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I’m Excited for the New ‘Doom’ (and You Can Be Too!)

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One day. A useless bundle of hours, that’s all we have standing between us and Doom. Usually, I’d be ankle-deep in demon giblets by now, striking a heroic pose atop a mountain of Mancubi while I stare off into the distance with a dramatic plume of hellfire blazing behind me. But not this time. Bethesda is withholding review copies of this lovely-looking game until the servers go live, so even us fork-tongued critics have to wait until launch day to get our greasy paws on it.

You can bet I’m going to haul ass through the campaign as soon as I have my copy. After that, I’ll probably spend a few tremendously painful hours getting my butt kicked in the multiplayer — after spending far too much time customizing my very own Doom Guy so he represents my views and opinions — then I’ll use SnapMap to make some dicks before getting to work on the review.

My job isn’t always black grapes and rainbows, but someone has to do it.

Our very own Mr. T isn’t convinced this game will live up to the hype that’s been building around it for more than a decade. I’m not either, but there are still some very specifically awesome things about what id Software is doing with the reboot that I am very excited about.

Take the multiplayer, for example. I’m rubbish at it, always have been, but I still have loads of fun even if I occasionally find myself hop-running away from player-controlled Revenants who always seem intent on blowing me to bits. It’s startling how often I’m marked for death first. I could be surrounded by a team wielding fully-charged BFGs, one point short of a victory and they’ll still find a way to tear me from this mortal coil before anyone else.

It happens often enough that I’ve had to accept it as a hidden feature of the game, a cruel inside joke id Software is playing on me for not having enough LAN parties in high school. Whenever the announcer lets me in on the fact that a demon rune is about to reveal itself, I accept my fate. The announcer probably has too. For all I know, he says it with a smirk on his face, or worse, he may be the one who’s pulling the strings.

Anyway, the point is, I’ve been forever cursed and I can still have loads of fun with the Doom multiplayer, so certainly you can too.

Maybe multiplayer isn’t your thing. That’s okay. It isn’t mine either, for the most part. That’s why our Lord and Savior, Gaben — Godking of Valve, Lord of Steam, Slayer of Threequels — invented the single-player campaign (don’t bother Googling any of this, it’s all true).

Doom caused a bit of a stir when it was revealed its story mode wouldn’t support co-op. There might’ve been rioting in the streets, but our kind prefers to stay indoors where there’s food and a strong Wi-fi signal. Knowing we could create our own custom co-op campaigns using the game’s shiny new SnapMap modding tools also helped.

But nature should still consider putting power outlets on trees.

The nifty thing about something like SnapMap is you don’t have to do anything with it to get something from it. The community-created content benefits everyone, including sad saps such as myself who can confidently erect elaborate genitalia-inspired towers with considerable girth and detail, only to choke when it comes to anything one might deem ‘playable’.

Fortunately, there’s a small percentage of the game’s player base that we can consistently rely on to carry the rest of us. These wonderful individuals are what kept me coming back to LittleBigPlanet years after its trade-in value had fallen to that of a budget bin title, just so I could see what those strange and wildly underappreciated engineers had been up to when I was busy neglecting the game.

Doom is more than capable of fostering a strong modding community around its SnapMap utility, thanks to its developer’s unique understanding of the PC Master Race, as well as the series’ already established history of being stupid fun to mod.

For me, it’s mostly about the campaign. I’ve always preferred a solid story mode to most other things in the games I play. By choosing to build the campaign sans co-op support, id Software saved precious time and resources that would’ve had a noticeable impact had they been spent on co-op friendly level design, enemy encounters, etc. That’s not to say its story mode will be good because it’s single-player — that level of witchery has been mastered by a select few game developers, like Valve and Naughty Dog.

The underlying theme with this game has been about taking something that worked twenty years ago and bedazzling it so it appeals to newcomers without startling the easily-startled old folks.

This idea can be seen everywhere, from the arena-based multiplayer where it looks like a blockbuster video game should in 2016 but it feels a lot like a 90s shooter, to the campaign, which has more or less the same thing going on. Everything is either bigger or there’s more of it — or in some cases, both. There’s a story, but the scope of it has changed and it’s brought with it a slew of “modern” enhancements like character customization, gruesome “glory kills”, and silly point-based awards to satisfy our lizard brains.

It introduces these tweaks while staying refreshingly close to its roots. Doom won’t force a regenerating health system on you, nor will it make you carry a “realistic” number of weapons or burden you with the hassle that comes with having to reload them. It’ll even have key cards, and if we’re lucky, they’ll be colored to match the door they unlock.

So will the new Doom be any good? Only our tomorrow selves know the answer to that. Until then, let’s do a bunch of push-ups so we can all be stupid ripped when it gets here. You game?

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Gamer, writer, terrible dancer, longtime toast enthusiast. Legend has it Adam was born with a controller in one hand and the Kraken's left eye in the other. Legends are often wrong.

Editorials

‘Amityville Karen’ Is a Weak Update on ‘Serial Mom’ [Amityville IP]

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Amityville Karen horror

Twice a month Joe Lipsett will dissect a new Amityville Horror film to explore how the “franchise” has evolved in increasingly ludicrous directions. This is “The Amityville IP.”

A bizarre recurring issue with the Amityville “franchise” is that the films tend to be needlessly complicated. Back in the day, the first sequels moved away from the original film’s religious-themed haunted house storyline in favor of streamlined, easily digestible concepts such as “haunted lamp” or “haunted mirror.”

As the budgets plummeted and indie filmmakers capitalized on the brand’s notoriety, it seems the wrong lessons were learned. Runtimes have ballooned past the 90-minute mark and the narratives are often saggy and unfocused.

Both issues are clearly on display in Amityville Karen (2022), a film that starts off rough, but promising, and ends with a confused whimper.

The promise is embodied by the tinge of self-awareness in Julie Anne Prescott (The Amityville Harvest)’s screenplay, namely the nods to John Waters’ classic 1994 satire, Serial Mom. In that film, Beverly Sutphin (an iconic Kathleen Turner) is a bored, white suburban woman who punished individuals who didn’t adhere to her rigid definition of social norms. What is “Karen” but a contemporary equivalent?

In director/actor Shawn C. Phillips’ film, Karen (Lauren Francesca) is perpetually outraged. In her introductory scenes, she makes derogatory comments about immigrants, calls a female neighbor a whore, and nearly runs over a family blocking her driveway. She’s a broad, albeit familiar persona; in many ways, she’s less of a character than a caricature (the living embodiment of the name/meme).

These early scenes also establish a fairly straightforward plot. Karen is a code enforcement officer with plans to shut down a local winery she has deemed disgusting. They’re preparing for a big wine tasting event, which Karen plans to ruin, but when she steals a bottle of cursed Amityville wine, it activates her murderous rage and goes on a killing spree.

Simple enough, right?

Unfortunately, Amityville Karen spins out of control almost immediately. At nearly every opportunity, Prescott’s screenplay eschews narrative cohesion and simplicity in favour of overly complicated developments and extraneous characters.

Take, for example, the wine tasting event. The film spends an entire day at the winery: first during the day as a band plays, then at a beer tasting (???) that night. Neither of these events are the much touted wine-tasting, however; that is actually a private party happening later at server Troy (James Duval)’s house.

Weirdly though, following Troy’s death, the party’s location is inexplicably moved to Karen’s house for the climax of the film, but the whole event plays like an afterthought and features a litany of characters we have never met before.

This is a recurring issue throughout Amityville Karen, which frequently introduces random characters for a scene or two. Karen is typically absent from these scenes, which makes them feel superfluous and unimportant. When the actress is on screen, the film has an anchor and a narrative drive. The scenes without her, on the other hand, feel bloated and directionless (blame editor Will Collazo Jr., who allows these moments to play out interminably).

Compounding the issue is that the majority of the actors are non-professionals and these scenes play like poorly performed improv. The result is long, dull stretches that features bad actors talking over each other, repeating the same dialogue, and generally doing nothing to advance the narrative or develop the characters.

While Karen is one-note and histrionic throughout the film, at least there’s a game willingness to Francesca’s performance. It feels appropriately campy, though as the film progresses, it becomes less and less clear if Amityville Karen is actually in on the joke.

Like Amityville Cop before it, there are legit moments of self-awareness (the Serial Mom references), but it’s never certain how much of this is intentional. Take, for example, Karen’s glaringly obvious wig: it unconvincingly fails to conceal Francesca’s dark hair in the back, but is that on purpose or is it a technical error?

Ultimately there’s very little to recommend about Amityville Karen. Despite the game performance by its lead and the gentle homages to Serial Mom’s prank call and white shoes after Labor Day jokes, the never-ending improv scenes by non-professional actors, the bloated screenplay, and the jittery direction by Phillips doom the production.

Clocking in at an insufferable 100 minutes, Amityville Karen ranks among the worst of the “franchise,” coming in just above Phillips’ other entry, Amityville Hex.

Amityville Karen

The Amityville IP Awards go to…

  • Favorite Subplot: In the afternoon event, there’s a self-proclaimed “hot boy summer” band consisting of burly, bare-chested men who play instruments that don’t make sound (for real, there’s no audio of their music). There’s also a scheming manager who is skimming money off the top, but that’s not as funny.
  • Least Favorite Subplot: For reasons that don’t make any sense, the winery is also hosting a beer tasting which means there are multiple scenes of bartender Alex (Phillips) hoping to bring in women, mistakenly conflating a pint of beer with a “flight,” and goading never before seen characters to chug. One of them describes the beer as such: “It looks like a vampire menstruating in a cup” (it’s a gold-colored IPA for the record, so…no).
  • Amityville Connection: The rationale for Karen’s killing spree is attributed to Amityville wine, whose crop was planted on cursed land. This is explained by vino groupie Annie (Jennifer Nangle) to band groupie Bianca (Lilith Stabs). It’s a lot of nonsense, but it is kind of fun when Annie claims to “taste the damnation in every sip.”
  • Neverending Story: The film ends with an exhaustive FIVE MINUTE montage of Phillips’ friends posing as reporters in front of terrible green screen discussing the “killer Karen” story. My kingdom for Amityville’s regular reporter Peter Sommers (John R. Walker) to return!
  • Best Line 1: Winery owner Dallas (Derek K. Long), describing Karen: “She’s like a walking constipation with a hemorrhoid”
  • Best Line 2: Karen, when a half-naked, bleeding woman emerges from her closet: “Is this a dream? This dream is offensive! Stop being naked!”
  • Best Line 3: Troy, upset that Karen may cancel the wine tasting at his house: “I sanded that deck for days. You don’t just sand a deck for days and then let someone shit on it!”
  • Worst Death: Karen kills a Pool Boy (Dustin Clingan) after pushing his head under water for literally 1 second, then screeches “This is for putting leaves on my plants!”
  • Least Clear Death(s): The bodies of a phone salesman and a barista are seen in Karen’s closet and bathroom, though how she killed them are completely unclear
  • Best Death: Troy is stabbed in the back of the neck with a bottle opener, which Karen proceeds to crank
  • Wannabe Lynch: After drinking the wine, Karen is confronted in her home by Barnaby (Carl Solomon) who makes her sign a crude, hand drawn blood contract and informs her that her belly is “pregnant from the juices of his grapes.” Phillips films Barnaby like a cross between the unhoused man in Mulholland Drive and the Mystery Man in Lost Highway. It’s interesting, even if the character makes absolutely no sense.
  • Single Image Summary: At one point, a random man emerges from the shower in a towel and excitedly poops himself. This sequence perfectly encapsulates the experience of watching Amityville Karen.
  • Pray for Joe: Many of these folks will be back in Amityville Shark House and Amityville Webcam, so we’re not out of the woods yet…

Next time: let’s hope Christmas comes early with 2022’s Amityville Christmas Vacation. It was the winner of Fangoria’s Best Amityville award, after all!

Amityville Karen movie

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