Jaws: The Revenge Production Analysis, Part 1: When The Shark Jumps The Shark

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When you become a devoted fan of monster movies, it’s inevitable that you’ll find yourself watching many average, below average, and WAY below average movies (including sequels, spin-offs, rip-offs and remakes) in between the classics and above average movies. It’s just par for the course, an inherent part of any fan’s search for obscure cult classics and under-appreciated cinematic diamonds in the rough. For that reason, I’ve developed a pretty high tolerance for—and even sort of an appreciation of—monster movie schlock. A very high tolerance, to be sure ... but not limitless.

So, in honor of the 35th anniversary of one of my favorite movies, Jaws, I’ve decided to devote this three-part post to one of the films that I find to be completely insufferable: Jaws: The Revenge, the last and least of the Jaws movies. There is no shortage of negative reviews for this turkey (including a priceless comedy monologue by the late Richard Jeni which deftly describes everything that’s wrong with Revenge), so I’ll be taking a different approach by attempting to pin down the behind-the-scenes details which led to the production of the sequel in the first place. Consider this post to be an example of Titans, Terrors & Toys CSI: Cinematic Schlockiness Investigation. (Cue intro music by The Who.) Read on ...

In retrospect, I find it baffling to think how anyone at Universal could think that Jaws: The Revenge would fare as good as or better than either of the other Jaws sequels, either critically or financially. Revenge doesn’t even sound good on paper—a story about a monster shark seeking revenge against a New England island resort family whose patriarch killed another, previous monster shark—let alone work on the silver screen. Within the film itself, the shark never becomes an intimidating presence and only does whatever the script demands that it do at any given plot point. For example, the shark is smart enough to set a trap with a buoy and a piece of wood for Sean Brody, a police officer, but it’s not smart enough to set a trap for Mike Brody, a marine biologist who spends most of his time in the ocean. The shark is fast enough to swim from New England to the Bahamas in less than a week, but it’s not fast enough to keep up with Mike during an underwater chase scene. The shark has psychic ties to Ellen Brody (she even has visions of the shark) so it can follow her to the Bahamas, but it doesn’t seem to notice when Mike tags it with an electronic beacon so it can be tracked.

In addition to having a perfunctory predator fill the role of the title monster, Revenge also planned on including Jaws vets Roy Scheider and Richard Dreyfuss as part of the Revenge cast as well—but only as secondary, peripheral characters. Scheider was to reprise his role as Amity Police Chief Martin Brody, the shark killer in the first two Jaws movies, so he would be the first to be eaten by the vengeful shark in the opening scene (which takes place during Christmas, no less). Dreyfuss’s character Hooper, the marine biologist in Jaws, was written into one draft of the script as a brief cameo which has Hooper talking on the telephone to Mike. Both actors declined, and Chief Brody is killed off screen by a heart attack while Hooper is never mentioned. However, if both actors decided on a quick paycheck and did it anyway, Jaws fans would’ve been left with a sequel where one of their favorite characters is killed in the beginning and the other absent when it comes time to kill the aquatic beast. With such odd creative decisions, particularly for a blockbuster monster movie franchise, I could only look towards production information—articles, interviews, scripts, and so forth—to piece together the creative process behind the film.

Hunting down production information for Jaws: The Revenge hasn’t been easy. While there is absolutely no shortage of information about the production of the first Jaws movie, the amount of available production information becomes increasingly scarce for each successive Jaws entry until there’s very little left over to gain clear insight and incontrovertible conclusions regarding the behind-the-scenes workings of Jaws: The Revenge. Nevertheless, I think that there is enough evidence available to understand why the fourth Jaws turned out the way it did, and why it was released when it was—in other words, why Jaws: The Revenge was released in 1987 instead of in place of Jaws 3-D, which was released in 1983, particularly since Revenge removed Jaws 3-D from series continuity.

Some things to consider when pondering what prompted certain creative decisions during a film’s production is the film’s budget, production schedule, and release date. When you look at the budgetary and production date data for Jaws, Jaws 2, Jaws 3-D, and Jaws: The Revenge it becomes apparent that of the four movies, Revenge had both the largest budget and the smallest production window at less than a year. Jaws and Jaws 2 both ran over schedule and over budget due to problems encountered with the malfunctioning mechanical sharks and location shooting on the ocean. In contrast, Jaws 3-D remained on schedule and on budget because it was the only Jaws film that didn’t do any location shooting on the ocean; however, additional production time was required to complete 3-D effects work. The first three films also completed shooting at least six months before release, allowing for a sufficient amount of time in post-production; Revenge finished principal shooting in May 1987, with less than two months of post-production before release.


Bruce the Shark in his natural habitat
(photos courtesy of First Styke Productions).

Revenge’s unusually tight production schedule did not go unnoticed by some members of the press. In “‘Jaws Revenge’ – More Summer Fun”, an article in the March 28, 1987 edition of the Boston Herald, reporter Donna Rosenthal poses the following question: “What … would motivate Universal executives to compress the usual time it takes to develop a major film from idea to production – about two years – into a frantic nine months, aiming for a July release date?”

The sequel clearly suffers for the lack of production time. For example, a major criticism of Revenge is how fake the shark appears. On the basis of the tight shooting schedule, I would argue that the filmmakers had no choice but to use whatever mechanical shark footage that they could get (and whatever footage the script demanded), not the footage that they wanted. Specific shots of the shark swimming and emerging from the water are reused throughout the movie, and I suspect that two of the attack scenes were shot in slow-motion because there were no other ways available to get those scenes to look convincing at regular film speed. Revenge is also the only Jaws film that didn’t use a single frame of live shark footage to add realism to the mechanical shark footage. The effects crew that built the sharks for Revenge said that even though they were sent to the Bahamas in January 1987 to begin their work, they still hadn’t seen a complete script.


Stills from a slow-motion attack scene in Revenge,
where the shark 'jumps' out of the water.

In his interview for Just When You Though It Was Safe: A Jaws Companion by Patrick Jankiewicz, Lance Guest, who played Mike, shed some light on how bad the shark problems were. “The shark broke down a lot,” he said. “In fact, it broke down all the time! It’s hard to do, because to make the shark work, you had hydraulic jacks on the bottom of the ocean floor manipulating it and they had a hard time with the ocean; I remember having to go home a lot of days because the shark just wasn’t working.”

Guest also provided details on how the Revenge’s production in the Bahamas was scheduled. “We shot through most of the acting part of the film in about three weeks, so the acting and dialogue portion was shot pretty quickly, in less than a month,” he said. “I was pretty much on set all of the time. I had no days off, because the days I wasn’t acting, I had to do the underwater unit scenes fighting the shark, scenes where I’m diving and everything.”

Another way to understand how a film performs upon completion is to understand the motive behind making the film in the first place. Since Revenge is a sequel (a third sequel, to be exact), the motive would seem obvious: to make more money for Universal Studios by using an established blockbuster franchise. However, that oversimplified explanation sheds no light into the particular creative decisions regarding the film’s casting, plot, and direction.

Upon closer examination of the Jaws sequels, each has its own distinct reason for being produced. Jaws 2 had the most obvious reason, since it was the first sequel to the first film that earned the coveted title of “summer blockbuster”. In fact, until the arrival of Empire Strikes Back in 1980, Jaws 2 was the highest-grossing sequel to date. After Jaws 2, the motives behind the other two sequels become murkier than just the quick cash-in explanation. On the basis of what I have read, one of the reasons for Universal’s production and release of Jaws 3-D in 1983—even to the point of scuttling a remake of Creature from the Black Lagoon, which was proposed by the original Creature director Jack Arnold himself—was that it was their way of reasserting control over the Jaws brand name after the release of Enzo G. Castellari’s Great White (a.k.a. The Last Shark), a 1981 Jaws rip-off. There have been many, many Jaws rip-offs over the years, but what sets Great White apart is that not only does it closely imitate key scenes and characters from the first two Jaws movies, but it was also released in some countries (such as Brazil, Japan, and Spain) in ways that suggested that it was the official second sequel to Jaws. Universal was not pleased, and a plagiarism lawsuit ensued which barred its release in the US.


So what was the reason behind Jaws: The Revenge? My best guess based on available evidence: acting career resuscitation via franchise-name cash-in. See Part 2 of this production analysis to find out who expected Revenge to serve as a crowning career achievement, and whose influence made Revenge possible in the first place.



Video Games I’d Like to See, Part 2: Computerized Cartoons

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As last week’s E3 demonstrated, the video game industry’s aim for photorealism in its products continues with no end in sight. But for a long-time animation buff like me, I can’t help but to be somewhat disappointed by this single-minded, overriding goal. If anything, games like de Blob, Boom Blox, World of Goo, and the recent reboot of A Boy and His Blob show that, now more than ever, video games are the perfect medium where gamers can use the latest computer technology to unleash a hyperkinetic visual slapstick and violence that was once the sole domain of madcap animation for their own twisted amusement. Along those lines, here are a few games I’d love to see based on cartoons that never got their proper day in the digital sun. Read on . . .


Big O: How this anime mecha series never became a big hit is beyond me (its less-than-impressive second season notwithstanding), so it would be criminal for it to never be made into a video game completely devoted to its characters and ideas. Players would assume the role of Roger Smith, a Bruce Wayne-esque “Negotiator” who lives in Paradigm City, a metropolis-sized enigma filled with lost memories and unanswered questions. Levels would split between Smith investigating the dark and seedy corners of Paradigm City, and Smith piloting his “megadeus” mecha against various human, mutant and robotic foes who hold the keys to unlocking Paradigm City’s convoluted past. Bonus levels would feature missions completed by Smith’s android sidekick, Dorothy.


Duckman: In truth, this talking cartoon waterfowl already has a video game in his name, but it has two things going against it: It was just a point-and-click game and it lacked the involvement of Jason Alexander, the irreplaceable vocal talent behind Eric T. Duckman. The ultimate Duckman game would be a one to two player side-scroller, based on various episodes and villains from the series. Players could play as Duckman and his detective partner Cornfed Pig. The major highlight of the game would be the involvement of Duckman and Cornfed’s androgynous, squeaky-voiced, ultra-cheery, regenerating teddy bear secretaries, Fluffy and Uranus. In keeping with the spirit of the original show, players could use the bears as decoys to set off traps, living shields for protection from knives and firearms, and weapons that can be stuffed with explosives and shot out of cannons. It's good, wholesome sadistic fun!


Invader Zim: In truth, this cartoon was also already made into a game, sort of: Alien Hominid, which in its own right was a fun blast of animated, gory alien mayhem. Nevertheless, an official Invader Zim game could take this kind of game play to whole new levels of demented fun. Up to two players could play as Zim and his dysfunctional robot sidekick GIR, and missions would range from organ stealing from school students and faculty to gerbil mutating to transporting enemies to alternate dimensions of complete dookie. Alternating missions would have players completing levels as Zim’s human adversary Dib and his sister Gaz.


Animated Marvel Superheroes, Circa 1966: If there is any group of hand-drawn characters that doesn’t need another video game in its name, it’s the Marvel Universe superheroes. However, this title would be entirely based on the animated series that were based on Marvel Comic’s early years in the 1960s, series which featured Spider-Man, the Fantastic Four, Iron Man, Hulk, Captain America, Thor, and Namor the Sub-Mariner, as well as their early rogues galleries. (You can watch the openings of each of these shows here.) This game would place this roster of heroes in a simpler time and setting, before mega-events like Secret Wars, House of M, and Civil War (and way before the Marvel Super Hero Squad), back to a time when comic giants like Jack Kirby and Steve Ditko roamed the halls of Marvel. The game would use the visual styles of the animated series, complete with their original soundtracks and clips from the original voice talent (which included the late John Vernon, who provided the voice of many Marvel characters during the course of his acting career). It would be Ultimate Marvel Alliance: Retro—nothing too new or bold, but a welcome blast from the frequently overlooked past.


Robotech: Southern Cross: Of the three anime series that were edited together to form the Robotech saga, the Super Dimension Calvary Southern Cross was always the underappreciated middle child who had the difficult task of joining all the plot threads together from the different series into a complete epic story. The other two series, Super Dimensional Fortress Macross and Genesis Climber Mospeada, already have video games based on their stories, so it’s about time Southern Cross got its due. In this game, players would get to pilot one of three different veritech mecha types based on the mission: Sparta hovertanks for land missions, AGAC helicopters for air missions, and Logan fighters for orbital missions. Mission settings would include Monument City, Southern Cross military bases, Space Station Liberty, and the Robotech Masters’ flagship. The game would also take some liberties with the original plot of the show, much like Nintendo’s Super Star Wars game series, in order to add some extra punch to the game play. For example, players would play one level as a Southern Cross soldier, in full body armor, investigating the remains of the SDF-1, SDF-2, and Macross City and having to fight off carnivorous Invid flowers of life and irradiated protoculture zombies of the human, mecha, and full-sized Zentraedi varieties.

MadWorld: Dark Knight, Black and White Edition: Here’s a five-step plan for making a new blockbuster video game hit based on a previously released title, MadWorld:

* Replace Varrigan City with Gotham City.

* Replace Jack Cayman with the burly, bitter Batman from Frank Miller’s Dark Knight Returns (but keep the wrist chainsaw).

* Replace each of the enemies in the game with Batman’s rogues gallery and their henchmen.

* Replace the running commentary provided by Greg Proops and John DiMaggio with commentary provided by Mark Hamill, John Glover and Ron Perlman as their respective characters from Batman: The Animated Series--Joker, Riddler, and Clayface.

* Keep every ounce of blood and gore from the original game.

Everybody wins!




Video Games I’d Like to See, Part 1: High-Scoring Horror

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Last week, video gamers got a preview of things to come from the big players in interactive digital entertainment at this year’s E3 convention in Los Angeles, CA. (For comprehensive coverage of this event, my personal choice is IGN.) I consider myself to be a casual gamer and an avid fan of the Nintendo Wii; thus, the Wii games which were previewed at E3 that I think have great promise are Conduit 2, Lego Star Wars: Clone Wars, and Epic Mickey.

Still, for as much as E3 presented for the near-term future of video gaming, I couldn’t help but to be disappointed at what was missing—namely, more stuff for horror and animation. Sure, they’ve got sequels to F.E.A.R., Dead Rising and Dead Space and a reboot of Splatterhouse coming out for horror, and then there’s Batman: Brave and the Bold and the aforementioned Epic Mickey for those hankering for more traditional ‘toons in their video games. Nevertheless, there’s plenty of room for both in the realm of video game entertainment, and I’ll be using this two-part post (starting with horror, and then animation) to toss out ideas of what I think would be great game ideas to fill in the void. Read on . . .

Title #1: Swamp Monster, a one-player, third person action-horror game which places you as a recently awakened prehistoric amphibious fish man who fights and terrorizes his way through multiple levels to return to his ancestral home deep in the Amazon. Levels include terrorizing scientists on the Amazon River, fighting other monstrous denizens of the deep, attacking tourists at a water theme park, and scaring the daylights out of drunken co-eds on Spring Break in Florida. Use your superhuman strength to break open doors, throw cars and police officers, and bend apart steel bars. Use your swimming skills to evade capture, find new points of attack, and drag victims to their watery doom.


Source of Idea: There are plenty of games on the market where gamers can play as superheroes, armed mercenaries, high-tech spies and medieval heroes, but the number that allow you to play as a marauding, man-eating monster are definitely in the minority. Sure, you have Aliens vs. Predator games, the Destroy All Humans series and Jaws Unleashed, but that’s it. A game like Swamp Monster, which would essentially be Creature from the Black Lagoon: The Game, would allow players to unleash their nasty, brutish selves and terrorize hapless victims by the dozens.

Title #2: Bug Bug Invasion, where players control giant insects and arachnids at various locations with the sole purpose of eating lots and lots of humans. As a giant spider, you will lurk in the shadows of a waterfront warehouse district, looking for fresh prey to entangle in webs and devour. As a giant ant, you will defend your colony in the sewers of a city from attack while taking human soldiers to the queen’s nest to feed young larvae. As a giant scorpion, you will lay waste to a desert military base by flipping tanks with your giant pincers and stinging soldiers with your deadly tail. As a giant wasp, you will protect your nest (which is perched atop a skyscraper) and patrol the streets for fresh food to bring back for dining.


Source of Idea: When I played Deadly Creatures on the Wii, I thought that it was a fantastic idea to make players assume a perspective which makes otherwise mundane situations (junk yards, gas stations, etc.) look almost completely alien. Big Bug Invasion would be much like Deadly Creatures, just bigger and bloodier with a 1950s-era atomic age kick.

Title #3: NecroMaster, where players complete various missions to assemble an army of the undead and the unnatural. Find fresh parts by digging up graves, breaking into mortuaries, and stealing cadavers from animal shelters and medical facilities. Once you return to your lab after each mission, you’ll cut and stitch the parts into new creatures for the purpose of reanimation. When your army is complete and active, you’ll seize control of the city and make it your own personal necropolis.


Source of Idea: Breaking and entering locations and committing tasks of various acts of skullduggery to complete missions is nothing new to video games. However, when I saw how the Trauma Center series of games for the Wii introduced the idea of using the Wiimote to perform surgery, I knew that there was a brand new level of morbid fun just waiting to be explored in gaming. Taking cues from Frankenstein and Reanimator, NecroMaster would let players use their Wiimotes to perform all sorts of post-mortem perversions on body assembly stages, and then use their Wiimotes as shovels, crowbars, and other blunt objects during the corpse stealing stages. It’s digital grave desecration for all ages!

Title #4: Possession City, where players find themselves in a city overrun by a mass possession. Otherworldly spirits possess both animate and inanimate objects alike, leaving the streets filled with possessed people, animals, statues, cars, trees, and even small buildings. Players will move between locations within the city (a library, a hospital, a church, a college campus, etc.) to find clues as to who and what is behind the possessions, and even find helpful allies along the way. But be warned: Even after you work hard to gain the trust of others, they may suddenly succumb to possession and you’ll be stuck fighting for your life at any moment.


Source of Idea: When I played the video game sequel to The Thing back in 2002, I thought it had the coolest team building mechanic in any game that I’ve ever played. Not only did you have to win over their trust by providing them with weapons and ammo, but they could also become so paralyzed with fear that they could run away during combat or even commit suicide. Indeed, I can’t think of one other game I’ve played where a team member is so afraid that he’ll go in the corner of a room and off himself rather than face the monstrosities lurking in the dark. Add to that the possibility that a team member could become a Thing at any moment, and you’ve got some serious tension and shocks going for you. Possession City would follow that mechanic at specific locations with the intermediary stages similar to Grand Theft Auto where players fight their way through the streets and steal non-possessed cars to get to their destinations.

Title #5: Wii Sports Resort: Zombie Apocalypse Edition, where players use various Wii sport resort gear (fencing swords, golf clubs, bowling balls, Frisbees, bows and arrows, etc.) to fight their way through hordes of zombies on Wuhu Island to find the right parts to fix their seaplane and escape before it’s too late. Use jet skis, bicycles and Segues to move around the island. Watch your inventory of Miis turn into ravenous cannibal corpses!


Source of Idea: Come on, like this idea never occurred to you if you’re a Wii fan, have Wii Sports Resort and you love zombie movies. Wuhu Island is an ideal virtual location for an outbreak of the undead, and the Wii Motion Plus accessory is just begging to be used to pull off wicked awesome zombie head shots and beheadings.



The Re-Return of Futurama

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If you've ever been a fan of a science fiction TV show that aired on a major broadcast network, you know the drill by now. More often than not, the show will premiere in a cushy slot with average to above-average fanfare, and then one of the following things happen:
  • Its ratings will falter and it disappears before the end of the season;
  • Its ratings falter and it's moved to a crappy, obscure time slot and then it permanently disappears;
  • Its ratings don't falter but it's moved to a crappy, obscure time slot anyway and then it permanently disappears;
  • It does OK in the ratings but the show's budget is too big for the ratings it scores so it gets cancelled.
Yes, there are exceptions to this pattern (Lost, X-Files, etc.) but these are basically the rules for sci-fi TV on non-cable networks (although with the exception of a handful of shows on the SyFy channel--Stargate, Battlestar Galactica, Eureka, and Warehouse 13--I'm not seeing too many new rules being written for sci-fi TV on cable either). So, it is with great enthusiasm yet reserved expectations that I await the return of Futurama to TV on Comedy Central on June 24. I think that Futurama is one of the best animated shows to air on prime time and one of the few U.S.-produced sci-fi comedy series worthy of note, but its production history is an odd duck (even by sci-fi TV standards) that it's so hard to determine what the return of Futurama actually indicates. Read on . . .

Futurama's original home, the Fox Network, treated the show so horribly that it's hard to imagine how it lasted for four seasons at all, from 1999 to 2003. Such treatment was always baffling to me, since Futurama's creator Matt Groening gave Fox The Simpsons, the figurative goose that keeps laying golden eggs for the network. Nevertheless, Futurama's fan base persisted and the DVD sales of the show's four seasons were enough to commission the production of four straight-to-DVD movies between 2007 and 2009. The catch? Under the production agreement with Comedy Central (the wishy-washiest agreement that could ever be), the four movies weren't really movies but sixteen episodes being released on DVD as four movies which would then be aired later on Comedy Central as either movies which are four episodes in length or just individual episodes. According to Groening, "[The crew is] writing them (the episodes) as movies and then we're going to chop them up, reconfigure them, write new material and try to make them work as separate episodes."


While it was nice to see Futurama up and running again when the movies came out, it became apparent to me when watching them that the writers were stuck in a very difficult place in terms of narrative structure. They tried hard to make the movies work, but the snappy comedic rhythms that were common during the first four seasons of half-hour episodes just weren't there. I could only wonder what the discussions were like while the production deal was worked out with Comedy Central: "Yeah, we want you to make more Futurama episodes, but we don't want to air them until we can prove absolutely positively for sure that there's an audience for the episodes, so could you release them as feature-length movies on DVD first so we can air them as half-hour episodes later, maybe, or not? Thanks!" (I shudder to ponder how the Star Trek movies would've turned out if they were held to a similar stipulation by Paramount.) By being held to such a lackluster, ambiguous production agreement, Futurama movies ultimately ended up delivering lackluster, ambiguous stories.

With any luck, the rough patch of creative limitations that the Futurama production team had to endure during the movies is over, and that Comedy Central will put its full weight behind the show so that it can deliver sci-fi comedy of a quality similar to that of its original TV run. At the very least, I expect to see many, many new tin toys bearing the Futurama name and at least one video game where Bender finally gets to kill all the humans.

It's great to see you back on TV, Futurama. Let's hope they don't screw you again this time.


The Day I Met Spider-Man (Sort Of)

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While it's not a written rule (at least anywhere that I know of), it's a rite of passage of sorts for an up-and-coming horror/fantasy/sci-fi nerd to don a costume of his/her favorite character, particularly when going to a horror/fantasy/sci-fi-themed event. In my case, I got to see Spider-Man, live and in person, doing some kind promotional appearance at a local Boscov's in the spring of 1977. Sure, it was actually just a guy wearing a spandex suit to entertain the kiddies, but for me at the time it was the most awesome thing I had ever seen in my young, impressionable life (at least until Star Wars showed up at the box office later that year).

Of course, when I went to go see my friendly neighborhood Spider-Man in person, I had to go in style. I dressed up in my Spider-Man costume that my mom made from the previous Halloween just for this occasion (complete with the official Marvel Comics licensed Spider-Man utility belt) and, as you can see from the picture above, I even got Spidey's autograph as a reward for my geeky devotion!

Click the link below to see pictures of this cherished event, from me striking a partially-decapitated action pose in my Spider-Man suit (yes, that is a plush stuffed spider toy I'm holding in my left hand which was also made by my mom) to me almost gouging out Spider-Man's left spider-eye. Good times!







For more details about live appearances by Spider-Man and other Marvel Comics characters during the late 70s and early 80s, go to the Plaid Stallions site. It features a rare brochure which describes the "live services" division of Marvel Comics, as well as pictures taken by fans from across the country during these events.


Mark Your Calendar: Monster Bash 2010, June 25-27 in Butler, PA

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If you live in or near the Pittsburgh area and love classic movie monsters, you're in luck--Monster Bash 2010 is coming your way for the last weekend in June. The admission prices are reasonable (kids under 12 get in free), the guest list is amazing (featuring Julie Adams, Jimmy Hunt, Ann Robinson, and Tom Savini), and the schedule is full of fun must-see events.

Of particular note is the late-night showing of The Day Mars Invaded Earth (1963), a low-budget sci-fi creeper that never got its due on DVD. While it was clearly influenced by Invasion of the Body Snatchers, this single-location narrative nevertheless gets under your skin--the final scene alone is a memorable shocker, proof once again that you don't need a big budget to make a great movie. (For a similarly effective use of eerie doppelgangers, see Nacho Cerdà's 2007 movie The Abandoned.)


Death of the Spider Woman

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Last week, I heard that sculptor Louise Bourgeois passed away at the age of 98. While I am not familiar with the full range of her work, I do know that she did something that even Bert I. Gordon, "Mr. B.I.G." himself, could never accomplish: she sent giant spiders to cities all over the world. While her bronze spider sculptures were various depictions of the abstract concept of spider-ness (instead of being anatomically accurate re-creations of actual spiders), they neverthess captured the spindly, nimble, multi-limbed spirit of spiders, scorpions, and all other things of the creepy-crawly variety.

Click the link below for a picture gallery of Bourgeois' spiders at their various locations. Earth versus the spiders, indeed.











 

 


Scary Monsters and Super Creeps on Exhibit

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Even though I am mostly an electronic media kind of guy, I do try to keep my eyes open for examples of the horrific in other visual mediums. Thus, I feel a bit red in the face over almost missing an art exhibit of this very kind right in my own backyard. Ending June 12, the Irvine Contemporary art museum in Washington, DC has been hosting "Don't Be Scared, You're Supposed to Be", an exhibit featuring the works of Aaron Johnson and Barnaby Whitfield. While Whitfield's work is disturbing enough in its own right, Johnson is clearly the master of the grotesque. As you can see from the example above, his skill with color, shape and form create images that--while far from photo-realistic--depict gory, malformed nightmares that are normally the sole domain of the subconscious mind. For visual horror fans, Johnson is definitely the artist to watch.

However, if you don't get a chance to make it to DC, never fear--there's plenty of madness happening in Brooklyn, New York this summer. Starting on June 11th and ending on July 23rd, the Observatory is hosting "A Love Craft: Art Inspired by Monsters, Madness and Mythos", an art exhibit in honor of the American horror master himself, Howard Phillips Lovecraft. It sounds like a beastly blast, so be sure to get your tentacled appendages over there before Cthulhu stops calling.

Justice League: The (Almost) Lost Story

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Among other things, Memorial Day weekend allowed me to catch up on a few videos that have been lingering on my must-see list. Among the titles I could scratch off my list was Justice League: Crisis on Two Earths, one of DC's straight-to-DVD titles that was released earlier this year. It's a great superhero romp, with a compelling script, above-average animation, DC universe cameos galore, and a top-notch voice cast which includes Mark Harmon (NCIS) and the always awesome Firefly vet Gina Torres.

However, what I didn't know before I watched this movie was that it was originally written in 2004 as a narrative bridge for the Justice League and Justice League Unlimited animated series, which aired a few years ago on Cartoon Network. You can read more about it on this IMDB page. While the script was revamped to be more of a stand-alone story and the character designs and voice talent are different, it still features so many references to the two Justice League TV series that I know I wouldn't have enjoyed this movie nearly as much if I didn't understand what the references meant.

So, if you're a completist for Bruce Timm and Paul Dini's multi-series love letter to the DC universe (which also includes Batman: The Animated Series, Superman: The Animated Series, and Batman Beyond), be sure to pick up this one up for your own DVD collection.