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[TV Review] “Scream” Returns With More of the Same

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Scream Season 2 Review

Let’s get this out of the way first: if you didn’t like the first season of MTV’s Scream, you probably aren’t going to like the second season (or at least the premiere, which was the only episode made available for review). The series retains its teenage melodrama reminiscent of a soapier than usual episode of Pretty Little Liars, but does amp up the violence to please gorehounds. After being met with tepid ratings and even worse backlash from fans after the first season (which I was lukewarm on but still found some things to like about it), MTV surprised us all with a second season renewal. Have the creators taken the criticisms to heart and improved upon the first season? Well, yes and no.

***Minor SPOILERS ahead, but nothing too revealing.***

After an opening tag that is reminiscent of the first scenes of Scream 2 and Scream 4 (it’s just not as creative by a long shot), the season picks up three months after the events of the first season finale. We find Emma (Willa Fitzgerald) returning to Lakewood after some much-needed therapy. She joins the rest of the Lakewood Six: Queen Bitch Brooke (Carlson Young, the MVP of last season), possible Ghostface accomplice Audrey (Bex Taylor-Klaus), movie geek Noah (John Karna), ex-boyfriend Kieran (Amadeus Serafini) and resident douchebag Jake (Tom Maden) as they all try to piece their lives back together after narrowly escaping death at the hands of Piper Shaw. Some are handling the trauma better than others, with Emma suffering several post-traumatic stress episodes throughout the course of the premiere.

The episode does address the big cliffhanger from last season regarding Audrey’s relationship with Piper (her story also gives the episode its namesake: “I Know What You Did Last Summer”). The new killer(s) begins tormenting her via his/her/their signature texts and phone calls, posting photocopies of her letters to Piper (the ones she burned up in the finale) in bathroom stalls for her to see. Not surprisingly, not many answers are given as to what Audrey’s motives are, but it’s a nice little jumping off point for the season.

As was the case with the first season, Scream returns to us as a teen soap opera. If you thought the change in showrunner was going to change the series’ identity, you were wrong. The dialogue can be laughably bad at times (Noah’s “this is just like a movie but it’s real life” monologues are just as grating and forced as ever) and the acting isn’t always up to snuff, but if you embrace the ridiculousness of it all you’re bound to have some fun with Scream. It’s just a shame that the show takes itself so seriously sometimes. It clearly thinks it’s a lot better than it is, which was the main reason the first season had so many issues.

MTV has been touting a major character death during the marketing for the show’s second season, and they do deliver in that regard. The only problem is that said character is kidnapped by the new Ghostface(s) and kept alive for the duration of the premiere for no particular reason. When death finally comes, it makes one wonder why the character was kept alive for so long in the first place. Scream has a little too much fat that needs trimming and this episode’s death is a step in the right direction. That being said, it is a satisfying death that shows the series isn’t going to be messing around this season, though those of you hoping that Emma would be the first to go will be disappointed. She’s the main character guys. As dull as she is, we just won’t be able to get rid of her.

Another thing the premiere gets right is that it is actually fun. The premiere toys with audience expectations, teasing half a dozen possible deaths for nearly every main character involved. Of course most of them are just fake-outs, but it shows that Scream is learning to play with its audience. Ann added benefit is that these characters have clearly grown up since last season. They are more relatable for the most part and since we spent 10 episodes getting to know them last season less time is spend on character development, helping to move the proceedings along at a quicker pace. Of course, since the body count is rising the series has incorporated new characters into the mix and it is handled a little clumsily. The character of Zoe (Kiana Ledé), specifically, is problematic because the show tries to make it look like her and Emma have been friends since childhood even though she didn’t appear once in the first season. The new sheriff (Anthony Ruivivar) and his son (Santiago Segura) fare slightly better.

Look, you know whether or not you’re going to like (or put up with) Scream. If you were able to enjoy Scream’s first season and overlook it’s multitude of flaws, you should have no problem jumping back in with season two. If you hated every second of it, then don’t bother watching season 2 in the hopes that it has become a vastly different show. This is a Scream for a new generation and whether you like it or not, it is what it is. It isn’t the travesty so many people make it out to be, but it certainly has a long way to go before being labeled as quality television.

Scream will premiere Monday, May 30 at 11:00 PM ET/PT on MTV. Be on the lookout for my spoiler-filled episode review after the episode airs that night.

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

Reviews

‘Eat the Reich’ Review – Vampires vs Nazis Tabletop RPG Plays Like a Blood-Splattered Blockbuster

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Some tabletop roleplaying games are meant for you to create your own character and lead them on an open-ended journey with a personal arc that you craft through a combination of interactions with your fellow players and the roll of the dice. Eat the Reich, the latest game from writer Grant Howitt and artist Will Kirkby, is not that. It’s designed to tell one story: the final mission of a squad of vampires out to kill Hitler in Nazi-occupied Paris.

Through this game, a group of three to six players, along with a game master, will collaborate to tell a rip-roaring cathartic story of violently tearing supernaturally-enhanced Nazis limb from limb. Last year, publisher Rowan, Rook and Decard ran a very successful Kickstarter campaign, and now the book is finally being delivered in all its blood-splattered glory.

At some point the book’s text describes the game as a “big, gross, stupid evisceration party,” and that is an incredibly succinct way to sum up the game. It’s a slim book, clocking in at just over 70 pages, but its brevity is part of what makes it a special game. Filled to the brim with eye-popping art and macabre details, the alternate history horror-themed world of Eat the Reich feels like a fully-realized playground for your band of monstrous Nazi hunters. It’s written in a casual voice that never sacrifices clarity, conveying the tone of the game vividly on every page.

The core of the game’s action is the Havoc Engine, a resolution system that Howitt created for an older tabletop RPG called Havoc Brigade. The GM presents a scene with a certain number of threats and objectives, which each have a number that has to be reached for it to be taken off the board. As a player, you declare what they want to do, they roll a number of six-sided dice equal to the relevant stat and look at the results. Fours and fives count as a success, six counts as two successes, and the rest are discarded.  The GM will also roll dice based on the enemy forces threat value, keeping successes in the same way.

Once you have your pool of rolled dice, you allocate the successes in various ways, while narrating what each one looks like fictionally. Successes can be used to advance an objective, attack a threat, defend yourself from the enemy attack, feed on Nazi blood or activate one of your character’s special abilities. Once you’ve narrated all your dice, the enemy does damage to you based on their roll, which is reduced by any dice you spent on defense.

While this seems like it could make for a very dry, mechanical adjusting of numbers, the way each die you spend encourages narrative is extremely clever. Spending on the objective may be you deftly dodge between cars to advance on a museum that’s being guarded by enemy snipers, while allocating a die to an attack could be you swinging on a grappling hook and landing on an enemy soldier claws first. The game is built from the ground up to be a power fantasy, so you’ve heavily encouraged to add extra flourishes to the scene in order to be as over-the-top as you want in all the action.

Your actions can always be enhanced by equipment, either items on your sheet or things you’ve scavenged around the battlefield. In addition to their standard effect, each item has a bonus requirement that can yield extra dice if met. For example, a submachine gun may say +flanking after it, which means that if you describe using it in a way that bypasses enemy cover, you get an extra die. This once again provides another vector for you to add flavor to your descriptions, making the story you tell more dynamic and exciting. In order to encourage you to continue to use your items, the final use of a multi-use item always grants one additional die, keeping you constantly using equipment and scrounging for new toys to pick up along the way.

Instead of having an in-depth character creation process, you choose from one of six premade characters, each accompanied by Kirkby’s gorgeous portraits. All members of F.A.N.G., your special ops vampire unit, have brief descriptions, unique sets of stats, equipment, and a set of abilities that set them apart from the others. The book highly encourages you to expand upon the characters, giving them their own history and quirks that build upon the included information, so there’s definitely room for you to make things your own in play. They each fill fun archetypes like demolitions expert, necromancer, or cowboy gunslinger, making for a fun and varied party no matter which characters you choose.

There are additional mechanics in Eat the Reich that push you towards filling out elements of your character’s backstory. If you ever roll two or fewer successes when doing an action, you can trigger a flashback sequence that gives you extra dice and a chance to reroll. There’s a pair of tables to roll on to give you context for the scene, providing you with a prompt so you’re not on the spot to make it up out of nowhere, allowing you to craft a brief scene of how you and another member bonded during some sort of mission during the war. These flashbacks allow you to really make these premade characters your own while helping flesh out the dynamic of your unit.

Characters each have a unique set of injuries specific to them. There are three columns, each with two escalating injuries in them. If the GM still has attack dice that the player has not defended, you’ll roll a D6 to see which column you take an injury in. When you mark the second injury in a column, that will have some mechanical disadvantage that will be worked into future actions. These injuries can be healed by spending blood, but when you mark all six of your injuries, you’re dead. Fortunately, that’s not the end. Each character has a last stand listed on their sheet, which gives them one final thing to do when they go out. These are brief little narrative prompts like “final form” or “rigged to blow” that give you a way to go out in style. You’ll roll a whopping eight dice and apply those to objectives and threats, describing your final, heroic sacrifice before being eliminated from the game.

On the GM side of things, there’s a series of locations, along with a gloriously rendered map, that are provided, each with their own narrative setup, threats, and objectives. The game plays fast and loose with history in the name of fun, so while there may be real-life places in the game, they are presented in outlandish and over-the-top situations. In addition to lists of the standard threats, there are also miniboss enemies called Ubermensch that pose a massive threat to the players. These set pieces are meant to be big challenges with special rules that the players need to work around, providing a nice change of pace from the normal fodder enemies that you tear through.

Aside from the tight rules and great GM resources, Eat the Reich is a stunning book to behold. The art throughout is shockingly bright, eschewing the normal drab color palette you associate with war fiction, splashing the pages with wild dayglow colors and vibrant hues. Every portrait communicates so much information about the character that it makes it easy to find ways to embody them after just a glance at their image. Many of the pages look like cartoony versions of classified government briefings, with various objects, ranging from occult objects to lit cigarettes, sitting around the margins of the page. Blood splatter and fingerprints mark sections of the book, making it all feel so alive. It’s printed in a beautifully bound softcover binding with raised blood splatter on the cover, making it really stand out on the shelf.

Despite the game’s grindhouse-esque premise, they do a very careful job of trying to respect the real-life issues surrounding Nazis and World War II. Working with sensitivity readers, they made sure to come up with advice for players on playing marginalized characters, helping players responsibly navigate the tragedies depicted while still having a tastelessly violent romp through Nazi-occupied Paris. The book feels like a cathartic burst of violence meant to give players an outlet for their frustration with the current political climate.

I always find it very interesting when an RPG narrows its focus to such a specific story, and Eat the Reich is all the better for it. Every inch of this book is designed to maximize Nazi-killing, bombastic action. The art, the setting, and the rules all come together perfectly in an efficient and attractive package. Eat the Reich’s gore-drenched campaign can be played through in about three sessions, so it’s perfect for players looking for the tabletop equivalent of an over-the-top summer action blockbuster. Also, you get to kill Hitler in the bloodiest possible fashion. What more could you want from a game?

Eat the Reich can be purchased here.

4.5 out of 5 skulls

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