inside the town. They begin to beat a hasty retreat, knowing they’ll have guards to worry about soon.
Michonne breaks into the Governor’s apartment and they begin to fight it out. She overpowers him quickly enough and then chains him up. As soon as he wakes up, she begin to go to work on him with a number of power tools. By the time his henchmen come to the door, Michonne has cut off his arm, removed his eye, sodomized him with a spoon, and removed his manhood. She then flees and catches up with Rick and the others, and refuses to talk about it.
They begin to proceed back to the prison and are attacked by multiple waves of Walkers. Luckily, they find their way back to their old car and drive the rest of the way. When they arrive, they find the front yard overrun by Walkers and fear the worst. The issue ends with a quick look over at Morgan and Duane, who are still in their old hometown and enjoying Christmas together.
Glenn drives into the yard and crashes the car into the far wall. The other follow, forcibly cutting a path. Rick finds Otis’ reanimated corpse on the ground, and Alice runs to pull Glenn out of the wreck. Andrea and Dale emerge from the RV and begin to provide cover. The explain that the Walkers got in after Tyreese came back from looking for them, that Otis and Hershel were bit, and that the rest ran inside.
While Andrea and Martinez provide cover, Rick gets the front door open and lets them inside. Hershel is there to meet him and tells him he was wounded by “friendly fire”. Lori and Carl come to greet him and are shocked to see he lost his hand. Telling him to sit this one out, Tyreese leads the others outside to clear the rest of the yard.
Next day, they begin burning the Walkers, but Glenn asks them to stop long enough to fetch a wedding ring from one the bodies. Alice looks Lori over and determines that her pregnancy is coming along nicely and she is healthy. Aside from the death of Otis, everything seems fine. Until Rick learns that Martinez is missing, and suspects they’ve been had…
Rick grabs the RV and starts driving off alone to find him. Within minutes, he spots Martinez running across the field and rams the truck into him. While standing over his broken body, Martinez tells Rick he wanted to get his own people into the prison and away from the Governor. Rick tells him he doesn’t know what people are capable of, but Martinez replies that he’s beginning to see, and Rick chokes the last of his life out of him.
Back at the prison, Glenn asks Hershel’s permission to wed Maggie, which he agrees to. Maggie does too, and they decide to hold a wedding and let Hershel officiate. Rick returns and tells Lori how he killed Martinez and that he doesn’t know who he is anymore. He calls a meeting and tells everyone about Woodbury, the Governor, and how they need to prepare for their arrival…
Differences to AMC’s The Walking Dead: Picking up where I left off last time, it should be clear to anyone at this point what the biggest divergence was at this point in the adaptation. Namely, Lori isn’t dead! Yes, by this point in the show, she was not only nine months but pregnant, but died in the delivery due to complications caused by one of the inmates (Andrew) who escaped and came back to cause trouble. Never happened! Moving on…
The introduction to the Governor and Woobdury was also something that happened much quicker in the comic book, and didn’t involve a separate thread where Andrea and Michonne wandered in. What remained true to the spirit of the comic was the involvement of a crashed helicopter, which Andrea and Michonne tracked until they came upon the Governor’s own people. But beyond that, things happened very differently.
Also, the fights that the Governor stages were very different, with the version presented by the show being a rather benign affair where the Walkers had their teeth removed. The fact that Andrea approved of them seemed weird, but then again, so was her relationship with the Governor. Much like the feud between Shane and Rick, the way this tested her loyalties was something that I felt dragged out inexorably in season three.
What’s more, when the two camps did come together in the form of the Governor taking some of the prison crew captive, it was Glenn and Maggie he grabbed in the show, not Glenn, Rick and Michonne. Instead of torturing and raping Michonne, the Governor instead threatened to rape Maggie while Glenn listened. But alas, he didn’t, nor did he chop anyone’s hands off. He still came off as cruel, but nowhere near as psychotic as he was in the comics.
In fact, vast efforts were made to humanize the Governor throughout the third season, which I did not understand. Many a time, it felt like the writers were trying to steer the audience back to seeing the good in him, like they couldn’t make up their minds as to whether he was truly crazy, or just hardened and redeemable. After the first few episodes, it seemed established that his outer persona of the benevolent Governor concealed his inner, psychotic self. Best to leave it at that and move on.
Also, Michonne’s disdain and hate for the Governor also seemed somewhat unjustified in the show since he never took her captive or abused her in the first place. This made the showdown scene with him later seem remarkably toned down and less justified. In the comics, she mutilated him horribly in revenge for torturing and raping her. But in the show, she kills his Walker daughter and stabs him in the eye because… she just never liked him. Way less convincing!
Another element which was missing here was Carol’s descent into quasi-madness. As I’ve said before, not having Tyreese or Sophia around left a big, gaping hole in her story. And some abortive romantic tension between her and Daryl really didn’t fill that void. Instead, she seemed to grow stronger and more confident, never really doing much, but still exuding a toughness that wasn’t there in her before.
Glenn and Maggie’s courtship was adapted truly though. In the comics, as with the show, they truly came together once they began living in the prison. And faced with the prospect of death, they decided to make every moment count and got married. And of course, Hershel approved and officiated. In this one case, everything was by the book.
And of course, I could mention that so much of this depended on Merle, who in the show was practically the Governor’s right hand man. He was the one who captured Maggie and Glenn, tortured Glenn, and then tried to feed him to a Walker. At this point in the comics, Otis did die, but Axel was still alive, and of course Tyreese was part of the camp.
Summary:
In short, it seemed like at this point, the show’s writers were determined to keep things true to the spirit of the comic, if not the letter. But the changes were very vast and sweeping, and required them to seriously retool many plot elements. Also, as I mentioned, great pains were taken to create a sense of tension with regards to divided loyalties, with both Andrea and Merle, that never took place in the original.
While it seemed creative to bring Merle back into the fold by putting him in with their enemy, Andrea’s relationship with the Governor and the way she became torn with the whole “can’t we all get along” became very drawn out and tedious. And as more than one friend remarked to me, the way she kept trusting in the Governor and giving him the benefit of the doubt made her seem like a bit of an idiot.
But of course, much of this hadn’t come up yet and the show still seemed fresh in my mind. The biggest change was the fact that Lori had been killed off and Rick was beginning to lose it as a result. This called to mind how he began to lose it in the last volume when Carol nearly killed herself and he and Tyreese had their terrible fight. But again, this was a case of removing one thing and subbing another. Doesn’t seem true to the spirit of the story when you keep doing a cut and paste job like that…
One more installment to go before I’ve caught up to the show! I tell ya, I’m not sure what to expect out of season four, but I can tell you that it’s likely to be so widely divergent from the comics at this point that just about anything could be done. And that’s my problem, since I disapprove on the one hand, but am made more curious as a result.
Man, this is so much easier with Game of Thrones. By comparison, those people really stay on script!
For fans of George RR Martin, there are few things more controversial about his work than his tendency to kill off beloved characters. From King Robert, to Ned Stark, to Khal Drogo, to the Red Wedding – and that’s just what’s been showcased by the miniseries thus far – it seems no one is safe, regardless of how much we may like them.
As such, it seems fitting that the ladies of Not Literally are back with another pop culture-parodying video honoring those characters who died in GOT season 1. Set to the tune of Goyte’s “Somebody that I Used to Know”, they address their grievances to George RR Martin through a musical row known as “A Character I Used to Know.”
And really, they’ve only covered season 1 here. Now that the Red Wedding has been shown, I’m sure these ladies are off fashioning the remix of the song, angrier, longer, and more angst-ridden! Either that or they are curled up in a ball somewhere, rocking back and forth and sucking their sums to the tune of “The Rains of Castamere”.
You know a TV show has made it big when someone decides to go ahead and render its characters as Simpson caricatures. And now it seems that Game of Thrones has made that list! Created by artist Adrien Noterdaem for the Draw the Simpsons Tumblr, this latest GOT mashup is making the rounds on the internet and proving quite popular.
In addition to applying some several key character features to the GOT cast – such as Tywin Lannister having Mr. Burns signature beak and evil finger tent – you have Tyrion looking like a Bart Simpson knock-off (young and mischievous-eyed), Samwell’s pudgy frame reminding one of Chief Wiggum, and Daenery’s face looking very similar to Lisa. And is it me, or does Sandor’s face remind you of Homer Simpson?
And just to add a little extra ba-zinga to this parody, Adrien also provided an artists renditions of Mr. George RR Martin himself. The authors pudgy, furry frame is already well known to fans of the novels and miniseries, and it would be just wrong if he didn’t get to stand in here with his creations.
Hope this and other bits of fan-made paraphernalia keep people entertained until the season 4 comes out. No word yet on when that will be, but I’m sure we can expected another looooong wait!
While I have yet to see the first installment, and generally disapproved of Peter Jackson’s decision to release this comparatively short story as a trilogy, I would be remiss if I didn’t post about the new trailer. And as you can from see from this 2 minute spot, the next installment promises plenty of action, adventure, and some serious divergences from the source material.
In the last movie, the characters had just survived their encounter with the cave Orcs, Bilbo found the One Ring and “won” it from Gollum, and the company was on its way to Mirkwood. In this installment, things appear to climax when the band of merry dwarves, a hobbit and a wizard reach Smaug’s lair. Some serious changes are showcased with the addition of Legolas (who wasn’t even in the first book), mini battles that didn’t happen, and lots more portentous talk that connects it all to the original trilogy.
And word around the campfire is this is what Jackson really has planned for the rest of the series – Game of Thrones-like diversions from Tolkien’s text that are clearly designed to sex the material up, hint at what was to come with the War of One Ring, and make the whole thing feel like a fantasy miniseries instead of a single story. While I’m sure I’m going to catch the entire trilogy at some point, I might sit the theatrical version out again…
But that’s just me! Enjoy the trailer and, if you’re so inclined, the movie on the silver screen!
This is it! The third season climax, and the follow-up to the most bloody episode the show has ever produced! And naturally, the producers and writers weren’t done with us yet. As I’ve said repeatedly, there’s plenty of blood, intrigue, warfare, and at least one more wedding. And, to my surprise, the damn show featured some additional content from the Red Wedding, the stuff we only heard about in the book. Ugly, ugly stuff…
And after the past few episodes, there are a few threads that are coming together which need a good seasonal finish! These include Bran’s journey north, Arya’s ongoing attempts to get back to her family, Stannis and Melissandre’s campaign to make him king, Theon’s captivity, Jaime and Brienne’s escape from Harrenhal, and of course, the upcoming wedding! Alas, here’s what they chose to do about all that…
Mhysa:
The episode opens on the brutal and bloody scene that was the Red Wedding, where the Freys are mopping up the Stark forces and presenting Robb in a terrible mock display. Having cut off his head and sown the head of his direwolf on, they parade his body around on horseback chanting “King of the North!”. In the yard, Arya (barely conscious) is forced to watch the display as Clegane carries her away.
We then move to King’s Landing, where Tyrion is called to council by his father and learns of the news that Robb and Catelyn Stark are dead. Another argument breaks out between Joffrey and Tyrion, and threats are once again uttered. Afterward, Tywin and Tyrion speak privately where the former once again reiterates Tyrion’s need to produce an heir. Afterward, Jaime and Brienne comes at last to King’s Landing and he and Cersei have an amorous reunion…
In the north, Bran, Hodor and the Reeds find their way to the Nightfort, just south of the wall. While they sleep, they begin to hear a terrible noise that they suspect is the ghost. However, it turns out to be Sam and Gilly, who have also just arrived at the Wall. Sam quickly realizes who Bran is and tells them he is John’s sworn brother. Bran asks for their help getting north, but Sam tells them they must all go to Castle Black. Bran and Jojen tell them he must go north, since only he has a chance at stopping the White Walkers.
Sam then shows them the blade he used to kill one, which Jojen identifies as Dragonglass. He distributes other heads from the collection he found, and tells them there are many more out there. They part company then, with Sam and Gilly heading to Castle Black, and Sam showing them to the tunnel they used so they may go north of the Wall.
Not far away, Ygritte meets up with John Snow again. He tells her he must go home, despite his love for her. She manages to hit him with three arrow, but John still manages to ride away safely. He arrives at Castle Black shortly thereafter, wounded but alive, and is carried inside. At around the same time, Sam and Gilly come before Maester Aemon and tell him of what’s happened. Aemon grants asylum to Gilly and her son (whom she’s named Sam), and asks Sam to take letters calling for aide from every corner of the Realm…
At Dragonstone, Stannis receives word of Robb’s death as well, and Melissandre claims this was due to her ritual. Stannis is now double convinced of the need to sacrifice Gendry. Making his way to the dungeon, Davos frees Gendry, sets him off in a lifeboat, and tells him to make for King’s Landing and never look back. Stannis sentences him to die, but Davos presents him with the letter from the Wall and tells him of the contents. Melissandre confirms the truth of it by looking into her fires, and Davos is spared.
At the Twins, Walder Frey enjoys his victory and toasts the death of all the high lords who looked down at him and are now dead. They also celebrate their new positions – now that House Frey is gone Walder is to become warden of the Riverlands, while Bolton is to become warden of the north. The subject of Ramsay comes up, and it is revealed that he is the one who is now holding Theon…
We also get to see Theon at the Dreadfort, who is in the midst of suffering from Ramsay’s latest cruelty. In addition to removing one of his fingers and crippling a foot, he has apparently removed his manhood too now. After cruelly jesting about his latest act in front of him, Theon begs for death, but Ramsay claims they still need him. He also confers a new name on him since Theon no longer seems appropriate: Reek.
We then move to the Iron Islands, where Balon Greyoy receives a letter from Ramsay. He issues an ultimatum, telling him to remove all his forces from the north. To make his point, he also sends the remains of Theon’s “favorite toy” – aka. his manhood, and threatens to send him more pieces unless he leaves. Balon is unmoved, and chooses to press on, but Asha defies him and says she is taking a ship and their best warriors and going to the Dreadfort to save him.
On the road, Arya and Clegane come upon a small camp of Frey men who are boasting about her mother’s death. Arya hears one of the men talking about how he stitched the wolf’s head on her brother, and approaches them. Offering one of the men the coin Jaqen H’gar gave her, she forces him to bend over to pick it up, and then stabs him in the neck. Clegane steps in to kill the others, and Arya retrieves her coin and remembers what H’gar told her about coming to Bravos.
At Yunkai, Daenerys and her armies are welcomed by the people for the first time. Their greeting party consists of countless freed slaves, who begin chanting “Mhysa” to her as one. She learns that the name means “Mother” in Old Ghiscari, which the slaves have taken to calling her. She commands her dragons to fly and begins walking amongst the people, who lift her up and begin carrying her on their shoulders.
The episode ends with an aerial shot, showing Daenery’s dragons circling the crowd of thousands of freed people as they hold her above and chant her new name…
Summary:
Not a bad way to end the season, though I have to say I was a little disappointed. After the “Rains of Castamere” episode, I suspected they would end the season with the other major wedding and the first of many showdowns that take place at the Wall. But since they didn’t get into any of that, I’m forced to hold my tongue and avoid any spoilers until next season! Which, by the way, is not until sometime next year…
Sure, it’s a wise policy to keep all those good nuggets until season 4, but it did make for a pretty thin season finale. After the massive bloodfest last week, this episode felt like little more than winding up. What’s more, I know for a fact that much of this episode was mere padding – stuff that wasn’t even in the book and was just thrown in to pace things out. Everything from Theon’s captivity, Asha’s decision to rescue him, to and the many, many conversations between secondary characters. All filler.
But I can’t complain too much. Most of the scenes from this episode did provide relevant information and plot development. And they did bring the season down after a terrible 11th hour high. And some of the content, which was only conveyed through dialogue and narration in the book, was illustrated quite nicely here. I’m thinking mainly of the scene with Robb’s corpse. Though horrid, the production of that scene was quite good! Fucking Freys!
And though I’ve complained repeatedly about them throwing in the scenes with Theon, the part about Ramsay giving him his new “name” was kind of neat. Here too, we see material which doesn’t come up until book five, but which becomes highly relevant by then. I suppose filling in the backstory so we’re not lost later does kind of make sense…
Still, waiting a whole year for another season. It’s kind of criminal, really! Yes I know that a big-budget show like this doesn’t happen overnight, but remember the criminally long wait for this last season? Remember the kind of memes it inspired, like this gem:
That’s right! But there might be a silver lining, like if Martin somehow produces the sixth book in the series between now and then… Ha! Yeah, right! See you next season!
Wow… This week’s episode of Game of Thrones certainly made the waves and shocked the pants off of numerous fans. One episode shy of the season finale, and the episode writers decided to reveal one of the bloodiest scenes from the series. All I can say is wow! My condolences to the fans who didn’t see this one coming. I wish I could have warned you, but you know how spoilers are! And I thought it best if you saw it for yourself.
Lord know I too was wondering how they would go about presenting the “Red Wedding”, a climactic part of the third book. And wouldn’t you know it, it just happened to be the bloodiest scene to date for the miniseries. Fitting, seeing as how its description was nothing short of brutal and shocking in the original novel. And much like with Ned Stark’s death, it left fans aghast and traumatized…
But of course, Robb’s death wasn’t the only highlight of the episode, and there is still plenty more bloody goodness to be had. So for those who are having second thoughts about watching after this episodes horrific twist for the Starks, I can only insist that you stick with it. Bad people will die too before its all over…
The Rains of Castamere: The episode opens with Robb and his bannerman arrived at the Twins to meet with Lord Walder Frey. After trotting out his daughters to recieve Robb’s apology, he inspects Talisa Maegyr and makes some extremely vulgar comments. Meanwhile, Edmure Tully is sure to keep a close eye on the Frey girls, as he knows that he is betrothed to one of them. However, their initial meet and greet ends before he can, and the date for the wedding set!
On the night of, as Robb’s camp is liquored and fed outside, Frey introduces his daughter to Edmure, who is pleasantly surprised. They say their vows, are joined in the sight of the Seven, and the festivities commence. Dinner is served, the wine flows in abundance, and the band plays merrily while everyone dances and carries on. A toast is made by Walder, and the bedding ceremony is called for!
Over in Yunkai, Daenerys’ and her captains, which now includes Daario Naharis, prepare to invade the city. He suggests using a rear gate that is frequented by his men when seeking ladies of the night. Volunteering to lead Grey Worm and Ser Mormont inside, he plots to open the gates from within and let the Unsullied inside to sack the city before its defenders realize they are under attack.
Moving at night, Daario is true to his word and enters the back gate, kills the guards, and leads Grey Worm and Selmy inside. They are attacked by several more guards once inside, and hope seems lost… Many hours later, Selmy, Grey Worm and Daario return to Daenerys, claiming victory and presenting her with the Harpy flag of the city. Yunkai is now hers to rule and the slaves are set free!
Not far away, John and the Wildling party led by Tormund come upon a horse-breeders farm. Finding one man there alone, they plot to kill the man and take the horses, but John insists they leave the old man alive. He is ignored, but managed to alert the man’s horses before they get the drop on him, and the old man escapes. His other horses are taken and several of the Wildlings go after him.
Just south of the Wall, Bran and his companions find their way to “The Gift”. land that was entrusted to the Night’s Watch by Brandon the Builder. Finding an abandoned windmill, they decide to take shelter for the night and wait out a storm. They notice the horse breeder riding by, and have the perfect spot to watch as he is overtaken by the Wildlings. Hodor’s yelling begins to give them away to the Wildling party. He is stopped only when Bran uses his “skinchanging” technique to invade his skin and take command of him.
When John and the rest catch up with them, John is told to kill the old man as a test of loyalty. John is unable, and Ygritte steps in and kills him with an arrow. Tormund orders John dead and begins fighting with them, and is saved by the intervention of Bran and Rickon’s direwolves, whom Bran managed to take control of with his skills again. However, Orell manages to get his hawk to deal some gashes on John, and he rides away injured, leaving Ygritte behind.
In the windmill, Bran says his goodbyes to Osha and Rickon. After saying yet again that she won’t go beyond the Wall, Bran tells her that she need not come. And Rickon he insists needs to stay behind, due to the dangers they are likely to face. He leaves them then, ordering them to head to House Umber’s holdings. Since they are the bannermen of the Starks, he knows they will keep him safe.
In the Riverlands, Arya and Ser Sandor “The Hound” learn of the wedding as they get closer to the Twins. They arrive just in time to find that the outside of the castle grounds is littered with tents and men, Robb’s entire host which has been billeted there for the evening and is raucously partying. Inside, Edmure and his new wife are taken from the hall to be bedded, and things quickly turn bad!
The band, which until now was providing joyous music, begins playing “The Rains of Castamere” and the doors are shut. They then produce crossbows and lets loose on Robb and his bannermen.Talisa is stabbed to death in her stomach, killing their unborn child, and Robb is hit by several bolts.
Outside, Sandor comes up to the gate and is refused entrance. Sensing a chance to escape, Arya jumps from Sandor’s cart and tries to flee, making her way to the nearest table with Stark bannermen. However, she comes upon them just in time to see Frey’s men begin killing them and to watch Robb’s direwolf get killed. She is narrowly saved when Sandor, having come back for her, hits her over the head and carries her away…
Catelyn tries to take Walder’s wife hostage, but succumbs to grief when Roose Bolton returns to finish Robb with a stab to the heart. She cuts the wife’s throat, and then has her own cut by one of Frey’s men. The episode ends with her bleeding from the neck and collapsing to the floor, her face stricken with grief…
Summary:
Like I said… wow. Having read the books, I was somewhat prepared for the event, but that didn’t make it any easier to watch. Not only did they convey the “Red Wedding” in all its horror, they even upped the ante by adding an extra horrorific. In the novels, you see, Talisa was not at the wedding, and was therefore not amongst the victims. Which meant that no one stuck a blade in her belly and murdered her unborn child. That was truly horrible and bloody, and makes me want to see Walder’s head smashed with a rock!
But that would be nothing new. Both the Freys and the Boltons are scum and deserve to die in terrible ways. Guess we’ll all just to have to wait to see that one take place. And in the meantime, like I said, there’s several more not-so-horrific things which need to happen. And some comments I want to make on this episode…
Aside from the bloody resolution to the Stark’s campaign to avenge Lord Eddard Stark and establish a “King in the North” (which I still think sucked!), there was Robb’s journey north and John’s all-important escape from the Wildlings. After being lost to his brothers for so long, he is now free to return to them, and knows the Wildlings plan of attack. And said attack is coming soon!
In addition, Daenery’s private little empire now accounts for Yunkai and her power is growing. Now, only the port city of Mereen remains, with its vast array of ships and slaves to be freed. And of course, there’s plenty of intrigue still to be had in King’s Landing, where – as is the them for the end of this season – another wedding is about to commence. And believe me when I tell you, it too is going to have its share of surprises!
And this week, I’ve decided not to be so nitpicky. If there’s one thing I’ve noticed, its that the show has a way of taking changes and steering them back into the fold. For example, Roose’s Bolton earlier betrayal of letting Jaime go now makes sense in the context of his betrayal at the wedding, which was true to the novel. In addition, having Talisa around for much of the show now, and having her at the wedding, made for a much more emotionally-involved spectacle when she died.
And sure, the part involving Daenerys’ forces infiltrating Yunkai, that too happened differently in the book. You see, in the novel, Selmy had been in disguise prior to this point and his the true identity had just been revealed. At the same time, she learned that Mormont was originally involved in the plot to poison her after she married Drogo. Incensed, she sent both men into the city using the sewers and managed to take it from the inside. Here, they changed that, but I would imagine they’ll steer things back soon enough.
And Catelyn did not take Walder’s wife hostage in the book, but rather his “simple” son, who due to Walder’s cruel and inhumane nature proved to be a lousy hostage. But that mattered little in the face that performance. Her anguish was palatable as her son died and she sliced the poor girl’s throat out of anger and grief, only to then die herself and look almost indifferent about it.
And David Bradley was just so believable as the miserable and loathsome Walder, I almost forgot how much I hated him as he watched everyone die. The only downside was how it overshadowed everything else in this episode, including John Snow abandoning the Wildlings, which included the woman he loves, and who loves him…
But who could expect anything to compare to that bloody, awful wedding? Though heartrending and horrible to behold, I respect the hell out of the actors and writers for how they conveyed it. The subtle addition of “The Rains of Castamere”, where no one said that it was playing, they merely trusted the audience to make the connection, was quite brilliant. And we already know from last episode the significance of this song that tells of a great House falling due to its ambition.
Like I said, there’s plenty more to behold, and its all coming in the season finale. Trust me, traumatized fans. You’ll want to keep watching!