Smegma Crazies, Gayboys, and The Golden Youth

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On the surface, The Road Warrior is a fine action movie that defined the post-apocalyptic genre and put everyone involved on the map. If we put aside the action and go a little deeper, we start to see some interesting clues about the Humungus tribe. As we already saw with Lord Humungus and especially Fury Road, George Miller loves adding cryptic details into his films. Perhaps the most discussed and yet mysterious of these details revolves around the Humungus tribe’s not-so-subtle homoeroticism.

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What is MUTATION: The Wasteland Survival Guide?

MUTATION: The Wasteland Survival guide is a six episode long series exploring the quirky and unusual world of MUTATION, as seen in The Journal of Joe Junkman. The show itself documents the writing of the Mo-Javi Wasteland’s very first survival guide. Charged with writing this book is wasteland legend James Gray and local shyster Joe Junkman. Throughout their journey, our heroes will struggle with radioactive dust storms, water scarcity, and each other.


I want to break character for a moment to say how excited I am to be moving forward with this project. The world of MUTATION has gone through a lot of change since its conception. What originally began as a pen and paper RPG has transformed into serial fiction, a website, and a show. I can’t wait to see where it goes next.

To make a long story short, Ben and I got together in the summer of 2015 and began brainstorming ideas for this short series. Although we have all the footage, brainstorming was about as far as it got. It seems embarrassing now, but we didn’t have a script or anything. Essentially, we had a concept for each episode and a location. For better or worse, almost every scene is improvisational.

When I first established this website, I had no idea what the response would be. These past few months, I’ve been consistently amazed at the hospitality and support I’ve received from the online post-apocalyptic tribe. Thank you for giving us a chance and following our stories week after week.

I’d also like to announce at this time that Ben and I are planning to attend Wasteland Weekend this year! I’ll be in character as James Gray and I believe Ben will appear as Joe Junkman.

We hope to see some of you there! The Rad-Lands wouldn’t be here without you.

-Ron Welch

We Are Not Things: Commodities of the Citadel

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Mad Max: Fury Road had a lot of memorable catchphrases, but one of them transcended becoming a meme and instead appealed directly to one of the film’s overarching themes. Written inside Five Wives’ vault was “WE ARE NOT THINGS”.  The audience immediately relates this phrase to the wives’ role as breeders. However, by looking at the whole of Immortan Joe’s society, as well as some small details from the Fury Road comics, it can be seen that this phrase applies to every resident of The Citadel. Continue reading

The Little Details That Make Mad Max Great

The Mad Max game (2015) is loaded with small details that make the world feel like a living breathing entity. The wasteland is full of lore and history which shows in every area. Everything in the environment was placed with gentle care. Quest items are hinted at through decorations in the world. To illustrate this, I’ve collected the top five small details that make Mad Max great.

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  1. Thrall Rustlers: Slavery plays a big part in the wasteland. A handful of main characters are slaves. Nearly every camp has slave cages. The player hears a lot of discussion about the slave trade, yet there aren’t slave caravans or opportunities to free slaves in the game. What there is however, is a very interesting idea.
    They only appear in one mission before Max wipes them out, but the Thrall Rustlers have a very cool concept. A slaving guild that only kidnaps people with strange deformities or useful skills. Had this been developed a bit more, this could have been an impressive faction.
    For the Thrall Rustlers quest, I would have enjoyed seeing Max use Chumbucket as bait (since he is a renowned mechanic with a deformity), then follow the slavers to their hideout. This would also better establish the relationship between Max and Chum. There was a lot of opportunity in this quest for something really interesting, if only it had been given an extra push.

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Show, Don’t Tell: Scarcity in Mad Max

Resource management is nothing new to video games. Survival games and RPGs have had players carefully manage their supplies for over a decade. However, Mad Max (2015) took that concept and ran it in a completely new direction. In the Mad Max franchise, the oceans have dried up, crops have withered, and the great machine of society has sputtered until it finally ground to a halt. The future belongs to those who control the last precious drops of water and guzzolene. By giving glimpses of a backstory and making resource management an integral part of the gameplay, Mad Max makes players fear scarcity both in the game and reality.

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In Mad Max, the player can only be healed by drinking water or eating food. Water is kept in an accessible canteen, but food can only be used once and always consists of either wild animals, canned dog food, or corpse maggots. Since the local warlord has deployed hundreds of his men into the dried seabed, Max will need to heal quite often. This gives the player a sense of risk over reward: they could waste their precious water to heal or they could explore the enemy camp a bit longer and hope they find some food before a murderous war-boy finds them. Continue reading

The Complexity of Lord Humungus

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 The Lord Humungus is a perfect example of how an outwardly one-dimensional villain can become human through small details. Looking at The Road Warrior’s script, one would get the impression that Lord Humungus is just a means of creating conflict, but the visual medium of film allows this character to become two dimensional. Cleverly, director George Miller planned for this from the beginning by writing backstories for each character in the Mad Max franchise. Continue reading

How Mad Max 2 Defined a Genre

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How can you talk about post-nuclear fiction without talking about Mad Max 2: The Road Warrior? Director George Miller set the tone of an entire genre with his high octane sequel, but the truth is that Mad Max 2 is not a post-nuclear film. The first two films showcased crumbling and inevitable downfall of society, but it was not until Beyond Thunderdome that the theme of post-nuclear survival came into play.

The original Mad Max chronicled the downfall of society. Gang members from the dying cities fled into the Australian outback, feasting on their fellow men while cops tried to uphold some semblance of law.  There was no mention of radiation, mutation, or fallout.  Likewise, the opening narration of Mad Max 2 did not include any mention of nuclear weapons either, but rather, “Without fuel they (the great tribes) were nothing. They build a house of straw. The thundering machine sputtered and stopped”.  Originally, the world of Mad Max was about an energy crises that caused all cities to stop and fall apart. The Road Warrior follows up on that, showing what happens after society has collapsed. Continue reading