Reviews
[Review] “The X-Files”: ‘Home Again’
A satisfying, disturbing ‘X-Files’ hits both the frightening and the familial in an episode that you shouldn’t even try to logically explain
“It’s not alive. It’s not dead.”
Oh, that episode of The X-Files where a homeless person’s thoughts manifest themselves into vengeful murderous trash? Yeah, I remember that one.
That very well might be the legacy that “Home Again” leaves behind. And that’s not a bad thing.
Officially past the halfway point now, this episode comes courtesy of Glen Morgan. Much like James Wong, Glen Morgan knows how to do horror, and the cold open for this episode is some classic slow burning dread. The stage is effectively set with the backdrop of relocating housing projects and the rolling progress of gentrification, but then before you know it you’re screaming at the legitimately terrifying stuff that’s happening on the screen. Much like what we saw with his brother last week, Morgan hasn’t lost his touch and seeing him tap into this heavy horror monster-of-the-week vein is deeply gratifying. If anyone checked out his promising-yet-cancelled Intruders, you got to see him flexing a bit of this muscle, but he really let’s loose here. The sequence set to Petula Clark’s “Downtown” or the final set piece with Landry are exercises in tension that show you how far Morgan has come. It really is a shame that he didn’t catch on as more of a horror feature director because the talent is obviously there. There are moments here where it feels like he’s intentionally trying to outdo and outgore his work in “Home” (if the title alone is any indication), and I’d say that he manages to pull it off…in fact he pulls both of them off, right from the torso.
Morgan’s directorial eye is also at display here, with a number of gorgeous shots and creative filming styles, like mounted cameras, adding some nice touches that amp up the atmosphere. There’s a particularly beautiful/gratuitous shot of Mulder and Scully’s flashlight beams (“Back in the day, is now.”) crossing and making an X as they descend into the unknown. It’s a very pretty episode to look at. Carter has gone on to say that this was the most expensive episode of the season to produce (which includes the crazy UFO and explosion special effects that went down in the premiere), but none of that money is that obvious (other than the ripping effect).
Once again, a very traditional sort of story sees itself being told here when a string of city officials are murdered in a way that defies all conventional logic. They’re murders that scream monster-of-the-week, and our intrepid FBI agents even acknowledge its on-its-sleeve-spookiness from the jump.
Morgan gets to push all of his favorite buttons here between inexplicable monsters, technology, and the big one—Scully’s family. I suppose it wouldn’t be a return to The X-Files without something horrible happening to one of Scully’s family members. Morgan effectively balances Scully opting out to deal with her ailing mother, while Mulder gets the opportunity to go “Full Mulder” here with a case that’s perfect for his limitless imagination. Not having Scully as the usual sounding board is exactly what he needs for these unexplainable murders. Also, for those that have been hungry for that snarky, sardonic Mulder, “Home Again” is going to make you happy. There are tons of instantly quotable one-liners at Mulder’s ready.
Scully delving back into her family life ends up seguing rather organically (which can be the case when pretty much every male in your family has the name “William”) into her woes of putting William up for adoption. Carter has spoken about how “Home Again” was originally slated to be the second episode of this revival, which means all of this William discussion here was meant to happen before what we saw in Wong’s “Founder’s Mutation.” This doesn’t change a lot, but it does show Scully dealing with this trauma alone, and unsure of herself, before she ultimately decides to push it further with Mulder, which we saw in the second episode. There’s heavier motivation to that action now. It’s got the weight of her mother’s last words, even. Those that have been looking for the entry of this season that gets to be the breakout Gillian Anderson vehicle where she gets to show what she’s capable of, look no further than “Home Again.” Anderson really kills it here, but Mulder’s pained looks at her as she compartmentalizes and forces herself back to work are equally devastating. And on the inverse, it’s nice to see that after thirteen years Bill Scully is just as much the asshole brother as he always was, too.
What I kind of love about this episode—and this isn’t necessarily saying that it’s a good thing—is the entry tying its monster to some ridiculous, unrelated concept. In this case: homeless people, graffiti, and tulku Buddhism. There are so many early X-Files that decide to throw in an element like some “Magical Homeless Man” and cryptic nomenclature like “The Band-Aid Nose Man” just to pad out the supernatural aspect that’s going on. Again, this might not be good writing per se (this honestly feels like Gilliam’s The Fisher King mixed with Guillermo Del Toro’s Mimic more than it should), but it distinctly feels X-Files-ian, and Morgan does a flawless job at harkening that tone. The idea of the collective plight of the homeless personifying itself into some horrible crusader doesn’t make any sense, but it fits, y’know? I mean, this whole thing is basically a big, fat parable for “People treat each other like trash”, but it somehow sells itself. The classic storytelling also only makes the horror of The Band-Aid Nose Man (or “Trash Man,” to each their own) hit all the harder when special effects and filmmaking have improved considerably since the show ended.
Watching the mystery of “Home Again” unspool is part of the fun, and as you begin to connect the dots between these disparate elements and figure out how this Trash Man can be neither living nor dead, the madness only becomes more entertaining. The end of this sees Mulder and Scully tag-teaming the monster and basically getting a big ramble of nonsense to explain it all. Like so many X-Files episodes, this one doesn’t try to explain the specifics, and Mulder and Scully really don’t do anything to stop this carnage. Everyone on the Trash Man’s kill list gets theirs, and then this monstrosity ceases to be. Frankly, I didn’t need an explanation and the episode’s decision to coast more on tone than logic worked for me just fine.
What didn’t exactly work for me however are the connections that the episode tries to make between the enlightened nature of the Trash Man, and Mulder and Scully’s child. There are a lot of superfluous flashbacks and attempts to tie things together that are treated like there’s a larger pattern at work, but there really isn’t. I suppose it’s fair to reason that Scully is incredibly emotionally fragile at this moment, so these leaps in vulnerability that she’s taking aren’t exactly out of character. The show has certainly made bolder claims in the past, but this still felt a little inorganic to me.
The episode’s final thoughts focus on an introspective, albeit overdue, moment between Scully and Mulder. The idea of turning Scully’s “quest” for William and plaguing her with these unanswerable questions as her own “Samantha Mulder” equivalent is an interesting move by the show (“I want to believe—I need to believe—that we didn’t treat him like trash.”). This episode very much sets up William to be Scully’s ultimate payoff in the same way that The Truth is Mulder’s, and I suppose I’m okay with that. It’s really the biggest piece of lingering mythology for the show to address, so it’s focus makes plenty of sense. Any symmetry is nice, and more than anything it seems like this path is taking us down to a William reunion either when the finale, or inevitable next movie, take place. Mulder, Scully, and William somehow ending up as one happy family wouldn’t be the worst ending for the show that I can think of. They’ve certainly ended the solitude at this point.
Until then, let’s all keep searching for the dark wizards in our lives.
Reviews
‘DOOM: The Dark Ages | Revelations’ Review: A Worthy Expansion That Delivers One Last Thrilling Battle
A couple of weeks ago when id held a digital preview event showcasing the new DLC for DOOM: The Dark Ages, I was left a little bit unsure of how I would take to it. Director Hugo Martin promised that Revelations would be pushing the challenge of the game further than the base game, incorporating some of the movement and feel of DOOM Eternal.
As someone who liked The Dark Ages but bounced off of Eternal, this made me a little bit worried. Thankfully, they do not remove the heavy combat that The Dark Ages’ shield brought into the mix, while layering on new options to add quick movement with the introduction of the new spear.
Revelations picks up right after the events of The Dark Ages, but quickly takes you down a peg and removes some of your high level upgrades, including taking away the iconic shield. It continues The Dark Ages’ strange insistence on being more narrative-focused, with dramatic cutscenes and self-important lore. This was something id started doing in DOOM Eternal, and I feel like it’s one of the things that pushed me away from enjoying the game.
I’m not entirely sure why, but it always feels sacrilegious to me when I see a third person view of the Doomslayer, especially after DOOM (2016) did such a great job of humorously rejecting deep narrative through its first-person sequences. I don’t remember this happening in other games, but Revelations even goes as far as to have narrative sequences when you walk through areas without being able to shoot anything, which feels very bizarre for a series that’s known for its focus on gameplay.
The game is asking me to have a reverence for the lore of this world that I just don’t feel like they’ve earned, which is off-putting to me, at times. Every time I get into a cutscene where I’m watching paper-thin characters discuss the war against Hell, I’m just looking at my watch waiting for the moment I can get back to ripping and tearing.
The Spear Changes the Rhythm of Combat

The biggest introduction that Revelations brings to the franchise is the brand new spear, which goes in your left hand slot where the shield resided. Eventually, you will be juggling both, but much of the beginning of the DLC is spent with only the spear. While the shield gave you the ability to tank hits when under fire, the spear is all about mobility, giving you a dash ability to dance between projectiles rather than blocking them. Replacing the shield ramming ability is a grapple that lets you pull yourself towards an enemy, albeit slower than the shield bash.
You can also slash with the spear, which doubles as the weapon’s version of the parry, making it a versatile tool that creates a different playstyle that’s distinct from the shield, but still fits into the established gameplay.
It did take me a while to get used to the spear, though. Oddly, the slash that you use to parry is mapped to a different button than the shield’s block/parry, which was an adjustment for my brain. Modern DOOM games are so much about muscle memory, so having to switch parry buttons depending on which weapon I was carrying always caused me to stumble for a fraction of a second, and those moments can be critical ones in such an aggressive game. Some of the more fun and useful moves, like the ability to chain yourself to an enemy and orbit around them while firing, were locked behind an upgrade tree, making it an even slower curve for the spear to start firing on all cylinders.
For the most part, once the narrative restored my shield, I was once again using that most of the time, switching to spear for the more movement-based exploration sections. The spear definitely had its usefulness in battle, but the rhythm I had with the shield from the base game was just too good for me to permanently make the switch.
Fresh Locations Keep Hell Interesting

After a brief prologue, the Doomslayer finds himself cast down into a purgatory prison, aided by a mysterious creature that resides within. To escape, he must complete three challenges in three different stages. These are accessed through a hub area that has a light Metroidvania aspect, allowing you to explore more areas as your abilities are returned to you. I actually had some fun trying to track down secrets, which usually come in the form of extra encounters and some upgrade resources, but the reward was usually the act of discovery itself, in this case.
My favorite example of these involved finding the anchors for chains and smashing them with your shields, then chasing down the reward that dropped once you broke them all. It’s not like the hub is the most compelling part of the game, but I did appreciate that Revelations rewarded me for exploring.
Despite really liking DOOM: The Dark Ages, I got a bit tired of its more bland medieval setting by the end, so I was glad to see that each of these levels changed up the visual style. The first section and the hub were ice-themed, bringing to mind the final circle of Dante’s hell. The brightness was a refreshing change of pace, with blues and whites being the dominant color palette rather than the muddy browns. The second level brought to mind the cosmic realm of the base game, leaning more into clever puzzles and shifting spaces that felt like DOOM’s version of Control. The final level is called Osseus, and its environments are constructed out of bones, making for some satisfyingly destructible arenas. None of these areas were too long, each about an hour or two, so the density of Revelations’ variety felt a lot higher than the base game.
Upon completion of each of these levels, you’re dropped in sections where you are playing as the Doom Marine. As I mentioned before, I’m a bit allergic to the lore of this game, so I’m not exactly up-to-date on how this may or may not help unify the Doom timelines narratively, but it was a cool change of pace to see the action in a more modern setting again. To make it feel more like the old school version of DOOM, your shotgun is placed in the center of the screen with a strong headbob, putting you right back into 1993. Oddly the actual content of these sequences felt a bit like Call of Duty, putting you on a linear path to blast your way through soldiers, but I appreciated the change of pace, and I’m sure DOOM lorehounds will eat it up.
High-Level Encounters Reward Skilled Play

Encounters in Revelations pick up right along the difficulty curve of The Dark Ages, throwing you into a high-level deep end pretty early on. Given your new set of tools, it’s a lot of fun to blast your way through hordes in well laid out arenas with strong encounter design. Everything I said in my review of The Dark Ages still stands, the combat is exciting and challenging, creating an exhilerating rhythm through the parry mechanic that adds a layer of complexity to an already great combat feel. While I still leaned a lot on the shield, the addition of the spear is awesome for those that appreciated the mobility focus that DOOM Eternal provided, so there’s something for lovers of all modern DOOM games.
There are a couple new additions to the enemy roster for the DLC, but unfortunately they were some of my least favorites. The classic Archville is back, but I didn’t like the style of challenge he brought to the encounters. He belongs to one of my least favorite enemy types, which is “guy who moves around the battlefield avoiding you and making things worse while still around.” He is constantly summoning glowing red spectral versions of standard enemies that continue to swarm you until he’s defeated.
As you’re getting overwhelmed, it becomes hard to spot him as he teleports around, especially when his glowing summons are a lot more visible than he is. Encounters where he showed up felt overwhelming in a frustrating way more than an exciting way, which made me sigh in disappointment any time he showed up.
Other than that, I appreciated the addition of the Cosmic Elemental, who flies around and throws smaller elementals at you. It was clear anytime that he showed up that he was an immediate emergency that needed to be dealt with, adding an interesting dynamic to the battlefield. While some of the encounters frustrated me with the inclusion of the Archville, I still came out of them feeling like an unstoppable killing machine, which is exactly the feeling I come to DOOM for, so mission accomplished.
In addition to the combat, there’s some nice traversal challenges and puzzle solving, though nothing like the precise platforming that I remember disliking from DOOM Eternal. The puzzles, which peak in the second trial, feel really clever when you have to alternate between using the shield and the spear to accomplish your tasks. Like other DOOM games, there are plenty of secrets to find hidden throughout, though this time they did not mark them on the map. It felt weird in The Dark Ages that their locations were shown to you, so I welcome this change, as it makes finding them feel more satisfying.
Endgame Content Gives Players More to Conquer

After completing the three trials, there is a suitably epic conclusion with some memorable boss fights and setpieces. While the narrative isn’t too deep or complex, it gets the job done when it stays out of the way, providing a satisfying-enough story that leaves room for further adventures. Given that id was hit with massive layoffs, a fact that was floating in the back of my mind throughout the entire time I was playing Revelations, it’s unclear whether or not they will be able to follow up on this cliffhanger or not.
When you complete the main story, you are given the Master Key, which opens previously locked doors throughout the stages. With this new tool, you can backtrack through levels and find new challenges, which come along with new rewards. There are Rituals of Power, challenge stages that award you a tiered medal based on your performance, Praetor Fights, extra-hard encounters meant to push your combat abilities to their limits, and Classic Levels, recreations of stages from older games. Fully completing Rituals of Power and Praetor Fights will give you pieces to another key that will unlock the game’s true final boss, giving you an Endgame goal should you decide you want more of what Revelations has to offer.
Completing the Classic Levels will eventually give you access to the ‘93 Shotgun, an extra-powerful recreation of the original game’s weapon. I’m not usually one for post-game content like this, but I did find the Classic Levels to be particularly satisfying, and playing them even made me re-install the classics on my Steam Deck.
It’s bittersweet to play DOOM: The Dark Ages | Revelations knowing that the team behind it has been left in a diminished capacity. They did an excellent job merging the successes of The Dark Ages and Eternal into one challenging package, putting a neat bow on this era of DOOM. Even if some of the enemies were more frustrating than fun, I left every encounter with a triumphant smile on my face, fistpumping at the carnage I created.
While I don’t have the reverence for the DOOM lore that the game wants me to, the journey the six to eight hour narrative took me on was a fun blockbuster with an appropriately exciting conclusion, along with post-game content to discover if you want more. It may not convert new fans to the franchise, but Revelations is a worthy addition to the series that feels like a triumphant culmination of the last two games.
Code provided by publisher. DOOM: The Dark Ages | Revelations is available now on the PlayStation 5, Xbox Series and the PC via Steam.

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