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Origins

Sasha Bordeaux looking at an off-camera John Economos in Peacemaker season 2 episode 5
Gaming Gear

Peacemaker season 2 makes a big change to Sasha Bordeaux’s DC comic book origins story, and some fans might not like it

by admin September 19, 2025



  • Peacemaker season 2 episode 5 has made its streaming debut
  • It puts a major twist to Sasha Bordeaux’s origins story in the comics
  • The change was necessary for one major reason

Peacemaker season 2 episode 5 has landed on HBO Max and other streaming services, and the show’s latest chapter makes a major change to Sasha Bordeaux’s backstory from the comics.

Until now, most viewers knew little about the ARGUS agent portrayed by Sol Rodriguez. But, thanks to a couple of key scenes in this season’s fifth entry, titled ‘Back to the Suture’, Bordeaux isn’t as much of an enigma as she’s been presented as.

Full spoilers immediately follow for Peacemaker season 2 episode 5, titled ‘Back to the Suture’.


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This is the face that some fans might pull when they learn about Bordeaux’s altered backstory (Image credit: DC Studios/HBO Max)

The first major revelation about Bordeaux emerges during the stand-off between Chris Smith and the ARGUS agents trying to arrest him at Kupperberg Park. None of the assembled group have a clear shot on their target because Smith has taken Agent Clyne hostage and has draped them across his shoulders to use as a protective shield.

Cue Bordeaux’s intervention. Informing ARGUS chief Rick Flag Sr that Smith is locked into a turning pattern – essentially, Smith’s moving in a circle on the spot to keep tabs on the approaching personnel – she says she has a clear shot and, if she takes it, it’ll be fatal.

Yep, Bordeaux isn’t completely human (Image credit: DC Studios/HBO Max)

In a move that’ll surprise many viewers, it’s revealed Bordeaux is actually part-android; her robotic right eye and 0.002% miss rate calculation being the clear giveaways.

Luckily for Smith, Emilia Harcourt makes a last-second intervention that prevents Bordeaux from killing the titular anti-hero. Okay, he’s subdued, arrested and carted off to ARGUS headquarters to, as we later see, be heavily beaten by Flag Sr, but at least the metahuman known as Peacemaker isn’t actually dead. Hey, you take the wins where you can.

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Anyway, back at ARGUS, Harcourt reunites with John Economos and persuades him to ‘book’ Smith so there’s an arrest record, which will prevent Flag Sr from making Smith ‘disappear’ – i.e. bumping him off.

It’s during this conversation that we learn more about Bordeaux, with Economos revealing she’s a cyborg. Continuing, Economos says that, following a near-fatal plane crash, ARGUS replaced half of her body, which had been mangled in said disaster, with machinery and other technology to save her life.

Why Sasha Bordeaux’s origin story needed to be changed in Peacemaker season 2

Some DC devotees might be wondering why Bordeaux’s backstory needed to be changed (Image credit: HBO Max/YouTube)

Bordeaux’s origin story in the DC Universe (DCU) isn’t wholly dissimilar to part of her backstory in the comics. Indeed, Bordeaux is turned into a type of cyborg known as OMAC (Omni Mind and Community or, to use the original abbreviation, Observational Metahuman Activity Construct). OMACs are humans who’ve been turned into robots by a virus created by Maxwell Lord to kill metahumans.


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However, Bordeaux’s origins needed to be tweaked for Peacemaker season 2 – and, by proxy, the DCU – for one big reason: Batman.

In the comics, Bordeaux is initially introduced as a secret service agent-turned-private contractor who’s hired as the head of Bryce Wayne’s security team. Without getting into the nitty-gritty of her entire arc to date, Bordeaux *deep breath* learns Wayne is Batman, starts patrolling Gotham City alongside him, falls in love with the Caped Crusader, is co-framed for the murder of Wayne’s ex-girlfriend, almost dies in prison, joins the government agency known as Checkmate, rises through that group’s ranks, and eventually becomes said cyborg.

Sasha Bordeaux’s origins story in the DCU differs from her literary counterpart (Image credit: DC Comics)

Considering The Dark Knight hasn’t been fully introduced in the DCU yet – we know he’s already active, though, due to his silhouetted cameo in Creature Commandos episode 6 – a lot of heavy lifting would’ve been required on Peacemaker‘s part to explain Bordeaux’s comic-accurate backstory. In that sense, simplifying her origins in the DCU was the best option available to James Gunn and company.

This doesn’t mean Bordeaux couldn’t cross paths with The Dark Knight in another DCU Chapter One project. We already know that a Batman movie, currently titled The Brave and the Bold, is in early development at DC Studios. Speaking to TechRadar ahead of Peacemaker’s return, Rodriguez admitted she’d love to appear in The Brave and the Bold, but had no idea whether Gunn would include her as part of its cast.

Of course, in order to meet Batman, Bordeaux needs to survive the final three episodes of one of the best HBO Max shows’ second season. Given Gunn’s penchant for killing off characters willy-nilly, there’s no guarantee that she’ll make it to the end, either.

Anyway, what do you think about this reframing of Bordeaux’s origins tale? Does it work? Are you upset that it doesn’t follow her literary backstory ad verbatim? Let me know in the comments.

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September 19, 2025 0 comments
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Turok: Origins
Gaming Gear

Turok: Origins preview: Borderlands meets Exoprimal in this co-op shooter

by admin September 10, 2025



I went hands-on with upcoming co-op third-person shooter Turok: Origins at Gamescom 2025 . While I’m not a mega fan of the dino-slaying series, I have enjoyed many of its earliest entries, including the Nintendo 64 trilogy and even the divisive multiplayer spin-off Turok: Rage Wars.

Aside from a now-delisted 2019 spin-off game, the series has been largely dormant since 2008’s Turok for seventh-generation consoles. It now returns in Turok: Origins, courtesy of developer and publisher Saber Interactive, with an as-of-yet unannounced release date.

Cutting to the important details, Turok: Origins is a co-op-focused shooter for up to three players. You pick a class-specific character – each with their own weapon and skill loadouts – and load into a map where you must complete a linear series of objectives before facing off against a climactic boss encounter.


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My experience with the game is, so far, largely positive. Blasting prehistoric creatures and a hostile soldier-like alien race is tons of fun; weapons and quick-kill animations feel extremely slick, and I feel the choice of third-person perspective is a smart one.

I do have some concerns, though, primarily with environmental design. Maps do feel rather drab and samey from an aesthetic standpoint, and they were also incredibly dark, making it difficult to spot enemies hiding in shadows or overgrown flora.

Even in my short session, Origins was beginning to feel a little repetitive, so I’m currently unsure of the game’s replay value. But if Saber Interactive nails this, it could well be one of the best co-op games of recent years.

Hit ‘em with the brain destroyer

(Image credit: Saber Interactive)

Let’s focus on the good for now, though. Combat does feel really good in Turok: Origins. Player characters are outfitted with a wide variety of weapon types, including shotguns, rifles, bows, and iconic series staples like the Cerebral Bore – a terrifyingly cruel instrument that quite literally sucks the brain out of an enemy’s skull.

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When I asked creative director Jesús Iglesias if the Bore would be as overpowered as it was in prior entries, he didn’t hesitate with a resoundingly excited “yes!” Usually, a developer might want to ensure a degree of balance for powerful weaponry such as this, but I more appreciate the fact that Saber seems to have as much reverence for this legendary tool of destruction as Turok series fans do.

The good news is that Saber Interactive clearly has a lot of love for the source material. Dinosaur variety is impressive, with each type offering its own challenge. Some prefer to charge you at melee distance, while others will hang back and try to get a height advantage, raining down gobs of acid.

What I will note, then, is that spatial awareness is key to success. Origins’ maps (from what I’ve played so far, at least) are designed with at least two vertical layers. A coordinated team of three definitely has the best chance of success here, as you’ll likely need to call out priority threats and divvy up the team’s attention based on individual characters’ skill sets.

One class, for example, felt perfect for melee combat. Their skills allowed them to buff their own damage. Another seemed better focused on crowd control, able to spawn barriers to restrict enemy movements. In isolation, it’s all pretty simple stuff, but in a co-op setting, the synergies these skills provided definitely enhanced the fun factor.

Welcome to the jungle

(Image credit: Saber Interactive)

Overall mission progression was fairly straightforward, as we progressed from a dense jungle to a hidden temple, before facing off against a colossal cyborg stegosaurus (yes, really) in a large circular arena. Objectives ranged from simply activating a set of nodes to killing a certain number of enemies.

The basic nature of these objectives seems fine for the early game, but what had me more concerned was the level design itself. Environments (especially exteriors) are pretty, but also somewhat maze-like and repetitive in nature. I also couldn’t help but note that it was easy to lose sight of enemies amongst the thick foliage, leaving myself open to several surprise attacks. Though honestly, this could well be intentional on the developer’s part.

What’s even more annoying than that was that the environments felt overly dark. It could well have been the monitors we were playing on, of course, but an overall lack of light sources certainly didn’t help when it came to spotting enemies or objectives.

Thankfully, things picked up again when we went against the aforementioned stegosaurus boss. The towering creature had plenty of armor and wasn’t afraid to literally throw its weight around.

My team had to really grapple with the mechanics of the fight, loosening its armor to expose weak points for bigger sums of damage. On that front, saving powerful skills for when we needed them most was crucial. If a teammate goes down, you are able to revive them, but that could be difficult in such an intense battle.

To help things along, ammo is a universal resource across all weapons, refillable by ingesting yellow plants strewn across the battlefield. However, this too (along with the blue-hued healing plants) is a limited resource in itself. So we still had to be careful not to play too fast and loose with our resources and our lives.

So far, Turok: Origins seems like it’ll be an enjoyable experience for three friends. I’m not too sure it’ll hold up quite as well in solo play (which is supported), and I hope that levels and objectives get more ambitious as the game progresses. But I definitely would be keen to play more when it eventually launches on PlayStation 5, Xbox Series X|S, and PC.

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September 10, 2025 0 comments
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Dragon Age: Origins - Morrigan holds up her hands in exasperation
Gaming Gear

Former Dragon Age producer Mark Darrah agrees that Mages were the most ‘complete’ class in Origins, says it came from D&D rules and the fact that Warriors and Rogues weren’t allowed to ‘violate physics’ yet

by admin August 24, 2025



In response to a viewer question in a 200k subscriber Q&A for his YouTube channel, former BioWare producer Mark Darrah explained why Mages in Dragon Age: Origins were so feature rich or “complete” when compared to Rogues and Warriors.

“I would say it’s more because the design space that Dragon Age: Origins was being built into was heavily influenced by second edition D&D,” said Darrah. Advanced Dungeons & Dragons, or AD&D, formed the basis of the mini RPG golden age of Infinity Engine games started by Baldur’s Gate.

Famously, at the time of its release, Dragon Age was BioWare returning to its roots to make a more tactical, complex RPG like the Forgotten Realms-based duology that put it on the map.


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“The reality is: [Fighters] and Rogues, they were thinner classes. They were simpler classes,” Darrah explained. “And the Mage was the stronger, more fully implemented, more fully considered class. Much more complicated, in terms of spells and such.”

This was something I struggled with coming to Baldur’s Gate after later RPGs like Neverwinter Nights: Feats weren’t really a thing until third edition D&D, cribbing off Fallout’s notes with perks.

Why Mages Shine in Dragon Age Origins #shorts – YouTube

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Fighters and related combat classes in the OG Baldur’s Gates are mostly there to auto attack enemies, the Battlemaster maneuvers and whirlwind attacks of later games just a twinkle in some designer’s eye.

Mages, meanwhile, could summon demons, draw on a host of direct damage and crowd control effects, and even engage with an interactive Wish spell with ironic punishments for poorly worded wishes due to a low Wisdom score. You can see Baldur’s Gate 2’s Throne of Bhaal expansion try to ameliorate this with the addition of “High Level Abilities”—basically feats by another name.

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I’ve always been partial to Rogues in Origins, but you can see who got the most love of the trio: Warriors and Rogues share archery and dual weapon ability trees, with some special dirty tricks and the requisite sneak attacks for Rogues, while Warriors get exclusive access to two-handers and the sword and board setup. Just like in Baldur’s Gate, Mages have a smorgasbord of game-changing spell effects.

But there’s one more factor Darrah points to as well: Origins’ relative realism compared to later entries in the series. “Of all the Dragon Ages, Dragon Age: Origins is the most ‘grounded,'” said Darrah. “It’s the one that’s worrying the most about everything making perfect sense within the overall lore of the game.”

“So Warriors and Rogues in Origins basically don’t have talents or skills that violate physics, whereas, as we move into Dragon Age 2 and Inquisition and Veilguard, you get a lot more things that are not really possible for someone to physically do.”

This is something that always vexed me in Inquisition and Veilguard in particular: Why are Mages so persecuted if basically everyone has godlike magical abilities now? Assassins get flash step shadow clones, Reavers have fire blood dragon claws, Champions in Veilguard can do AoE fire magic spellsword stuff. Everybody’s a super hero.

It’s certainly fun and feels very cool to do wild Tempest elemental stuff in Inquisition or poison Duelist flurry attacks in Veilguard, but I found it contributed to this flattening effect on the class fantasies. Things might have been unbalanced in Origins, but it made Mages feel special in a fiction where they were supposed to be incredibly powerful.



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August 24, 2025 0 comments
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