Barren and aimless, two mutually destructive cultures battle for supremacy on planet Annwn, consciousness prolonged indefinitely, omnipresent tactical analysis, the survivors, the residue, a permanent present reliant upon regeneration as opposed to growth to secure its objectives, goals whose rigid confines have imprisoned their masterminds in an endless cycle of repetitive monotonous decay, their citizens in a derelict jagged futureless rot whose entrails pathologically require constant immured virulence.
Bleak film, Garm Wars: The Last Druid, indirectly examining the ethnocentric politics of perpetual conquest and ruin, collegially counterbalanced, by an adventurous dreamlike team.
They head out into the forgotten wilderness, in search of truth, guided by the vestiges of spiritual purpose, embracing the enchantments of the unknown.
Their endeavours lead to some captivating scenes, where two soldiers, bred for war, struggle to define their new perspectives, blossoming in their burdens, embracing difference for the first time, articulating miraculous parlays.
Coming into being.
The film's kitschy sci-fi with a prophetic edge whose juxtaposition of technology and the environment whirlwinds cataclysmic conclusions.
An examination of nothingness, of war, like the end game of 1984.
With a badass druid.
Driven to succeed without any concept of success, a map is drawn.
Formulating plans on a need-to-know basis, they flatter a scourge, and prepare for the sequel.
Solid Lance Henriksen (Wydd).
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