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Dear Filmmakers: Subvert A Genre All You Want, But You Have To Respect It First.

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Black Rock

A little while ago I tossed up an article about the sale of Black Rock at Sundance. In fact, it should be the piece right below this one.

Right after doing so I saw that Devin Faraci, one of my favorite critics, had already filed his review of the film over at Badass Digest so I headed over there to check it out. You can do the same by clicking here.

Now I’m gonna state in bold letters that I have not seen Black Rock. For all I know it could become my favorite movie of 2012. I don’t always agree with Devin (maybe 70% of the time), but he’s one of a handful of about 5 or 6 critics whose reviews are my “go-tos” when I’m deciding what films to spend my time or money on as a consumer (I don’t always see everything for free, especially non-horror stuff). Whether or not I ultimately agree with his take on something, he’s got a knack for thoroughly explaining the reasoning behind his reactions that’s in a language I can relate to.

So I was surprised to come across a couple lines in his piece on Black Rock that echoed something that’s been on my mind for sometime in regard to genre and people who think they’re slumming in it.

Hit the jump to see what I’m talking about. From his review, “I rarely take such things into consideration, but at the Q&A after the movie Aselton said the script was written in 18 hours. I’m surprised it took them that long. There’s something so contemptuous about this movie – such a sense of ‘We can do one of those, no problem, no effort’ – that I find myself going from disliking ‘Black Rock’ to actually hating it. ‘Black Rock’ plays like a movie made by people who have never seen stalk and kill horror films; it’s easy to believe that Aselton and Duplass thought they were doing something unique with the genre by having the girls fight back, but this has been happening in the genre for decades now.

Again – I have not seen the film. And until I do so, I can’t speak to whether or not I personally feel this sentiment applies to it.

But I do feel it’s applicable to more and more genre efforts these days. In the case of horror, it sometimes seems that studios and indie filmmakers alike think of it as a way to just get something made. A product. After all, horror’s often cheap(ish) to make. And there’s a built in audience – you. And a lot of people don’t think you’re as smart as you actually are.

At least half the horror movies I see are made with an utter disdain for the genre and its audience.

It’s often assumed that it requires almost no effort to craft a horror film that will satisfy its audience. I find it especially strange that people who are successful in other genres of filmmaking could somehow believe that making a good horror film is somehow less difficult. As filmmakers in the trenches they have to know by now that making a good film – of any kind – will always require, thought, consideration, sleepless nights and thousands upon thousands of hours of hard work.

Ironically, I think it’s these exact people who have the skill set required to make the very best horror films. While horror is one of my favorite genres, I don’t think it’s possible to make a truly great horror film without embracing a ton of other styles of film and filmmaking as well.

If Alexander Payne were to followup The Descendants with a slasher film I would hope that he’d put as much consideration into the characters he’s slaughtering as he did the King family in that film. If Diablo Cody ever returns to horror (Evil Dead polish aside) after hitting a new creative peak with Young Adult I’d want her to imbue her new protagonist with just as much inner turmoil as she did Mavis Gary. While the genre often dictates that just as much screen time is devoted to kills as it is to character – neither should be skimmed on in terms of effort and imagination.

And that’s not even speaking to the technical/editorial side of things, which I don’t have time to get into right now (and which it sounds like Black Rock bungles as well).

It all boils down to this – anybody working on any film should be always pushing themselves to the best of their abilities and beyond*. It doesn’t always mean the film will be great, but it’s kind of the nature of the game. And it’s part of the nature of paying respect to those paying to see your film.

*As an admitted fan of Friday The 13th: Part 2 I feel somewhat hypocritical saying this. As with anything, there are no absolutes, and I must admit that some films I do like don’t exactly qualify as “pushing the envelope” material.

Some of my favorite horror films (admittedly a muddled mix off the top of my head) where I can feel the filmmakers pushing themselves are: Halloween, The Thing, Friday The 13th: Part 6, An American Werewolf In London, The Shining, Scream, Kill List, Shaun Of The Dead, Seven, You’re Next, Let The Right One In, Psycho, and, of course, Jaws.*

How about you? What are your favorite horror movies that make you taste the filmmakers’ blood, sweat and tears?

*EDIT – perhaps I should clarify that list and clear up some confusion. I don’t mean that all of those films are of equally quality, or are all classics. It’s just that I love them all. I know JASON LIVES is not as good as JAWS.

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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