Entertainment

Exploring the Hidden Gem of the 90s Sci-Fi Thriller Series

Sofia Martinez — Culture & Entertainment Editor
By Sofia Martinez · Culture & Entertainment Editor
· 11 min read

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By

Roger Froilan

Published May 9, 2026, 7:36 PM EDT

Roger is passionate about movies and TV shows, as well as the drive-in theater. Aside from hosting and producing three podcasts and a monthly live show, he also collects comic books, records, VHS tapes, and classic TV Guides. Currently, he's gotten into restoring cars and enjoys many of the shows on the Motortrend channel.

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There’s a version of early ’90s TV people like to remember where everything changed overnight because Twin Peaks_ showed up and broke the rules, but that’s the clean version. The messy version is that a bunch of shows started poking at that same space around the same time, and some of them just kind of fell through the cracks. Not because they were bad, but because nobody really knew how to market them, so they came and went without anyone quite figuring out what they were supposed to be. Wild Palms is one of those types of shows. It debuted on ABC in 1993 (which feels like the wrong network), and it never really became something you could easily describe. It’s technically sci-fi, but it doesn't exposition dump like you might expect; it gets a bit political but never really sticks to one angle or lesson. And** that’s exactly why it’s worth a revisit**.

'Wild Palms' Builds a World That Doesn’t Want To Be Understood

The setup sounds simple enough on paper: a media empire called Wild Palms is pushing a VR system, long before any of us knew what VR really was, and there’s a political group called the Fathers tied into it, led by Senator Tony Kreutzer (Robert Loggia), who’s basically trying to reshape the country through the tech. At the center of it is Harry Wyckoff, played by James Belushi, an advertising guy who thinks he’s just doing his job until he realizes he’s already in the middle of something bigger.

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COLLIDER Collider · Quiz

Collider Exclusive · Sci-Fi Survival Quiz Which Sci-Fi World_ Would You Survive? The Matrix · Mad Max · Blade Runner · Dune · Star Wars

Five universes. Five completely different ways the future went wrong — or sideways, or up in flames. Only one of them is the world your instincts were built for. Eight questions will figure out which dystopia, galaxy, or desert wasteland you'd actually make it out of alive.

💊The Matrix 🔥Mad Max 🌧️Blade Runner 🏜️Dune 🚀Star Wars

TEST YOUR SURVIVAL →

QUESTION 1 / 8INSTINCT

01 You sense something is deeply wrong with the world around you. What do you do? The first instinct is often the truest one.

APull on every thread until I understand the system — then figure out how to break it. BStop asking questions and start stockpiling — food, fuel, weapons. Questions don't keep you alive. CKeep my head down, observe carefully, and trust no one until I know who's pulling the strings. DStudy the patterns. Every system has a rhythm — learn it, and you learn how to survive it. EFind the people fighting back and join them. You can't fix a broken galaxy alone.

NEXT QUESTION →

QUESTION 2 / 8RESOURCE

02 In a world of scarcity, what resource do you guard most fiercely? What we protect reveals what we believe survival actually requires.

AKnowledge. If you understand the system, you don't need resources — you can generate them. BFuel. Everything else — movement, power, escape — runs on it. CTrust. In a world of fakes and informants, a truly reliable ally is rarer than any commodity. DWater. And after water, information — the two things empires are truly built on. EShips and credits. The galaxy is big — you survive it by being able to move through it freely.

NEXT QUESTION →

QUESTION 3 / 8THREAT

03 What kind of threat keeps you up at night? Fear is useful data — if you're honest about what you're actually afraid of.

AThat reality itself is a lie — that everything I experience has been constructed to keep me compliant. BA raid. No warning, no mercy — just the roar of engines and then nothing left. CBeing identified. Once someone with power decides you're a problem, you're already out of time. DBeing outmanoeuvred — losing a political game I didn't even know I was playing. EThe Empire tightening its grip until there's nowhere left to run.

NEXT QUESTION →

QUESTION 4 / 8AUTHORITY

04 How do you deal with authority you don't trust? Every dystopia has a power structure. Your approach to it determines everything.

ASubvert it from the inside — learn its rules well enough to weaponise them against it. BIgnore it and stay out of its reach. The further from any power structure, the better. CAppear to comply while doing exactly what I need to do. Visibility is the enemy. DManoeuvre within it carefully. You can't beat a system you refuse to understand. EResist openly when I have to. Some things are worth the risk of being seen.

NEXT QUESTION →

QUESTION 5 / 8ENVIRONMENT

05 Which environment could you actually endure long-term? Survival isn't just tactical — it's physical, psychological, and very much about where you are.

AUnderground bunkers and server rooms — cramped, artificial, but with access to everything that matters. BOpen wasteland — brutal sun, no shelter, constant movement. At least the threat is honest. CA dense, rain-soaked city where you can disappear into the crowd and nobody asks questions. DMerciless desert — extreme heat, no water, and something enormous living beneath the sand. EThe fringe — backwater planets and busy spaceports where the Empire's attention rarely reaches.

NEXT QUESTION →

QUESTION 6 / 8ALLIANCE

06 Who do you want in your corner when things fall apart? The company you keep is the clearest signal of who you actually are.

AA tight crew of believers who've seen behind the curtain and have nothing left to lose. BOne or two people I'd trust with my life. Any more than that and someone talks. CNobody, ideally. Alliances are liabilities. I work alone unless I have no choice. DA community bound by shared hardship and mutual survival — people who need each other to last. EA ragtag team with wildly different skills and total commitment when it counts.

NEXT QUESTION →

QUESTION 7 / 8MORALITY

07 Where do you draw the line — if you draw one at all? Every survivor eventually faces a moment that tests what they're actually made of.

AI won't harm the innocent — even the ones who'd report me without hesitation. BI do what I have to to protect the people I've chosen. Everything else is negotiable. CThe line shifts depending on who's asking and what's at stake. DI draw a long-term line — nothing that compromises my people's future, even if it'd help now. ESome lines, once crossed, can't be uncrossed. I know which ones they are.

NEXT QUESTION →

QUESTION 8 / 8PURPOSE

08 What would actually make survival worth it? Staying alive is one thing. Having a reason to is another.

AWaking others up — dismantling the illusion so no one else has to live inside it. BFinding somewhere — or someone — worth protecting. A reason to keep moving. CAnswers. Understanding what I am, what any of this means, before time runs out. DLegacy — shaping the future in a way that outlasts me by generations. EFreedom — for myself, for others, for every world still living under someone else's boot.

REVEAL MY WORLD →

Your Fate Has Been Calculated You'd Survive In… Your answers point to the world your instincts were built for. This is the universe your temperament, your survival instincts, and your particular brand of stubbornness were made for.

The Resistance, Zion

The Matrix You took the red pill a long time ago — probably before anyone offered it to you. You're a systems thinker who can't help but notice the seams in things.

  • You're drawn to understanding how the system works before figuring out how to break it.

  • You'd find the Resistance, or it would find you — your instinct for spotting constructed realities is the machines' worst nightmare.

  • You function best when you have access to information and the freedom to act on it.

  • The Matrix built an airtight prison. You'd be the one probing the walls for the door.

The Wasteland

Mad Max The wasteland doesn't reward the clever or the well-connected — it rewards those who are hard to kill and harder to break. That's you.

  • You don't need comfort, community, or a cause larger than the next horizon.

  • You need a vehicle, a clear threat, and enough fuel to outrun it — and you're good at all three.

  • You are unsentimental enough to survive that world, and decent enough — just barely — to be something more than another raider.

  • In the wasteland, that distinction is everything.

Los Angeles, 2049

Blade Runner You'd survive here because you know how to exist in moral grey areas without losing yourself completely.

  • You read people accurately, keep your circle small, and ask the questions others prefer not to answer.

  • In a city where humanity is a legal designation rather than a feeling, you hold onto something that keeps you functional.

  • You're not a hero. But you're not lost, either.

  • In Blade Runner's world, that distinction is everything.

Arrakis

Dune Arrakis is the most hostile environment in the known universe — and you are precisely the kind of person it rewards.

  • Patience, discipline, and political awareness are your core strengths — and on Arrakis, they're survival tools.

  • You understand that the long game matters more than any single victory.

  • Others come to Dune and are consumed by it. You'd learn its logic and earn its respect.

  • In time, you wouldn't just survive Arrakis — you'd begin to reshape it.

A Galaxy Far, Far Away

Star Wars The galaxy far, far away is vast, loud, and in a constant state of violent political upheaval — and you wouldn't have it any other way.

  • You find meaning in being part of something larger than yourself — a cause, a crew, a rebellion.
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  • You'd gravitate toward the Rebellion, or the fringes, or whatever pocket of the galaxy still believes the Empire's grip can be broken.

  • You fight — not because you have to, but because standing aside isn't something you're capable of.

  • In Star Wars, that willingness is what makes all the difference.

↻ RETAKE THE QUIZ

Where it gets tricky is how it plays out. In the first episode, “Everything Must Go,” Harry’s just trying to land a campaign account, and then suddenly he’s sitting in a room with Kreutzer, who’s talking about the Fathers like it’s normal, even though nobody’s really explaining what they actually do. It sounds straightforward until you realize Harry’s the only one asking questions.

Then you get into the VR side of things. In “The Floating Man,” people are using the Wild Palms tech, and what they’re seeing doesn’t always line up with what’s happening around them. There’s a moment where someone’s fully locked into the experience, and everyone else is just watching them react to something that isn’t there. While this might be a familiar experience today, in the world of Oculuses, it was an eerie scene to watch at the time. Wild Palms offered no explanation; it forced you to react without any guardrails.

So when people bring up Twin Peaks, it’s not about tone so much as the approach. Both shows are fine wtih letting things hang there without any explanations. The difference is Wild Palms isn’t chasing one big question. It’s building this whole system around media, technology, and control, and letting you sit in it while it slowly gets harder to determine what’s real and what isn’t.

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By Kelcie Mattson

Nobody Was Ready for a Show Like 'Wild Palms'

In 1993, the idea of virtual reality as something invasive or manipulative was still more curiosity than concern. The internet wasn’t shaping people’s lives yet in a visible way. A show built around media control and perception wasn’t going to feel prescient to a general audience who had no idea just how powerful technology could be. In the end, it just felt a tad highbrow and required too much thinking.

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The series also doesn’t give you just one thing to follow. Harry’s trying to keep his job, protect his family, and figure out what the Fathers actually want, all at the same time, and none of those threads ever cleanly separate**. In “Rising Sons,” his son, Coty (Ben Savage), is already pulled into the system in a way he can’t control, and now the story isn’t about one problem; it’s about all of them stacking up.

Watching it now, the ideas don’t feel distant. A media company shaping perception and tech altering reality, with people getting pulled into it before they understand it. That’s not some far-off concept anymore. Wild Palms_ predicted the future long before the future was even believable. The series offers no clean answers, no wrapped-up conclusion, just the sense that this thing keeps going whether you understand it or not. While the series had no place in the '90s, Wild Palms is definitely worth revisiting 33 years later.