The Walking Dead Recap: Finally Discovering that this is In Fact a Zombie Apocalypse

When we last saw the Grimes group and what was left of Hershel’s family, the two factions had together come to the realization that in a zombie apocalypse “safety” is an abstract concept. With the incineration of Hershel’s farm, after a zombie horde had all but overrun it, what we were left with was a badly battered group trying to decide their next move. But whatever that move was to be, they were going to have to do things differently — and that meant there was going to be one rule of order. One rule or everyone dies.

Rick who was sharing leadership duties with his former deputy and best friend, Shane, and with also Hershel as some sort of archaic patriarchal type, embraced the fact that everyone can no longer have a say in how the group progresses. In his words, “It is no longer a democracy.” We were left with pondering what exactly that meant. We also didn’t know how the group would fare without an enforcer like Shane, killed dramatically in the final episodes of season two, or what would become of Hershel’s existentialism as it pertained to right and wrong and life and death. What we saw was the beginning of a slow transformation of this group of survivors, where staying diligent was paramount, and changing their thinking on just what a true utopia would consist of in the real world, and not putting stock in a make-believe safe haven that was really just a mirage no more real than the world they left behind pre-infection.

After what we find out was probably the longest, coldest winter for them all, the two groups have merged into one, but they’re now doing things with almost military precision. We open with the group who’ve come across an abandoned home. Immediately we see two Walkers therein. The group bursts through the front door and makes quick work of the zombies, they then set about clearing the house, quietly and effectively, telling us this has become the norm. Even Carl, a little older, taller, and with longer hair, has his own gun with a silencer and is also taking Walkers out. No longer do we see the stumbling child paralyzed with fear in their presence. He orchestrates the grim task as if this were far from his first time. THANK GOD! In this instance what we’ve realized is that the show has decided that there is no more room for characters who can’t make a kill by relying on their morality, or gender, or age. And rightfully so. Why waste the man-power? This is how it should’ve always been.

As the group plans to hunker down for the night with only a lonesome owl and two cans of dog food to eat, of which Rick throws aside, T-Dog sees a new herd of Walkers coming for the house, so this plan is scrapped and everyone jumps back into the vehicles for points unknown. There is virtually no talking during this opening sequence, which is brilliant. We learn all that we need to. This is how the group has been surviving — house to house — with everyone pulling their weight and doing things methodically and unemotionally. However, as we saw with the dog food, Rick draws the line at existing like animals. There is still a difference. As robotic as it all may seem he still wants to believe in some semblance of humanity, albeit altered and adapted.

When the survivors regroup farther away from the house, we find out that what they’ve really been doing all winter is trying to outrun the same moving zombie herd to the point where it feels as if they’re going in circles. And we like the thought that the zombies have somehow latched onto them and that they have organically devised this territory as their own hunting ground, of which the Grimes group has infiltrated to their detriment, not the other way around. What we don’t find the answer to, is why not just leave Georgia altogether. We imagine it’s some fear of the unknown, and maybe it feels somehow safer to deal with the zombie devils you know. As everyone breaks to “wash their panties” as Daryl says, or be heavily pregnant and exhausted, as in Lori’s case, Rick and Daryl set off to hunt. And lookee what they come across? A prison. We can already see Rick’s wheels turning as he surveys the layout. He sees fences, razor wire, and a facility with lockdown capabilities, supplies, and hopefully food and water.

Those of you reading the comics know the importance of The Prison. As always, Fingies is going to ask that you guys give no spoilers if you know what happens in the weeks to come regarding this new challenge for the group. Yes, we know, the prison was altered a bit to make it more of a fortress. No matter! No spoilers!

Now then, Rick is able to sell the benefits of the prison and the group sets upon it like a well-organized strike team, and not a bunch of tired civilians. A small group draws the zombie prisoners out to an open field which is surrounded by fencing. Stab, stab, a few get shanked in the eye through the fence by those infiltrating the perimeter. The sharp-shooters of the team which now includes Carol — sobbing, wilting, depressive Carol — are taking out Walkers right and left as if made for the job. All of the say, thirty Walkers, are picked off pretty easily by the Grimes group making the outer field area of the prison safe. [Fingies Note: All survivors of the zombie apocalypse are supremely lucky the zombies can’t use their opposable thumbs very well to open doors, or climb, or slide open a fence. If they could do that, this would be a totally different show.]

After the zombie massacre which leaves the group eerily elated and giddy, which is another brilliant addition from the writers to incorporate the level of desensitization we’re witnessing, mostly the group would like to make camp in the safety of the moment. However, Rick has other ideas. He’s looking at the prison long term. He’s thinking if they can get inside and clear it of Walker prisoners and guards; they can hole up there for a long while living off whatever the prison has to offer without having to worry about Walker herds and their inability to open doors. While this is going on the group has devolved into campfire songs, Carol propositioning Daryl, which we’ll have to rate as an “ew moment” and Lori wanting to “talk” to Rick about “things.” To which Rick says, “Uh, no. I’m busy.” Um-hm, just what is going on here? Things seem more than a bit chilly between the President and First Lady of the Grimes Dictatorship. He convinces the group that instead of settling for being “sorta” safe outside, that it’ll be better to “really” be safe inside a prison. Yeah, well, we think there are going to be big challenges here.

And that leads us to Andrea. Remember her?! We thought she was left for dead until a badass killer chick came along? Well, Michonne (Geeks go wild!) and Andrea have become partners so to speak. On her way to pick up supplies and head back to she and Andrea’s safe spot, and oh, don’t let us forget her two mandible-less zombie pack mules, she encounters a few Walkers whom she takes out epically. See, Revolution! This is how you do swordplay. We then find out that Andrea is sick. Maybe the flu. Maybe some other environmental infection. Regardless, Walkers are closing in, and the two have to move. This is all we see of these two. We’re glad to see Andrea alive, but this really served to reintroduce us to Michonne, who will no doubt be a breakout star this season.

Back at the prison, Rick and his group of hand-to-hand combat experts are going into the prison Maximus Gladiator style — back-to-back covering all sides — which works fine on regular Walkers. But heh, in true video game, bad guy upgrade style, out come a few Walkers in riot gear, which means their heads are covered and their bodies are protected by body armor. Nice. We really liked this. Good thinking. Maggie figures out to kill these dudes you’ve got to get underneath the masks and everyone follows suit with Daryl giving an awesome stab to one guy’s brainstem. This was a really well executed scene. We loved the thought put forth here.

The group pushes into the prison and clears out a cellblock of Walkers. Everyone except Daryl, because he ain’t spending no night in a cell, decides to bed down on the dirtiest, bloodiest mattresses you’ve ever seen. This was a true squick-you-out moment. But hey, this is survival and these beds are pretty damn soft confirms everyone. Even Beth, Hershel’s seventeen year old daughter, thee of the catatonic fever, and thirteen-year old Carl, who are making googly eyes at each other, which Hershel nips in the bud. Good gracious this whole end of the world thing has everyone trying to hook-up, except for poor Hershel. Never you, poor Hershel. Well, he’ll always have Lori freaking out if that helps. She’s worried about the baby that looks like it weighs forty-seven pounds. Baby Grimes hasn’t been moving much, so she’s worried about monster type things, like a baby that dies and then comes back as a Walker, or worse, one that becomes one in utero and tries to eat her from the inside out then making her a Walker! (Dear God. Yikes, but such gruesome and fabulous imagery if you like this kind of horror! Shut it, Twilight.) Hershel tells her not to worry. Yeah, right, Hersh. She could have a zombie baby and she shouldn’t worry. (Yes, we’re secretly hoping for a zombie baby. See the Dawn of the Dead remake.) But along with that we find out that both Carl and Rick are angry with Lori for being a bit of a shell-shocked lady with a vagina which caused such a big problem for everyone and now Shane is dead. Ouch.

By the light of day, Rick, Mr. Death wish, just won’t leave everyone alone. First the prison field wasn’t enough to stay in for a few days, and now a completely cleared cell block complete with cells and beds isn’t enough. Now he wants a team to go deeper into the prison to find supplies. After-all, where are you going to find an Ikea at a time like this? We now morph from action zombies to horror zombies. Rick is leading his strike team down some dark hallways with some Walkers dead on the ground and herds of them around every corner. This was such a bad fooking idea. They’re now trapped and trying to outrun not one, but two or three different zombie herds. The group gets separated in the dark. Yeah, nice thinking, Rick. And soon Hershel who thinks he hears Maggie, gets a good old zombie chomp on the ankle. Down goes Hersh. They manage to get him into a cafeteria where Rick dispassionately proceeds to chop Hershel’s leg off at the knee to stop the spread of infection. [Fingies’ Hubby Note: “No way, man. The way the blood pumps and all the adrenaline — yeah — that guy is toast. Infection has already set in. Old man zombie town.” Fingies Note: “Shut it, heckler.”] Hershel passes out from what we imagine is the pain of getting HIS FOOKING LEG CHOPPED OFF WHILE BEING AWAKE!” Wow. Rick. The big brass ones you’ve got, sir.

Out of the corner of Daryl’s eye he sees five figures jump up. With crossbow in hand he and the audience realize that these are not Walkers but prisoners. Hoo-boy. Wonder who gets squatters rights now?

So. This was AN AWESOME WAY to bring back this show, right? After languishing forever on that damnable farm last season, and talking until even we wanted everyone eaten by zombies, the show has done a major regrouping in this first episode. The pacing was fast and frenetic, there wasn’t too much talking, the action made sense, and we finally feel like the characters have caught up to the rest of us — YOU’RE IN A ZOMBIE APOCALYPSE! ACT LIKE IT!

This episode was a winner. Tell us what you thought in the comments.

Images: AMC.com

Leave a comment

Your email address will not be published. Required fields are marked *