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[TV Review] “Scream” Episode 1.03: ‘Wanna Play A Game?’

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Scream

This is the episode of Scream I’ve been waiting for. It was the most Scream-y out of all of the episodes so far, the season’s central arc sped along at a much faster pace than I anticipated and the climax of the episode featured the death of a character I (and hopefully most of you) cared about. This is what I wanted the pilot to be. Better late than never!

If any of you watched Harper’s Island (and you really should), you’ll remember that that series started very similarly to Scream: extremely soapy with some bad acting and a cast of seemingly unlikable characters. This makes sense, since series creator Jill E. Blotevogel was a writer on Harper’s Island. It wasn’t until “Thwack” (episode 5 in a 13-episode season) that things picked up by killing off a major character and every realized that there was a killer on the island. As more people were killed off, we were able to spend time with the other characters and some of those unlikable characters actually became likable. “Wanna Play A Game?” was Scream’s “Thwack.”

“Wanna Play A Game” featured a ton of forward momentum. Emma confronted her mother about her past and she told all of her friends about the killer calling her. There were also literal character pairings, with Mr. Branson teaming everyone up to do a scene from some artistic medium (making way for plenty of pop culture references). Not much came out of it (other than a near-sex scene between Riley and Noah), so it was a little disappointing that better character moments didn’t sprout from those pairings.

That scene between Riley and Noah certainly helped to escalate the horror of watching Riley slowly bleed out from having her femoral artery severed. The entire last 15-minute segment was much better than the scene that opened the pilot. While it wasn’t perfect, it inspired a lot of confidence that the show is finding its footing. Maybe I’m just dense, but I want’s expecting the show to actually kill Riley. I was expecting another fake-out. Touché Scream, you got me. Noah’s closing monologue from the pilot actually came true.

What was so great about this scene is that it was actually suspenseful, and it hit home because Riley is one of the few legitimately likable characters on the show. This could pose a problem since we are left with a handful of characters who are still not that relatable, which means it might be a while before another death has as much of an impact as Riley’s, but we’ll just have to wait and see.

Scream Riley

Don’t let all of my praise fool you. The episode still had its issues, but they were minimal. Brooke’s relationship with Mr. Branson is still icky, but I’m betting we’ll be losing him sooner rather than later. It was amusing to see her mess with him by hiding a sexy picture of herself in the classroom, but as amusing as it may be, I still can’t get behind the relationship.

The weakest part of the episode (and the area that Scream still has the most work to do) was everything involving Will and Jake. It was abruptly revealed that they had a secret business with Tyler and Nina. Will wants the business shut down but Jake wants to keep making money. I cannot emphasize enough how much of a snooze this particular sub-plot is. I can only assume that it will play a part in the main arc, which may or may not be a bad thing. Jake can’t get killed fast enough.

“Wanna Play A Game?” was Scream’s strongest episode yet, and featured a death that shows the series is not messing around. Hopefully it can keep the momentum going over the course of the next seven episodes!

Random Notes

  • Spot The Pop Culture References: The McRib, The Fault In Our Stars, Fifty Shades of Grey, Wild Things, X-Files, The Exorcist, Game of Thrones, Viral Video of Bobcat Catching a Shark, The Last Of Us.
  • If some of you still hate the show, be aware that I am grading the show on its own terms (meaning: as a soapy teen drama). So while this episode receives 4 skulls, it’s not like I’m saying it’s in the same league as, say, a 4-skull episode of Hannibal
  • Noah’s damn violin theme music is back, but is relegated to the opening scene, thank God.
  • Piper is also in that opening scene, but just barely. Hopefully she gets more screen time in future episodes, because that entire bit felt pretty useless.
  • Emma twirls her hair when something is bothering her. I’m guessing that will come back in the future?
  • When Riley an Noah were about to have sex last week, Noah raced off “like the McRib was back.” I chuckled at that.
  • I love how Emma’s phone ring is an actual 90s telephone ring.
  • The killer’s voice has received some criticism in the comments, but I actually kind of like it.
  • “Riley, I would do it. I would. But Tyler knows I would totally set him up.” -I just love Brooke’s honesty.
  • I’m really going to miss Brianne Tju as Riley, but Scream’s IMDB page credits her for 6 episodes, se we might see more of her in flashbacks.

A journalist for Bloody Disgusting since 2015, Trace writes film reviews and editorials, as well as co-hosts Bloody Disgusting's Horror Queers podcast, which looks at horror films through a queer lens. He has since become dedicated to amplifying queer voices in the horror community, while also injecting his own personal flair into film discourse. Trace lives in Austin, TX with his husband and their two dogs. Find him on Twitter @TracedThurman

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‘Life Eater’ Features Clever Gameplay, But Falls Short of Its Full Potential [Review]

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Developer Strange Scaffold has an impressive variety of games in their catalog. Last year, they published the excellent monster-hunting Max Payne-like El Paso, Elsewhere, which I consider to be one of my favorite games of 2023, but that doesn’t mean all their games are third person shooters.

They’ve got a sci-fi body horror economy game (Space Warlord Organ Trading Simulator), a cutesy story-based poker game (Sunshine Shuffle), and even an adventure game where you talk to stock photos of dogs (An Airport for Aliens Currently Run by Dogs). Even knowing the variety of both theme and gameplay they’ve worked in, I don’t think I was prepared for them to announce Life Eater, which they describe as a “horror fantasy kidnapping simulator,” which simultaneously ended up being exactly what it says and nothing like I expected.

The story setup is pretty simple: you’re a modern-day druid who lives in the suburbs, and once a year you must sacrifice a person to your god Zimforth in order to keep the world from ending. After the first chapter of the game, the protagonist kidnaps a man and locks him in a cage in his basement, and the relationship between these two is the crux of the drama. Throughout the years you see their relationship evolve as they discuss heavy themes of questioning your faith and how far you let your devotion take you. It was clear from El Paso, Elsewhere that Strange Scaffold’s creative director Xalavier Nelson Jr. has a good sense for stories and characters, and there’s a great deal of warmth and relatability in the writing of these two. It’s all told through cutscenes featuring stylish still images with full voice acting, making for a very attractive narrative package to go between the levels.

So what exactly is a “horror fantasy kidnapping simulator” and what does that entail gameplay-wise? It’s a lot more abstract than you might expect. Instead of actually controlling an avatar and sneaking around, you use a video editor-like interface to slowly reveal information about your target’s schedule until you have revealed the percentage of their schedule needed to abduct them without getting caught. Each person has a timeline for each day of the week, and initially they’re full of boxes blocked out by static. Click on that box and you’ll get three options for how to reveal it, each costing a different amount of time and adding a different amount of suspicion to your character.

These options range from “slash tire” to “hack computer” to “enter home,” but this is mostly just flavor text, as the important part is the ‘resources’ that it uses. Each level has a specific amount of time you’re given before you need to abduct the targets, so watching your time is extremely vital. The suspicion meter also needs to be managed, but that can be reduced by activities that cost time. Even if you fill your suspicion meter, it’s not game over, as you’re allowed three strikes before you’re caught by authorities. Every action option has a different chance of successfully uncovering the activity on that block, but it never feels clear exactly what the percentages are you’re dealing with. Success reveals the schedule block with activities like sleeping, eating, working, etc., allowing you to eventually get the shape of the person’s day.

While it’s a very clever set up, sometimes the game struggles to balance the abstract nature of the mechanics with the narrative it’s trying to tell through the options and schedules. For a while I was paying attention to whether I was stealing a person’s pet or stalking their social media, but after clicking my way through several schedule blocks, I was mostly just looking at the numbers involved. Even when I was paying attention, the option still felt divorced from the action, as it wouldn’t feel natural for something like slashing someone’s tires to reveal that they were having dinner at that time. That said, there were a lot of tense times where I had to carefully choose my options in order to get by, and that tension felt exciting when it worked.

Aside from the resource game of revealing the schedule, there is a clever puzzle aspect in Life Eater that draws you back into the story of the game. In many of the levels, you’ll be given a vague order from Zimforth about who your target should be, and you’ll have to investigate multiple people in order to figure out which one is the correct target. This forces you to engage with the narrative aspects of revealing their schedule, tying mechanics and story together nicely. There were times when I was genuinely surprised by the results of one of these investigations paying off, but other times I got frustrated trying to figure out exactly what the game was trying to tell me. If you miss the wrong schedule square, it can really hamper the progress of your investigation, dragging things out and forcing you to play the level over again to give it another shot. I feel like there was at least one level where I just picked my victim based on a hunch and ended up being correct, leaving me unsure if I figured out the designer’s intentions for the puzzle, which left me feeling unsatisfied.

After each abduction, you also are tasked with performing the sacrifice ritual to appease Zimforth. The screen for this involves the victim’s internal organs along with some questions about them that need to be answered to guide the ritual. For example, you’ll need to either remove the victim’s pancreas or large intestine based on whether or not they have a commute, or break specific ribs if they have children. These questions never change from level to level, but they are another tactic to get you to be more involved with the actual content of your victim’s schedule. Although there was a fun tension to having to continue to dig for these answers even if you’re already revealed the required amount of their schedule, there were times where the answers felt less clear than they should or where I was failing the ritual for reasons that were not apparent to me.

Outside of the very good looking cinematics, the visual design in Life Eater is serviceable but underwhelming. It’s got a great color palette that ties it to the cutscenes, but the video editor aesthetic, while novel to see as a main interface in a game, doesn’t particularly wow you visually. Everything in the UI is pretty clear and laid out in an intuitive fashion, but for being such a UI driven game, there isn’t really a next level art focus on it.

Strange Scaffold prides themselves on their tight and worker-healthy studio culture, so it’s nice to see a game like this that’s properly scoped. It has its core mechanic down, it finds ways to add wrinkles, and gets out before it feels like it’s gotten too stale. Over the three hour campaign, I liked the story it laid out through both the cutscenes and mechanics, but I still wish there would have been a bit more polish to the final product. While there were some great moments that were revealed in the investigations, those moments of inspiration were less frequent than I would have liked. I appreciate when a game can meld mechanics and story together, and this shows that they can do it, but there’s a few too many points of frustration in the structure that can occasionally get in the way. I definitely see the storytelling potential that this format has, so I’m hoping that the Endless Mode, which is coming after launch, will help refine that process and show what it can really do.

Until then, Life Eater is a clever experiment in using a unique gameplay mechanic to tell a compelling tale that falls short of its full potential.

3 skulls out of 5

Life Eater arrives April 16th on PC via Steam. Code provided by publisher.

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