![]() Remember in The Matrix when Neo suddenly starts seeing in code? It’s that kind of “holy shit!” moment.Īnd since the characters and storyline Maeve & Co. Then, on the verge of being strangled to death by one of the black-clad attackers, she mentally commands him to impale himself on a nearby spearhead. First, she senses the arrival of the shogun’s ninjas before their attack begins, narrowly saving her from an assassin’s knife. So she spontaneously manifests a new talent: telepathy. ![]() If there’s a language barrier, or if she gets choked or gagged, or if her intended targets have their ears burned off by a crazed shogun (hey, it happens), the transmitter and receiver can’t connect properly. Her voice control over other hosts is impressive, though it’s started to prove spotty. Maeve, for example, is not just one of the park’s two Patient Zeroes when it comes to the robot revolution (the other being Dolores) – she’s slowly manifesting the powers of a superhero, or even a messiah. This is Westworld in peak pulp-thrill mode. But plotwise, it’s the breeziest, most action-driven episode we’ve seen in a long time. ![]() The dialogue still feels stilted, the pace slow. As both her robotic and human companions keep telling her, this is a hugely unnecessary risk for Maeve to take …which is what makes it worth taking. Set in a simulacrum of feudal Japan, it revolves around Maeve‘s quest to help a local madam named Akane (whose gig and personality are based on the former saloon-dwelling alpha female’s own template) rescue her adoptive daughter Sakura from the clutches of an evil shogun. ![]() For proof, look no further than tonight’s sword-slinging episode – “Akane No Mai” – in which Westworld officially goes East. What’s true of Grand Theft Auto or The Legend of Zelda is true for the occasional blockbuster TV series too: Sometimes, a side quest can be the best part of a game. ![]()
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