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‘Paranormal Activity 3’ And What I Learned At My “Tea With Toby”

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Paranormal Activity 3

Last week Paramount held a “Tea With Toby” at The Roosevelt Hotel in celebrate today’s DVD/Blu-ray release of Paranormal Activity 3.

What was “Tea With Toby”? It was a press event where I (among other journalists) was summoned to the hotel for a late afternoon Tea. Complete with sandwiches, smoked salmon, little pastries – what I had always imagined Tea being like in England.

We were there to discuss the film (and the franchise) with Oren Peli, Katie Featherston, Micah Sloat, Christopher Smith, Chloe Csengery and Jessica Tyler Brown. While it was a breezy and enjoyable 90 minutes, the gracious and polite Peli lived up to his notoriously tight-lipped reputation in regard to any new info on the series. And the cast followed suit.

But still, fun was had and, if anything, I walked away more energized to revisit the franchise. Hit the jump for the full report!

Upon my arrival at the hotel I was escorted through the main lobby, past the famous Roosevelt pool, and into a room darkened with pitch black curtains. Awaiting me was a vast array of teas, bottled water and snacks. Beer and wine was also offered but I passed.

Pretty soon cast and creatives from the Paranormal Activity franchise (along with my fellow journalists) began to wander in and take their assigned seats. In the corner, Teddy Ruxpin was set up with his own tea set which, if you’ve seen Paranormal Activity 3, requires no explanation.

Oren Peli, Micah Sloat, Katie Featherston took seats across from me and to my left, Christopher Smith sat directly in front of me, and across to my right were Chloe Csengery and Jessica Tyler Brown.

One of the most interesting dynamics of the day to witness was the interaction between Smith, Csengery and Brown. Their time onset during the shooting (and planned re-shooting) of the film clearly brought about a familial bond. Smith seemed to take a paternal role towards them, helping them gently with their answers (without putting words in their mouth) throughout the event.

One topic that did come up was the increasing budget size for the series. Don’t get the wrong idea, these films are still made very cheaply and of course provide a huge return on investment, but the first Paranormal Activity cost only a fraction of what they spent on PA 3.

According to Peli, while of course the crew is bigger on the films now and people get paid a little more, in the case of Part 3 much of it was spent on sound design, finding and renting a house and making it 80’s authentic, and making sure the film was ready by its October release date.

We did do some work on it. We didn’t want to throw the 80’s thing in your face too much though. We needed to dress it up. We just wanted it to look authentic. That this is what it would look like if video cameras were rolling in the 80’s.

Smith added, “It felt like I grew up in that house“.

Now, can we get any insight on part 4? “Of course not“, Peli laughs.

Do you know where you’re going with it? “We have some ideas“.

I turn to Csenegry and Brown, hoping they won;t be quote as circumspect. How about them? Will they be in Paranormal Activity 4? “I sure hope so!“, says Brown. Clearly she’s learned from the best at not giving away too much!

Back to Peli, what is the benefit of the quick turnaround and tight shooting schedule on these films? “You always wish you had more time. The fact that you have a release date that is immovable, you have to get the movie made no matter what. It’s both a blessing and a curse. It’s a blessing because you know the studio will put their full resources into finishing it. It does force you to move quickly, which can sometimes be good. In feature development you hear stories about movies that take years and sometimes a decade to develop, but we know we’ll be out in October. But you always with you had more time. There’s always a panic that builds up when you have ten weeks until release, so you have to lock the picture four weeks before release, and you’re still shooting. It’s scary, but at the end of the day, if someone has an idea, normally you talk about it two weeks later. We talk about it that day and then shoot it two days later.

Someone asks Csengery and Brown if they believe in ghosts. “Chris does“, they say laughing.

Yes, that’s right“, he replies.

Someone asks Peli if its true that everyone onset is allowed to pitch ideas for sequences and scares in the film. “We definitely have an atmosphere where everyone is allowed to suggest anything no matter what their role is. And we have a ver small crew. We basically did ‘Part 2’ and ‘Part 3’ as one, so we’re kind of a ‘Paranormal Activity’ family and there’s a collaborative atmosphere. Everyone can feel free to talk to the writers, producers and directors and if it’s a cool idea we shoot it. We don’t care where it came from, only if it’s cool.

About the home video release, do you think it’s actually more effective watching this at home? In a dark house? Peli replies, “I think it’s a different experience. To some degree there’s nothing like watching it in a theater with the energy of the crowd. It’s a much more communal experience. But watching it at home we’ve heard people say it’s scarier because it’s much more intimate. And also the subject matter is about what happens to you at hem alone at night. And people usually watch movies in the evening. So when you turn off the TV and have to go to sleep, you’re conscious of every little sound in the house!

Watching the Blu-ray later that weekend, I have to say he’s right.

Paranormal Activity 3 is out on DVD and Blu-ray today. It boasts a host of special features including an extended cut that I prefer to the theatrical edition.

Paranormal Activity 3 Blu-ray/DVD Combo Pack: The Paranormal Activity 3 Blu-ray is presented in 1080p high definition with English 5.1 DTS-HD Master Audio, French 5.1 Dolby Digital, Spanish 5.1 Dolby Digital, Portuguese 5.1 Dolby Digital and English Audio Description with English, English SDH, French, Spanish and Portuguese subtitles. The DVD in the combo pack is presented in widescreen enhanced for 16:9 televisions with English 5.1 Surround and English, French, Spanish and Portuguese subtitles. The digital copy is presented in English.

Blu-ray Special Features:
Original theatrical version of the film
Unrated version of the film
Lost tapes

DVD Special Features:
Unrated Version of the Film
Digital copy of unrated version—compatible with iTunes® and Windows Media

A trilogy DVD set will also be available on January 24th exclusively at Walmart, which includes the theatrical and unrated versions of all three films plus all previously released bonus material.

Paranormal Activity 3

Editorials

Nintendo Wii’s ‘Ju-On: The Grudge’ Video Game 15 Years Later

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Nintendo Wii Ju-On

There was a moment in Japanese culture when writers and filmmakers began to update centuries-old fears so that they could still be effective storytelling tools in the modern world. One of the best examples of this is how extremely popular stories like Ringu and Parasite Eve began re-interpreting the cyclical nature of curses as pseudo-scientific “infections,” with this new take on J-Horror even making its way over to the world of video games in titles like Resident Evil (a sci-fi deconstruction of a classic haunted house yarn).

However, there is one survival horror game that is rarely brought up during discussions about interactive J-Horror despite being part of a franchise that helped to popularize Japanese genre cinema around the world. Naturally, that game is the Nintendo Wii exclusive Ju-On: The Grudge, a self-professed haunted house simulator that was mostly forgotten by horror fans and gamers alike despite being a legitimately creative experience devised by a true master of the craft. And with the title celebrating its 15th anniversary this year (and the Ju-On franchise its 25th), I think this is the perfect time to look back on what I believe to be an unfairly maligned J-Horror gem.

After dozens of sequels, spin-offs and crossovers, it’s hard to believe that the Ju-On franchise originally began as a pair of low-budget short films directed by Takashi Shimizu while he was still in film school. However, these humble origins are precisely why Shimizu remained dead-set on retaining creative control of his cinematic brainchild for as long as he could, with the filmmaker even going so far as to insist on directing the video game adaptation of his work alongside Feelplus’ Daisuke Fukugawa as a part of Ju-On’s 10th anniversary celebration.

Rather than forcing the franchise’s core concepts into a pre-existing survival-horror mold like some other licensed horror titles (such as the oddly action-packed Blair Witch trilogy), the developers decided that their game should be a “haunted house simulator” instead, with the team focusing more on slow-paced cinematic scares than the action-adventure elements that were popular at the time.

While there are rumors that this decision was reached due to Shimizu’s lack of industry experience (as well as the source material’s lack of shootable monsters like zombies and demons), several interviews suggest that Shimizu’s role during development wasn’t as megalomaniacal as the marketing initially suggested. In fact, the filmmaker’s input was mostly relegated to coming up with basic story ideas and advising the team on cut-scenes and how the antagonists should look and act. He also directed the game’s excellent live-action cut-scenes, which add even more legitimacy to the project.

Nintendo Wii Ju-On video game

The end result was a digital gauntlet of interactive jump-scares that put players in the shoes of the ill-fated Yamada family as they each explore different abandoned locations inspired by classic horror tropes (ranging from haunted hospitals to a mannequin factory and even the iconic Saeki house) in order to put an end to the titular curse that haunts them.

In gameplay terms, this means navigating five chapters of poorly lit haunts in first person while using the Wii-mote as a flashlight to fend off a series of increasingly spooky jump-scares through Dragon’s-Lair-like quick-time events – all the while collecting items, managing battery life and solving a few easy puzzles. There also some bizarre yet highly creative gameplay additions like a “multiplayer” mode where a second Wii-mote can activate additional scares as the other player attempts to complete the game.

When it works, the title immerses players in a dark and dingy world of generational curses and ghostly apparitions, with hand-crafted jump-scares testing your resolve as the game attempts to emulate the experience of actually living through the twists and turns of a classic Ju-On flick – complete with sickly black hair sprouting in unlikely places and disembodied heads watching you from inside of cupboards.

The title also borrows the narrative puzzle elements from the movies, forcing players to juggle multiple timelines and intentionally obtuse clues in order to piece together exactly what’s happening to the Yamada family (though you’ll likely only fully understand the story once you find all of the game’s well-hidden collectables). While I admit that this overly convoluted storytelling approach isn’t for everyone and likely sparked some of the game’s scathing reviews, I appreciate how the title refuses to look down on gamers and provides us with a complex narrative that fits right in with its cinematic peers.

Unfortunately, the experience is held back by some severe technical issues due to the decision to measure player movement through the Wii’s extremely inaccurate accelerometer rather than its infrared functionality (probably because the developers wanted to measure micro-movements in order to calculate how “scared” you were while playing). This means that you’ll often succumb to unfair deaths despite moving the controller in the right direction, which is a pretty big flaw when you consider that this is the title’s main gameplay mechanic.

Ju-on The Grudge Haunted House Simulator 2

In 2024, these issues can easily be mitigated by emulating the game on a computer, which I’d argue is the best way to experience the title (though I won’t go into detail about this due to Nintendo’s infamously ravenous legal team). However, no amount of post-release tinkering can undo the damage that this broken mechanic did on the game’s reputation.

That being said, I think it’s pretty clear that Shimizu and company intended this to be a difficult ordeal, with the slow pace and frequent deaths meant to guide players into experiencing the title as more of a grisly interactive movie than a regular video game. It’s either that or Shimizu took his original premise about the “Grudge” being born from violent deaths a little too seriously and wanted to see if the curse also worked on gamers inhabiting a virtual realm.

Regardless, once you accept that the odd gameplay loop and janky controls are simply part of the horror experience, it becomes a lot easier to accept the title’s mechanical failings. After all, this wouldn’t be much a Ju-On adaptation if you could completely avoid the scares through skill alone, though I don’t think there’s an excuse for the lack of checkpoints (which is another point for emulation).

It’s difficult to recommend Ju-On: The Grudge as a product; the controls and story seem hell-bent on frustrating the player into giving up entirely and it’s unlikely that you’ll unlock the final – not to mention best – level without a guide to the collectables. However, video games are more than just toys to be measured by their entertainment factor, and if you consider the thought and care that went into crafting the game’s chilling atmosphere and its beautifully orchestrated frights, I think you’ll find that this is a fascinating experience worth revisiting as an unfairly forgotten part of the Ju-On series.

Now all we have to do is chat with Nintendo so we can play this one again without resorting to emulation.

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