Showing posts with label time travel. Show all posts
Showing posts with label time travel. Show all posts

Dark Horse Returns to a Familiar Future War in Terminator Salvation: The Final Battle

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Given the number of comic book, movie, novel and TV series that I've followed over the decades, I'm used to having key questions, plot developments and character fates remaining unresolved. I don't like this--I much prefer to explore interesting ideas in further detail instead of forgetting them--but I suppose it comes with being a horror and sci-fi fan.

That said, Dark Horse has brushed the dust off of its Terminator license and is currently publishing Terminator Salvation: The Final Battle, a 12-issue miniseries that's written by J. Michael Straczynski and drawn by Pete Woods. The first issue arrived last month and the second issue is currently available at comic shops, newsstands, and other places that carry Dark Horse titles. The miniseries sets itself up to answer certain questions posed in the first four Terminator movies, questions that will probably not be addressed when the franchise is rebooted in 2015. So far, Final Battle looks to be the most ambitious Terminator comic book miniseries since Malibu Comics' two-part Cybernetic Dawn and Nuclear Twilight miniseries. Read on for my complete review, and why Final Battle is worth a look for any Terminator completist.

Terminator Salvation: The Final Battle takes place in two different time periods: in 2029 during the days before John Connor's final attack on Skynet, and in 2003 during the months before Skynet's nuclear assault on humanity (a.k.a. "Judgment Day"). Most of the action in 2029 centers on John Connor and his wife Kate, while the action in 2003 involves Dr. Serena Kogan, the enigmatic character that was introduced in Terminator Salvation. (Other characters that were introduced in Salvation--Marcus Wright, Blair Williams, Barnes, Star, and John and Kate's unborn child--haven't appeared in Final Battle yet and I don't know if they will at all.) Another character, Simon, appears in both 2029 and 2003; he's sent back to 2003 by John to prevent something related to Dr. Kogan's research that could secure Skynet's victory against the human resistance.




The Terminator franchise has a very haphazard history when it comes to who-owns-what within the franchise, so it's nice to see Dark Horse trying to put the pieces together before the 2015 reboot. I wasn't a fan of Straczynski's signature TV series, Babylon 5, and I'm not familiar with his extensive work in the area of comic books; regardless, his experience with complex, multilayered narratives shines through in the first two issues, and the ground work that he's laid so far is shaping up to be an engrossing conclusion to the first four Terminator movies--or at least a conclusion to the story threads from the Terminator 3 and Terminator Salvation timeline. (Terminator fans who are looking for a conclusion to the Sarah Connor Chronicles will have to look elsewhere, unfortunately.) Adding to the story's quality is Pete Woods' artwork, which expertly captures the look and feel of the Terminator universe. In one panel, he even included a Skynet machine that bears a similar design to the T-1 tank in T3.

Terminator novels, comic books and video games and flirted with the idea of human sympathizers for Skynet, but Dr. Kogan is shaping up to be a sympathizer who is essential to Skynet's overarching plans. Just as Cyberdyne and Miles Dyson were crucial to the birth of Skynet, Dr. Kogan is proving to be essential to the development of T-800 units, Terminator hybrids, and other Skynet technology that uses organic components.

What I also find fascinating about Dr. Kogan is that she only appears in the T3 - Salvation timeline; her involvement with that timeline's Skynet would also explain why T-800s appear almost a decade earlier than they do in the timeline that the Kyle Reese from the first movie came from. The unexpected early appearance of the T-800 in 2018 is a muted but crucial plot point in Salvation, the plot point that leads John Connor say this: "I knew it. I knew it was coming. But this is not the future my mother warned me about. And in this future, I don't know if we can win this war." This summarizes his realization that all he and his mother Sarah knew about Skynet--its strengths, weaknesses, and stages of development--came from a different timeline and may wind up leading humanity to its doom. What exactly Straczynski has in mind to do with Dr. Kogan isn't completely clear yet, but I'm sure it will be an interesting addition to the Terminator saga.


Early conceptual art of Dr. Serena Kogan for Terminator Salvation.


Click here and here to read my reviews of other tie-in comics and novels for Terminator 3 and Terminator Salvation.





Great Moments in Video Game Licensing History: Alligator People and Planet of the Apes for the Atari 2600

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Since early days of their history, video games have been used like any other form of merchandising--as the recipients of licenses for popular characters, movies and TV shows for the sake of making money based on name recognition. It didn't matter how limited the graphics and game play options were in early video games; as long as gamers were willing to associate vague shapes, garbled noises and repetitive tasks with famous characters such as Buck Rogers, Dracula, Popeye and Superman, entertainment companies were willing to add video games to their vast inventories of licensed merchandise.

Yet as with most things in the entertainment industry, some oddities were bound to surface in what would appear to be a straightforward system. Case in point: unreleased games based on The Alligator People (1959) and Planet of the Apes (1968) for the Atari 2600. I can understand why Atari, Intellivision and Coleco were looking for new game content to promote their respective consoles in the early days of home gaming, but using licenses as obscure as Alligator People or in decline as Planet of the Apes to develop games doesn't make much sense even by today's standards. Read on for more details about these strange artifacts from video game history.

How Alligator People and Planet of the Apes wound up on the production list of video game developers during the early 80s is not entirely clear. Both are owned by 20th Century Fox, but the reasons why Fox licensed these particular titles out for video game development have been lost over time.

As a movie, The Alligator People was a ripoff of The Fly and was produced to be shown on a double bill with Fly's first sequel, Return of the Fly. It was produced during the later half of what has since become known as the "Atomic Age" of horror--namely, when horror stories depicted atomic radiation either awakening a prehistoric monster (The Beast from 20,000 Fathoms) or creating a new kind of monster from a pre-existing animal (Them!) or from people (The Amazing Colossal Man). Atomic Age horror films would provide ample amounts of material for video games from the 90s onward, games such as It Came From the Desert and Zombies Ate My Neighbors; however, the unfinished Alligator People game would have been one of the first video game nods to Atomic Age horror cinema had it been released.


A reproduction box for The Alligator People (photo courtesy of RetroGamesShop).


So what is The Alligator People game about? According to the description provided by AtariAge, "You are lost in the deepest part of the jungle. Six of your friends have fallen under the spell of the Alligator People. They are slowly being transformed into alligators and you are the only one in the world who can save them! ... To stop this transformation, you must inoculate each of them with a special antidote that you gather throughout the swamp. You don't have a lot of time! Not to mention, the alligators are chasing you as you attempt to gather vials of the antidote! The longer you wait, the more antidote you need to reverse the effects of the Alligator People!"

Whether the excitement of the game's description carries over to the game itself depends upon how you feel about retro gaming. While the idea of fighting off horribly malformed human-alligator hybrids sounds like a great idea for a horror survival game, the Atari 2600 Alligator People game has players controlling what looks like a giant hypodermic needle to find doses of antidote and shoot attacking alligators. The game's difficulty can be adjusted to add a constantly shifting maze that hinders the players' movements. Click here to read a profile of Alligator People on the AtariProtos site, and you can see an example of game play in the video window below.




For its time, Planet of the Apes was the premiere sci-fi franchise; Star Trek was still building its fan base during the 70s and Star Wars wouldn't appear until 1977. Even though Apes has appeared in movies, novels, comic books, Saturday morning cartoons and toy lines, this franchise never had much success in the area of video game entertainment. The first official Apes game was released in 2001 as a tie-in to the Tim Burton remake; however, if 20th Century Fox hadn't closed its video game unit, the first Apes game would have appeared either in 1983 or 1984 for the Atari 2600. (Then again, it also didn't help that the Apes franchise was largely dormant during the 80s and 90s, the decades where video gaming began to catch on as a viable market for home entertainment.)


A fan-created depiction of an Atari 2600 Planet of the Apes video game box.


In the Planet of the Apes game, players guide an astronaut who is stranded on the titular planet through different locations until they reach the final screen, the remains of the Statue of Liberty. Three types of apes are in the game--Chimpanzees, Orangutans and Gorillas--and they can shoot at, capture and kill the astronaut. Since this game was programmed for the Atari 2600, each location in the game consists of multiple screens and players have to figure out how the screens for each location connect to each other in order to make it to the final screen. Click here to read about the game on the Planet of the Apes Wikia site, and you can see an example of game play in the video window below.




Given how pop culture shamelessly mines older media brands for the sake of making money from nostalgia, producing games based on The Alligator People and Planet of the Apes for today's market would barely raise an eyebrow. Yet to know that these titles were under development as far back as the early 80s, the fledgling years of home gaming, provides us with a glimpse as to how developers were experimenting with using films from previous decades to create fresh content for what was then a new kind of home entertainment.





A Look at Storm Toys' 1/6th Scale Replica of the T-1 Tank from Terminator 3

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Due to personal and professional circumstances beyond my control, I haven't been able to blog as much as I would like to as of late. Nevertheless, someone just told me a bit of Terminator news that I absolutely had to share: Storm Toys is releasing a highly-detailed, limited edition 1/6th scale replica of the T-1 tank from Terminator 3. Read on for more details and additional pictures of this stunning collectible from the Terminator universe. (Photos courtesy of Storm Toys.)

According to the details that I found on the Storm Toys Facebook page, the T-1 tank replica is a "props grade model" made of high-quality model plastic that features jointed arms, spinning action mini-guns and light-up eyes. Each tank will come with a metal name plate and a limited edition serial number. The retail price of the T-1 replica is $890.

Even though its price is way, way out of my own disposable funds budget, this T-1 tank would make a great addition to the collection of any well-funded, die-hard Terminator fan. As you can see in the pictures below, Storm Toys clearly went to great lengths to ensure that its replica matches the original T-1 tank that was designed by the Stan Winston Studio for the third Terminator movie.












The Future Remade: A Terminator Reboot is Scheduled for 2015

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I consider myself to be a huge fan of the Terminator franchise; thus, I have been closely monitoring what is going on with the franchise and what it might do next. Way back when this blog first started in February 2010, I did a post about how the rights to the franchise were up for grabs to the highest bidder. Now, over three years later, Paramount has announced that the Terminator saga will be rebooted into a new, stand-alone trilogy of movies, with the first film scheduled for June 2015.

As with most reboots, the new Terminator trilogy could be just what the franchise needs to stir interest in a new generation of fans, or it could be the final nail in its coffin. Read on for some thoughts about the reboot--what could go wrong and why, as well as what needs to be done to get the Terminator series back on its cyborg feet.

The current owners of the Terminator franchise are Megan Ellison, who runs Annapurna Pictures, and her brother David Ellison, who runs Skydance Productions. (Paramount will be handling the distribution of the Ellisons’ Terminator movies, but I don’t know how much creative input Paramount will have--if any--into the films’ scripts.) From what I’ve read since the Ellisons purchased the rights to the franchise, they planned to make more Terminator movies before the rights revert back to the franchise’s creator, James Cameron, in 2019. To me, this situation with the Ellisons is a bad news/good news type of situation:

The Bad News: The obvious reason why the Ellisons purchased the rights to the Terminator franchise is to make more Terminator content, which will in turn make money and contribute to the reputation of Annapurna Pictures and Skydance Productions. However, the problem with such a plan is that both C2 Pictures and the Halcyon Company both had similar plans and now both companies are defunct due to their poorly executed attempts at continuing the franchise. In particular, Halcyon produced Terminator Salvation with the intent of making a new trilogy of movies--just like what the Ellisons plan to do with their reboot.


It’s possible that the Ellisons could avoid the mistakes made by C2 and Halcyon. On the other hand, news surrounding the next Terminator movie under the Ellisons has so far included the return of Arnold Schwarzenegger, the possible involvement of director Justin Lin (Fast and Furious), the possible return of Terminator alumni Linda Hamilton and Michael Biehn, and a script set during the 1950s with a Terminator hunting down Sarah Connor's parents (!). With so many conflicting and inconclusive news stories surrounding the next Terminator film, I’m wondering if the Ellisons’ really have any plan at all for the franchise other than making money from it.

The Good News: Computer technology has come a long, long way since The Terminator appeared in 1984, so a reboot would allow the franchise to explore a completely new set of techno-fears. With recent news about military drone strikes and computer-based surveillance of civilian populations, the rebooted version of Skynet (Skynet 2.0?) could assert its dominance over humanity through deception, surveillance, sabotage, and surgical military strikes instead of through a global nuclear assault. New Skynet methods of attack could include nanotech-based weapons and Hunter-Killer units designed to imitate insect flight, heirarchy and locomotion. Given the heavy involvement of computers in genetic research, the rebooted Skynet could create Terminator units with a wider selection of biological capabilities (e.g., faster skin regeneration, the ability to host and transmit pathogens that are fatal to humans, etc.). The possibilities for a new Skynet are endless, and I hope that the Ellisons understand that and take full advantage of it.


Of course, the rebooted Terminator series would allow the Ellisons to avoid the franchise’s most egregious errors. I’m hoping that they’ll keep a focus on the human side of the story, and that we won’t get a different actor playing John Connor in each of the new films. I also hope that whoever plays the time-traveling Terminator in the first movie of the reboot trilogy doesn’t become the center of attention in the remaining two films. I've already argued why making Schwarzenegger such a prominent part of the franchise ultimately led to its downfall, so it would be painful to see the Ellisons make the same mistake again. When a franchise’s villain becomes more important than the franchise’s hero, you've got a serious problem on your hands.

If the Terminator reboot doesn’t work out, we’ll still have the original movies, novels, comic books and TV show. Furthermore, there’s also Continuum--another saga about a war for the future waged by technology-enhanced time travelers--and that TV series was just renewed for a third season.





Richard Matheson, 1926 - 2013

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As giants in the horror and sci-fi genres go, Richard Matheson is a unique case. He's not a familiar name for most media audiences, yet his influence is so pervasive that it's impossible to imagine modern horror and sci-fi pop culture without him.

In the early years of my geekhood, I familiarized myself with both classic and contemporary horror and sci-fi movies and TV shows but Matheson's name never stood out in any obvious way. Unlike horror/sci-fi celebrities such as Stephen King and Steven Spielberg--both of whom have been heavily influenced by Matheson--I rarely saw Matheson's name used to promote his work. It wasn't until I noticed the appearance of his name in the credits of many movies and TV shows that I was able to understand who he was.

Even though he is a well-respected novelist and short story author in his own right, Matheson frequently contributed his talents to film and TV production. He would either adapt his written work into scripts (The Incredible Shrinking Man, The Legend of Hell House), adapt the work of others into scripts (Burn, Witch, Burn, The Devil Rides Out), or create completely original scripts (The Comedy of Terrors, Kolchak: The Night Stalker). Outside of his direct contributions to Hollywood, many of his other stories and novels were adapted by others into movies and for episodes of TV shows such as The Alfred Hitchcock Hour, Twilight Zone, and Night Gallery. Chances are that if you're a fan of any horror/sci-fi movie franchise or TV series within the last 60 years, Matheson probably had something to do with it.

Although he recently passed away, it's still Richard Matheson's world. We horror and sci-fi fans are just living in it.




Giant Insects Reign Supreme in Wii's Escape from Bug Island

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I'm a big fan of "big bug" movies, so it would seem obvious that I would pick up a copy of a survival horror video game called Escape from Bug Island for my Nintendo Wii, right? Well ... not necessarily. When the game first appeared in the U.S. back in 2007, it was panned by most video game reviewers. Yet with this game's drop below the $10 price point, I recently decided to give this game a chance anyway to see if the critics were right. Speaking as a big bug movie fan, they weren't.

I can think of several survival horror video games for the Wii that have better graphics, better level designs, and better stories. Even Wii's other bug-centric game, 2009's Deadly Creatures, has better production values. Yet where Escape from Bug Island really delivers is where it delivers the most: It's got plenty of big, icky, human-eating bugs ... and that is AWESOME! Read on for my complete review.

In Escape from Bug Island, you play as Ray, a university freshman who reluctantly accompanies Michelle (Ray's secret crush) and Mike (Ray's best friend) to Beelzebub Island, an isolated location that's perpetually shrouded in a thick fog, so that Michelle can study the island's insect population. After Michelle and Mike wander off from the characters' camp site, Ray goes after them and encounters the island's many monstrous residents while searching for his lost friends.


Bug Island is a basic game as survival horror titles go. The graphics lack polish and the music cues are few in selection. The game's story is simple--there aren't many characters, and there are no puzzles to solve or secret codes to remember. Even the game's time travel subplot, which has you playing some of the levels again with new weapons and unlocked areas, doesn't complicate the overall story or game play. That said, the game's dialog is written in a hokey style that openly pokes fun at the game's b-movie premise. (Case in point: one of your weapons is a can of bug spray.) Bug Island isn't the same over-the-top exercise in camp as Zombies Ate My Neighbors! or Stubbs The Zombie, but its attitude of self-mockery is impossible to miss.

The game is played mostly from a third-person perspective, with occasional shifts to a first-person perspective depending on the weapon(s) you are using. Your weapon inventory grows from simple blunt objects (a stick, a baseball bat and rocks) to more sophisticated means of self-defense (knives, swords and guns) as the game progresses, and each level consists of maze-like forests, swamps, caves and ancient ruins that you have to traverse from beginning to end. Even though controlling Ray's walking and running motions through the Wii nunchuk is somewhat clunky at times (he doesn't handle sharp turns very well), controlling the weapons through the Wiimote is both accurate and intuitive.

A giant centipede feeding frenzy.

As the game's title suggests, Bug Island provides an ample supply of bugs for you to avoid, squash, beat, shoot and/or kill. The bugs range in size from a foot long to human height to car-sized, as well as various points in between. They include centipedes, flies, cockroaches, spiders, crickets, praying mantises, moths and maggots. (Curiously, spiders are the only arachnids in the game--over-sized scorpions, ticks and mites are nowhere to be found on the island.) These bugs crawl on you, jump at you, fly into your face, stab at you with their claws and cut you with their sharp mandibles. They buzz, screech and make other noises that one would expect to be made by really big bugs. The only normal-sized insects are the ones that fly together in large swarms that will eat you alive in a matter of seconds if you attract their attention. Fighting off this menagerie of creepy critters will inevitably make your skin crawl, so much so that anyone who has entomophobia and/or arachnophobia should avoid this game.

If the big bugs aren't enough, Bug Island provides plenty of other monsters as well, including sharp-toothed flying fish, bear trap-like carnivorous plants, giant frogs, and King Kong-sized apes with exposed brains and glowing red eyes. There's also a selection of human-animal hybrids such as lizard women, dog-like creatures with human faces, and a delightfully disgusting human-insect hybrid that has a steady stream of maggots dripping from its abdomen.



Indeed, Bug Island has enough monsters to rival any Resident Evil game, and the scares they produce are intensified by the game's use of ambient noises and pervasive application of fog. In a practical sense, the fog hides some of the game's graphic shortcomings, but it also leaves you guessing time and time again as to what will crawl, jump or fly towards you next.

If you're a creature feature junkie like me, then Escape from Bug Island is the game for you. It's the worst camping trip that you'll love to play.





Blast Away Dinosaurs in Wii's Jurassic: The Hunted

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Jurassic: The Hunted is the best first-person dinosaur shooter for the Wii that was published by Activision back in 2009. This may sound like a dubious honor, since other Wii FPS games such as Red Steel 2 and the Conduit games leave Jurassic in the dust. Nevertheless, it helps to keep two things into mind when considering a game like Jurassic:

1. Jurassic is one of the few horror/sci-fi themed FPS games for the Wii that doesn't involve aliens, zombies, or futuristic cowboy-ninjas.

2. The other Wii dinosaur FPS games, Dino Strike and Top Shot Dinosaur Hunter, are cheaply-made shovelware titles in comparison to Jurassic.

If you've got an itchy trigger finger that's craving for some carnivorous dinosaur thrills, keep reading for my complete review of this dino shooter game.

In Jurassic, you assume the role of former Navy Seal Craig Dylan. When the game begins, Dylan and his war buddy Armando "Rock" Depiedra are escorting scientist Sabrina Sayrus to the Bermuda Triangle in the search for her missing father, James Sayrus. When a strange electrical storm forces their plane to crash land on a mysterious island, Dylan becomes separated from Rock and Sabrina and he finds himself repeatedly attacked by various predatory dinosaurs. During the course of the game, Dylan learns the secret of the island and the electrical storm, and what they mean for the future of Earth and the human race.


The game play in Jurassic is very straightforward. Each level takes place in a specific location on the island, and you have to make it from point A to point B without being eaten by a dinosaur. Your ammunition is limited, but your selection of weapons increases at the game progresses. You also have the "adrenaline burst" feature, which causes the game to slow down for a few seconds and allows you to see a dinosaur's points of weakness (heart, lungs, brain, liver, etc.) that you can aim at for a faster kill. The story itself is simple as well--no complex conspiracies, no challenging puzzles, and no playable locations that take place outside of the island. The plot does feature some interesting ideas that could have been put to better use to make the game more interesting and unique, but it's OK for what it is.

Where Jurassic shines is in its depictions of lush prehistoric environments. The island scenery is gorgeous and multi-layered, and the dinosaurs move through the environments without looking like they were pasted in there through shoddy programming. A lot of work obviously went in to making this game look good, even if the game itself isn't very complicated; what you get as a result is an opportunity to shoot many, many dinosaurs without thinking too hard about it. Depending on what mood you're in, this format can make for a very satisfying gaming experience.


My only complaint about Jurassic are the fortification sieges, which happen at several points within the game. These areas are very difficult and even though they provide ample amounts of ammunition, it takes a while to figure out how to fend off dinosaurs that are attacking you simultaneously from multiple directions.

If you're in the mood for a FPS game where you kill dinosaurs with a decent selection of firearms and explosives, Jurassic: The Hunted your kind of game. Honestly, I would've preferred a FPS version of Dino Crisis and/or its sequels and spinoffs--something along the lines of what Capcom did for Resident Evil in its Umbrella Chronicles and Darkness Chronicles titles--but since that isn't going to happen, Jurassic is the next best thing.







The Age of Feature-Length 3D Horror and Sci-Fi Cartoons in America Has Arrived

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Feature-length cartoons have been around in American cinema since Disney released Snow White and The Seven Dwarfs back in 1937, but cartoons for genres outside of fairy tale-based musicals have been very rare for most of the time since that milestone. Thus, I've been ecstatic that three horror-themed cartoons--ParaNorman, Hotel Transylvania and Frankenweenie--are being released in American theaters between August and October of this year. Furthermore, all three of them are in 3D and two of them were shot using stop-motion animation, a special effects technique that has almost completely vanished from live-action films.

To be sure, these titles aren't horror cartoons per se--they are mostly comedies with plot points and imagery based on the horror genre. Yet having three of these films debuting in American theaters within weeks of each other is unprecedented and I think that it reflects what 3D and CGI technology can contribute to cinema animation in terms of the kinds of subject matter that animators can explore. I've already posted about how 3D technology has found a home in video games and feature-length CGI cartoons; here, I'll examine how 3D and CGI have sparked new life into animated storytelling, which has resulted in a selection of horror and sci-fi themed cartoons (five of which I will discuss in this post) that will pave the way for new generations of horror and sci-fi fans. In a time where live-action horror and sci-fi films that are released on the big screen have been overrun with remakes, reboots and retreads, this can only be a good thing. Read on ...

For the longest time, the only horror-themed cartoon movie around was Mad Monster Party, which was produced by Rankin/Bass Productions back in 1967, yet that stop-motion cult classic was a rarity even among certain groups of horror fans. I first saw it on syndicated TV when I was just a wee lad during the late 70s (the film was followed by a broadcast of Son of The Blob, which scared the crap out of me before I was old enough to know better). I didn't know the name of the cartoon movie when I first saw it but I remembered enough of Mad Monster Party's visual style and plot that I could tell my friends about it in the years and decades to come, even though none of them had the slightest idea of what I talking about other than to remark that they had no idea that the makers of such holiday favorites as Rudolph, the Red-Nosed Reindeer and Frosty the Snowman would produce something so monster-centric. Tim Burton would eventually make his own contribution to horror-themed cartoon movies with A Nightmare Before Christmas in 1993, but that still left only two animated titles that dealt with horror themes and visuals amid a long list of American cartoons that didn't.


Things have been picking up for horror and sci-fi cartoon movies in the years since thanks to CGI and 3D technology, even to the point of getting Nightmare Before Christmas re-released in 3D in 2006. Sure, these films aren't as serious as the horror and sci-fi cartoons produced in Japan (then again, what other country is more serious about animation than Japan?), but the fact that American animation companies are willing to expand their subject matter into horror and sci-fi territory is a step in the right direction that is long overdue. In chronological order, here are five examples of 3D horror and sci-fi cartoon movies done right, the models that future 3D animators should follow when blazing new paths of their own.



Monster House (2006)


When Monster House arrived in 2006, I was amazed. It was produced using top-notch CGI, it was in 3D, it had a great voice cast, and it was an obvious homage to the many kid- and early teen-friendly horror/sci-fi/adventure films of the 80s, films such as Gremlins, Goonies, The Gate, Explorers, The Monster Squad and Honey, I Shrunk The Kids. (Then again, with executive producers such as Steven Spielberg and Robert Zemeckis, two filmmakers who excelled at these kinds of movies during their heyday, what else would you expect?) Even though Monster House is told from a kid's perspective and is largely devoid of violence and gore, it still tells as a satisfying ghost story that can be enjoyed by an audience of varying ages. If you're looking to introduce kids to the horror movies, Monster House should place high on your list of titles.



Meet The Robinsons (2007)


Meet The Robinsons has everything: A goofy sense of humor, an intriguing story that is both a parody and a homage to the plot device of time travel, a tribute to Walt Disney's futurism, and a heartwarming message about family, belonging and making peace with an uncertain past to move onward into a brighter, better future. In particular, retro sci-fi fans will love the movie's chrome-plated, tail-finned vision of the future that's skillfully rendered in 3D.



Coraline (2009)


2009 was a fantastic year for horror/sci-fi 3D cartoon movies, beginning with Coraline. Henry Selick applied his animation magic to an adaptation of Neil Gaiman's dark, twisted fairy tale, and the results were astonishing. Not too shabby for the first stop-motion animated feature to be shot entirely in 3D. Also, even though Coraline is not a CGI-animated film, it could not have been animated without computers: The characters' different facial expressions were molded by a 3D printing computer program, which allowed for up to 207,336 possible face combinations for a single character.



Monsters Vs. Aliens (2009)


There are so many nods to Atomic Age horror and sci-fi movies in this cartoon that it's impossible for a creature feature fan like me to resist it. It features homages to such classics and cult favorites such as Attack of the 50 Foot Woman, The Blob, Creature from the Black Lagoon, The Fly and Mothra, and it casts Stephen Colbert himself as the President of the United States--what's not to love? Monsters vs. Aliens is also the first computer animated movie to be directly produced in a stereoscopic 3D format, instead of being converted into 3D after completion.



Cloudy with a Chance of Meatballs (2009)


Whenever filmmakers decide to take a short children's book and adapt it into a feature-lenght movie, they really need to look at Cloudy with a Chance of Meatballs as the example to follow. Not only was this film able to take the book's original idea and expand upon it in a way that could sustain a full movie, but doing so also allowed the filmmakers to do a hilarious parody of the science-running-amok plot that has become a cliche in horror and sci-fi movies. Furthermore, Cloudy's 3D effects are amazing, and this level of quality carries over into the 3D Blu-ray version of the movie.





Experiments in Unorthodox Horror: House (1977) and Detention (2012)

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When crafting a horror film, directors use a variety of cinematic tropes to convey to the audience that the story they are watching belongs in the horror genre. Sometimes, the director may choose to get under the viewer's skin by keeping the source of terror off screen and only hinting at it through narrative hints and suggestive sound effects and camera angles. In other situations, the director may opt for graphic depictions of explicit violence and gore--either in brief and sudden bursts or repeatedly throughout the story--to keep the viewer anxious and off balance. But what happens when a director foregoes the mood-building techniques that are often associated with horror movies and chooses instead to utilize tropes from other genres to tell a story of dismemberment, death and despair?

Two examples of off-kilter horror can be found in Nobuhiko Ohbayashi's House (1977) and Joseph Kahn's Detention (2012). Even though these films are three decades apart, they both are coming-of-age horror films that are difficult to describe due to their unpredictable, illogical selection of counter-intuitive cinematic styles as a key part of their storytelling process. House is a dark fairy tale that's told in a psychedelic, stream-of-consciousness succession of images and moods, while Detention is self-referential teenage comedy/drama that's vigorously mashed together with time travel sci-fi, body horror and slasher film archetypes. Both films could have been scripted and shot as conventional horror movies, but the fact that they weren't makes them fascinating films to watching in their own right. Read on for my complete comparison.

House tells the story of Oshare (Kimiko Ikegami), a teenage schoolgirl who is looking forward to spending her summer vacation with her widowed father (Saho Sasazawa). Yet when she learns that her father's new girlfriend Ryoko (Haruko Wanibuchi) will be going with them on vacation, she decides to visit her aunt (Yoko Minamida) and brings several of her teenage friends along with her. When the girls start disappearing in the aunt's house, the surviving girls struggle to survive by fending off a slew of demonic, supernatural attacks, including a few from possessed furniture.


House is a hard movie to pin down in terms of what it's supposed to be. It's filled with horrific images, but it's not exactly a horror movie; it's campy and absurd, but it's not a comedy. It's frequently childish and immature, with scenes that could easily be inserted into a live-action TV show for kids, and yet it's not a film for children (at least by American standards). These observations may make House sound like an absolute mess of a film to watch, but it's not. In fact, I think that Ohbayashi's approach to how he filmed the script for House allows him to tell and haunting story of when adolescent idealism and naïveté collides with--and is annihilated by--the pain, possessiveness and sensuality of adulthood.

The movie focuses on Oshare and her friends, a group of teenagers who are reaching the end of their educational years. Each girl has a simple nickname that summarizes her personality: "Prof" is the nickname of the smart girl, "Melody" is the nickname of the girl who plays the piano, "Sweet" is the nickname of the girl who always does what she can to help, and so on. The characters' childlike approach to life is reflected in the movie's visual style: all of the settings are very stylized and obviously artificial. This idealized world runs amuck when the girls are attacked one by one at the aunt's house, as if their immature view of the world is turning against them as adulthood (as represented by the aunt, her past and her expansive house) exerts control over their lives. Essentially, House depicts the transition between childhood to adulthood as a sort of death that is traumatic, ghastly and inescapable in equal measures.


Curiously, House utilizes nudity as part of its grim depiction of growing up, although not in the way that most American audiences would expect. For example, nudity in slasher films usually happens in the context of teenagers having sex before they are inevitably murdered by a psychotic killer. In contrast, the nudity in House happens shortly before, during and/or after the girls' deaths--not as part of any sex act, but as if it was an inevitable component of dying. In a sense, the act of dying in a gory manner in House eroticizes the girls, reflecting their transition into sexual maturity and adulthood and the gruesome "death" of their pre-adulthood lives. Adding considerable unease to these death scenes is how some of the girls giggle with glee over their new status as unclothed and dismembered corpses.

Detention doesn't have the same thematic depth as House, but it still knows how to tell as coherent story in what otherwise appears to be a calamitous mixture of incongruous styles. Detention focuses on Riley (Shanley Caswell) as she struggles her way through high school in Grizzly Lake, a town that has been experiencing a rash of UFO sightings. Riley wants to ask Clapton (Josh Hutcherson) to the prom, but her wishes are complicated by her inexplicably spiteful best friend Ione (Spencer Locke), her amorous guy pal Sander (Aaron David Johnson), and a masked serial killer named "Cinderhella" who has been murdering students and has targeted Riley as his next victim. At times, Detention reminded me of Scream, Donnie Darko and a few episodes from the first three seasons of Buffy the Vampire Slayer, and yet it’s nothing like those titles.


While Detention bears similarities to the storytelling approach used by House, these films differ considerably in terms of how they view the relationship between adolescence and adulthood. Whereas House views the transition of adolescence to adulthood as a fixed point that can only be passed once in a lifetime, Detention takes a much more fluid approach by showing how the two age groups occasionally overlap. Part of this could reflect how the mainstream cultures of Japan and the US differ in their views of adolescence and adulthood, but I also think that this might have something to do with when both films were made. Ohbayashi's wild visual style reflects the incongruity between how adolescents view of the world and how adults live in the world; in contrast, Kahn's wild visual style emphasizes how incongruity dominates modern teenage life.

The movie world of Detention--where time travel, masked killers, human-insect hybrids and flying saucers coexist in a sort of mundane way in the halls of a high school--is a thematic parallel to the omnipresent information overload that real teenagers are bombarded with through the Internet, cell phones, computers, and high-definition, multi-channel media. One of Detention's subplots features a student who becomes the most popular student in school after travelling back to 1992, with the rationale that a digital-media-saturated teenager from 2012 is much more savvy and cooler than an analog-media-saturated teenager from the early 90s. The movie may lack the pervasive fatalism of House, but it pulls off a very impressive feat by telling a complete and satisfying story from a selection of disparate characters, situations, themes and styles--much like our fragmented-yet-interconnected electronic world, a world that even adults cannot escape. If Detention has any underlying metaphorical message, it is that if teenagers can make sense of and survive our current digital age, then there may be hope for us in the future after all.


Horror films like House and Detention are not for everyone. These films are more like frantic, feverish dreams than traditional narratives that feature well-defined, easily-understood plots and firmly established moods. But if you're willing to try something that's much different than what you normally expect from a horror movie or a horror-comedy, then House and Detention make for an unforgettable double feature.




Men in Black 3 Review: Not Quite Back in Black

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After many years of watching films from all genres, I've come to the conclusion that making sequels to comedies are much more difficult to make than sequels to films in any other genre. It's not that good comedy sequels are impossible, it's just that comedy films (at least in the U.S.) don't seem to lend themselves to serialized storytelling, a crucial element in the making of a worthwhile sequel.

With that in mind I saw Men in Black 3 this last weekend, which returns Will Smith and Tommy Lee Jones to their roles of MIB Agents K and J a decade after Men in Black 2. MIB 3 was better than I expected it to be and it's a better sequel than its immediate predecessor. However, it suffers the same problem as most comedy sequels--namely, how to keep the humor going while providing a story that meaningfully expands upon the first film. Read on for my complete review.

MIB 3 begins with Boris The Animal (played by an unrecognizable Jemaine Clement), an old alien enemy of Agent K, escaping from his lunar prison. Following the escape, Agent K suddenly disappears without a trace, leaving Agent J to travel back to 1969 to save the younger Agent K (Josh Brolin) and prevent an alien invasion of Earth.

MIB 3 is a solid sequel. The time travel premise works better than it does in most time travel movies, and it gives you more insight into why Agent K views J the way he does. (In fact, you'll probably watch the first MIB much differently after seeing MIB 3.) It's also commendable that Rick Baker is back providing exceptional alien makeup effects. Movies like MIB 3 are ideal for effects artists such as Baker, so practical effects aficionados will want to see this movie just for that alone. Unfortunately, MIB 3 almost completely forgets that it's supposed to be funny. It has a few humorous moments here and there, but the sequel feels more like a lighthearted sci-fi action-adventure movie than an actual sci-fi comedy.



Movies like MIB and Ghostbusters before it are essentially parodies of the horror and sci-fi genres, genres that are rife with parody-ready quirks and absurdities. Yet the sequels for both of these movies lost their sense of genre satire and they severely suffer for it. Yes, MIB 3 is certainly better than Ghostbusters 2, but it's better because it relies on action set pieces and a well-written time travel story instead of just repacking the same jokes that were told before. In other words, if you want a solid time travel movie, watch MIB 3; however, if you want an amusing time travel parody, watch Bill and Ted's Excellent Adventure or Hot Tub Time Machine. That's MIB 3's biggest disappointment as a comedy sequel, and it's hard to overlook that shortcoming when writing this review. (That said, the sequel does briefly recycle some of the same gags from the previous two films: the revelation that odd real-life celebrities are actually aliens, the unusual anatomies of aliens, goofy-looking alien technology, etc.)

I have no idea why the MIB sequels have a difficult time finding new jokes from the premise that was established in the first movie. The central idea behind MIB is a send-up of the "Men in Black" legend that is frequently and fervently discussed among UFO conspiracy groups. There's plenty of goofy, paranoid humor waiting to be mined from this kind of source material, yet MIB 2 and MIB 3 seem reluctant to stray too far from the jokes told in the first film, as if it will get too strange for mainstream audiences. For that reason, watching MIB 3 piqued my curiosity into seeing the Men in Black animated series, just to see if that cartoon was more willing than its live-action counterpart to embrace the wild and woolly weirdness of sci-fi and UFO culture.


Jones and Smith fit comfortably back into their roles of Agents K and J, although Jones is missing for much of the movie. Brolin does a wonderful job as the younger Agent K, and his performance is key to understanding the movie's plot twist. (Then again, it would've been nice if MIB 3 included a scene between Jones and Brolin where the two different Ks meet. It's a time travel movie, so why not?) Michael Stuhlbarg has lots of fun in the role of Griffin, an alien who can see multiple future timelines; in contrast, the alien menace Boris isn't a particularly memorable villain, even though Clement eagerly chews up the scenery from underneath his alien make-up. Emma Thompson plays Agent O, who steps in to run the MIB agency after the passing of Zed (Rip Torn, who is not in this sequel). Thompson isn't given much to do, and it feels like such a wasted opportunity given her talent and background in genre titles such as the Harry Potter and Nanny McPhee movies. Then again, Alice Eve, who plays the younger version of O, gets even less to do than Thompson.

MIB 3 is an entertaining sequel, it just doesn't work as a comedy. How you feel about that will determine whether you go see it in the theater or wait for it on home video.





Ten Horror and Sci-Fi Films That Should Be Remade

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During the last few weekends, a series of horror and sci-fi movie remakes have appeared at the box office. Remakes of Conan the Barbarian, Don't Be Afraid of the Dark, Fright Night and Rise of the Planet of the Apes (which is a remake of Conquest of the Planet of the Apes) have already been released, and a remake of Straw Dogs is scheduled for release in a few days. It appears that the big studios are determined to remake as many of their big name horror and sci-fi franchises as possible, for no other reason that they want a "sure thing"--namely, franchises that already have devoted fan bases--instead of taking the financial risk of investing in something new and unproven.

What I believe is that if remakes are what the studios want to produce to save money and minimize, then they should be doing is remaking movies they already own but weren't complete successes in their original incarnations for the sake of improving them with better creative teams and better budgets. Read on for ten suggestions of horror and sci-fi films, listed in chronological order, that didn't quite work the first time around and deserve a second chance.

1. The Maze (1953)


As a complete movie, The Maze is less than the sum of its parts. It has plenty to hold the viewer's interest: A mysterious family curse that causes its victims to age rapidly, a gloomy castle in the misty Scottish highlands, a shadowy figure that roams the castle's halls at night and leaves behind strange webbed footprints, and an outdoor hedge maze that is fatal to uninvited guests. William Cameron Menzies' direction provides a visually engaging setting for the story, and his "dimensional" style of cinematography fit the film's original release in anaglyph 3D. Unfortunately, almost all of the film's mysteries are either quickly explained or completely forgotten by the film's conclusion. With a more meticulous script and sense of visual style that matches Menzies', The Maze has the potential to bring Lovecraftian 3D thrills back to the silver screen for a new generation of horror fans.



2. The Monolith Monsters (1957)


In a decade where science fiction movies were crowded with alien invaders and giant radioactive mutations, Monolith Monsters took a novel approach by depicting a threat from beyond the stars that was neither an animal nor a plant but a mineral. The movie's titular menaces are crystal-like rocks from space that grow to gigantic heights when they're exposed to fresh water, which then shatter into fragments when they hit the ground after they become too large. This cycle repeats itself every time the rocks are exposed to water, until they threaten to crush a small town. Did I also happen to mention that the rocks' ability to absorb moisture allows them to drain the moisture from the bodies of nearby people, thus turning them into stone? With such a unique kind of horror, a remake of The Monolith Monsters would be an amazing science fiction disaster movie that leaves 2012 and The Day After Tomorrow looking very subdued by comparison.



3. The Black Scorpion (1957)


The Black Scorpion looks like one of those movies that ran out of money for special effects in the middle of production--which is a shame, because it was one of the last movies that employed the talents of Willis O'Brien, the stop-motion animator who brought life to the titular ape in King Kong. To make the most of what little effects money it had, Scorpion reuses some of the same scorpion effects shots over and over again (much like how cheap cartoons save money by reusing the same footage). Nevertheless, the story about gargantuan scorpions that rise from a forgotten, subterranean world to tear apart victims with their mammoth claws and impale them on their giant stingers should be brought back as a remake with a better special effects budget.



4. I Bury The Living (1958)


I Bury The Living is a fascinating B-movie that was directed by Albert Band. It depicts a man who may (or may not) have the power to kill people simply by rearranging the colored pins on a cemetery map. While this movie tells a very creepy tale, it avoids answering one of the questions that it raises: If someone had the power to kill others by manipulating a cemetery map, could that same person also raise the dead through the same process? I've heard quite a few rumors that scenes were written for this film that answer this question in the affirmative, but they were never shot; thus, I would love to see a remake of I Bury The Living that pushes the story into gruesome world of corpse reanimation.



5. Phase IV (1974)


As killer bug movies go, Phase IV is in a bizarre class of its own. Instead of ants that get bigger or more bloodthirsty due to some kind of atomic or natural disaster, the ants in Phase IV become smarter as the result of a mysterious cosmic event. With its minimalist, surreal script and astonishing insect cinematography make Phase IV a fascinating film, its maddeningly suggestive yet vague ending (which director Saul Bass has said was imposed by the studio) put this film on my remake list just so we can see this story told again with a more satisfying conclusion.



6. The Car (1977)


The Car is one of the many Jaws rip offs that appeared during the late 70s, although it's one of the few that has nothing to do with water, fish and swimming. In spite of its derivative nature, ;">The Car is still a creepy little film about a possessed automobile that terrorizes a small desert town. With its pitch black windows, eerie sounds and animal-like behavior, the titular vehicle is a unique movie monster that deserves a tune-up for a second trip on the silver screen. With a bigger budget and a more nuanced screenplay, I could imagine a remake that has a driverless car isolating another small desert town by running down supply trucks and toppling power lines and cell phone towers, and then bumping off the remaining citizens who try to escape.



7. The Eyes of Laura Mars (1978)


The Eyes of Laura Mars has a remarkable pedigree: It was directed by Irving Kersher, co-scripted by John Carpenter, and featured Faye Dunaway, Tommy Lee Jones, Raúl Juliá and Rene Auberjonois. Yet for a film about a photographer who receives psychic visions that allow her to see through the eyes of a serial killer as he brutally murders his victims, something just doesn't work. It could be because of the film's rushed "twist" ending, or that it fails to explore in greater detail the true nature of the visions (such as when they really started, not when the main character began to accept them as visions), or that the romance subplot doesn't feel as compatible with the rest of film (no matter how logical the relationship is within the context of the complete story). Regardless, I'd love to see a creepier and better-paced remake of this movie, just so this story can reach its full, frightful potential.



8. Tourist Trap (1979)


You know what's creepy? Dolls and ventriloquist dummies. You know what else is creepy? Mannequins. Of these three sorts of unlikely yet effective scares, killer dolls and dummies have been the subject of many horror movies, while killer mannequins have only been the subject of one: Tourist Trap (which was produced by Charles Band, son of the aforementioned Albert Band). Tourist Trap is an uneven, hit-and-miss affair, a blend of House of Wax, Texas Chainsaw Massacre and The Twilight Zone. It's got enough mannequin-centric scares and shivers--particularly the final shot--to merit a second chance on the big screen, perhaps with less imitation of House of Wax and Chainsaw Massacre and more holy-crap-mannequins-are-out-to-kill-me shocks. With the current state of practical effects and CGI technology, I'm convinced that these murderous, on-the-move mannequins will generate a few weeks' worth of nightmares for movie viewers of all ages.



9. Looker (1981)


Even though Looker was the fifth film directed by bestselling sci-fi author Michael Crichton, who also wrote the film's script, it is not the best example of Crichton’s talents as either a director or a screenwriter. The finished film is an unmistakable mess, with a story that meanders through several different plot points (including some vague conspiracy involving subliminal messages in TV commercials) without ever adequately connecting them into a coherent, compelling whole. In spite of its shortcomings, Looker has an intriguing, eerie central concept: professional models who go through plastic surgery to correct very specific flaws--down to the millimeter--in order to achieve a specific standard of beauty and in turn gain employment, only to be systematically murdered as they are replaced by computer-generated duplicates who actually are "perfect". In the right hands, Looker could be brought back to the big screen as a high-tech, giallo-esque mash-up of The Stepford Wives, S1m0ne and Blood and Black Lace.



10. Trancers (1985)


Yet another low-budget B-movie from Charles Band. Trancers has preposterous yet entertaining plot: To change the future to suit his nefarious agenda, a "psychic vampire" from the year 2247 travels back in time to 1985--with a police trooper from the same era hot on his trail. While its idea of a mind-controlling serial killer is handled better than most other films with a similar premise (such as God Told Me To), Trancers is too busy ripping off Blade Runner and The Terminator to explore this creepy concept in greater detail. Thus, a remake that goes into greater ghastly detail about what a "trancer" is and its ultimate purpose would be a fun, action-filled flick.