Connect with us

Reviews

‘Last Night at Terrace Lanes’ Review – Bowling Slasher Lands Somewhere Between Strike and Gutterball

Published

on

In the pantheon of cool horror movie locations, the bowling alley is an overlooked gem. Unsurprisingly, the tendency to feature a disembodied body part being flung down the lane means that such films are frequently horror comedies (think Anna and the Apocalypse, Cabin Fever, Sorority Babes in the Slimeball Bowl-O-Rama and Fright Night 2).

Last Night at Terrace Lanes adopts a slasher approach (see: Gutterballs – or don’t), but maintains a humorous tone. The film, from director Jamie Nash and written by YA horror author Adam Cesare (working from a story by Jenna St. John), has a great logline: what if a killer cult attacked a bowling alley?

Sadly, the finished product struggles with its execution, leading to a decidedly mixed comedy slasher.

It’s the last night of business at Terrace Lanes, an aged bowling alley scheduled for demolition. Among the employees and the regulars bowling one last time, there’s Kennedy (Francesca Capaldi), a queer teen looking for some solo time with her crush Tess (Mia Rae Roberts). Unfortunately Tess has invited two boys – nice guy Pete (Lucas Sanchez) and asshole Cody (Elias Arnold) – for an awkward double date.

And that’s before the uninvited guests arrive for the evening: a group of murderous cult members dressed in identical blue tracksuits and white masks, intent on killing every single person on the premises.

For those familiar with Cesare’s Clown in a Cornfield series, Terrace Lane offers plenty of overlap in terms of narrative, tone and character. In the books, small town teens are preyed upon by a killer in a clown costume in what is eventually revealed to be a larger conspiracy.

Last Night at Terrace Lanes uses the same formula, though the presence and size of the cult is immediately evident by the opening scene in which a white van full of members abducts and murders a man (Sam Lukowski) off the street.

The group is acting on orders from their leader Dove (Christopher Walker), a numbers-obsessed figure who directs them to Terrace Lanes for a mission with a fixed deadline. Following the initial massacre (which occurs at roughly the half way point of the seventy-five minute film), the survivors must hide, seek an exit, and/or fight back using weapons available in a bowling alley.

Among the living is Kennedy’s estranged father, Bruce (Ken Arnold), an employee at Terrace Lanes. Naturally Bruce has a fraught back story with his daughter that becomes the centerpiece of the film’s narrative and emotional arc. Arnold and Capaldi’s scenes together are easily the most successful part of the film, so while the family conflict isn’t breaking new ground, the father/daughter relationship works to generate audience investment in their survival.

Initially it seems as though the film will subvert expectations about who lives and who dies, but very quickly it becomes clear that only Kennedy and Bruce matter. The romance between the girls is treated as a secondary plot and Tess is almost immediately relegated to damsel in distress. This would be more frustrating if she were a proper character, but outside of Arnold and Capaldi, none of the actors make much of an impact.

This frustratingly extends to both Terrace Lane’s other employees (all of them Red Shirts), as well as the cultists. Several of the killers have unique identifiers, such as a fanny pack or glasses, but this never amounts to anything. Outside of a shrug-worthy joke involving a cultist missing a kill due to his dirty glasses, the killers have no personality or individuality. Visually the group makes for an intimidating bunch when they congregate, but the effect is dampened the further the film progresses as the emphasis shifts to Dove and his sermons.

The main joke is that they’re driven by math and spirituality. We see coordinated watches used to synchronize their movements, a crystal is used to select the first victim, and Dove regularly speaks in math-based terms (at one point, he calls the survivors “variables” and “rounding errors”). It’s a one-note joke that is clearly intended to pay off in the climax, but it’s never as funny or interesting as the production believes it is.

Therein lies the film’s biggest hurdle: the ambition and the ideas are present, but the execution is lacking. Nash’s direction is relatively flat, so action sequences lack energy and while there are plenty of murders, they’re mostly gore-free and frequently occur off-screen. Add in questionable editing decisions, such as several fades to black in the last act that drag down the pacing, and Last Night at Terrace Lanes lacks technical polish.

On the plus side, the film features several sequences that make good use of Kennedy’s bowling talents (once in the lanes; once in a hallway of all places). These moments, as well as Capaldi’s inherent likeability, ensure the film is watchable, and even fun at points.

Overall, the premise and the father/daughter backstory in Last Night at Terrace Lanes are both solid. It’s the technical elements – direction, framing, editing, pacing and gore – that let the film down and prevent it from working as a cohesive whole.

2.5 out of 5 skulls

Joe is a TV addict with a background in Film Studies. He co-created TV/Film Fest blog QueerHorrorMovies and writes for Bloody Disgusting, Anatomy of a Scream, That Shelf, The Spool and Grim Magazine. He enjoys graphic novels, dark beer and plays multiple sports (adequately, never exceptionally). While he loves all horror, if given a choice, Joe always opts for slashers and creature features.

Reviews

‘Crow Country’ Masterfully Replicates PS1-Era Survival Horror [Review]

Published

on

I’m always amazed that during the original PlayStation era, we were graced with a pair of survival horror games that would be two very different tonal blueprints for the genre going forward. Resident Evil became the model for the more B-movie route, with gory thrills and eerie mysteries, while Silent Hill would show us something a bit more in the vein of David Lynch, featuring more surrealism and introspection. We’ve had some really excellent Silent Hill-esque ones in the last few years, with standouts like Signalis and Homebody, but I personally haven’t been as grabbed by the ones that try to do Resident Evil.

Crow Country, from the small team at SFB Games, changed that for me.

Crow Country is set in 1990 and casts you as Mara Forest, a young woman investigating the titular amusement park, which mysteriously closed two years prior. Obviously, something sinister is afoot, and Mara slowly uncovers the mystery of the owner’s disappearance as the park becomes increasingly dangerous. It’s a classic setup that plays around with a lot of tropes right from the start, but its compelling combination of graphic style and gameplay makes for something that’s more unique than it lets on.

While there are tons of PS1-style horror games out there, I can’t think of one that looks quite like Crow Country. There’s a softer look to the characters, looking more like big chunky JRPG characters rather than your more blocky but slender traditional survival horror protagonist. It’s an interesting juxtaposition that gives the game an almost more playful tone on top of the sinister aspects, which works perfectly for the chosen setting. As with a lot of these PS1 style games, the lack of detail in the models makes so many of the monsters all the more scary, without losing any sense of the art direction they were going for.

One of my absolute favorite aspects of video games as a medium is the act of learning more about a world through exploration, letting the level design and lore notes create a sense of place. Crow Country excels at that with a well thought-out setting that informs every part of the presentation. Much like a real theme park, the game is separated out into different zones, such as “Fairytale Town” and “Haunted Hilltop,” giving it variety even within the theme park aesthetic. Like many survival horror games, you’ll be doing a lot of backtracking, and this visual distinction helps you with identifying where you are without having to open the map. The documents you find in the game also feel very believable in-fiction, often taking the form of staff memos or notes between workers talking about the weirdness going on or why a certain section is closed down.

The puzzles in the game are universally clever, rarely just taking the form of “find the key and do the thing.” I remember being impressed at an early one involving a graveyard and a compass, which set the tone for the level of problem solving the game would ask of me. A few of them even had me taking notes and calling over my wife to help me talk out the solution. Once again, the game frames these well in-universe. Some of them are presented as fun challenges for the park guests, some of them are about repairing broken down rides, and others are about secrets purposefully obscured by sinister forces in the park trying to cover things up. It’s all so impressively cohesive, taking the outlandish style of puzzles the genre is known for and making them make more logical sense. There’s even a fortune teller machine that acts as an in-game hint system to point you where you need to go or nudge you towards the solution to a puzzle you’re stuck on.

I wish the game had the same amount of cohesion with its monster design, which has some standouts but mostly falls into the fleshy weirdo category. Maybe the theme park setting made me expect monsters a bit more like Five Nights at Freddy’s rather than Resident Evil experiments, so that could be on me. There is one particular design that freaked me out with its wonderful combination of visual and audio design, but most of them felt just like obstacles that I either take out or just dodge around.

Like Signalis, Crow Country does not use the traditional fixed camera survival horror perspective, but instead shows the action from an isometric point of view. One thing that surprised me though was that it gives you the ability to control the camera freely with the right analog stick. Getting a full view of the room is important, as often time notes or clues to puzzles are hidden at an angle that you may not have seen when you entered. You’re given the option of doing tank controls or a more modern control setup by using either the directional pad or analog stick respectively, which is a nice touch to playability while still paying homage to its genre roots.

Combat in the game is a bit clunky, but it feels like it’s intentionally so, and the encounters are designed around it. When you draw your gun, you’re stuck in place, and you can adjust your reticle to try to aim for the head on the approaching fiend. The aiming itself feels a little floaty, but the enemies and environments are laid out with this in mind, so that tension of aiming adds to your decision making when you’re contemplating fight or flight. In traditional survival horror fashion, you’ll have to ration your ammo wisely, as the amount of creatures you run into will exceed the bullets you have for your various guns. Deciding which areas are worth spending your precious shotgun shells to clear out is all part of the fun.

The narrative of the game was surprisingly fun to uncover. Accidents at a theme park. Corporate greed. Sinister coverups. It’s nothing we haven’t seen before, but the way it all comes together is extremely well done, with a great cast of characters that all have their own personality that shines through in their dialog, even without voice acting. The breadcrumbs of the mystery are doled out at a great pace, making you always eager to run into the next character interaction or lore note. It all comes to a dramatic conclusion that was simultaneously expansive for the lore of the game and focused squarely on the character dynamics. While my tastes usually go more towards the Silent Hill spectrum narratively, I thoroughly enjoyed the more Resident Evil style tale that Crow Country weaved.

While the game is about five to six hours in length, there’s good reasons to revisit. It’s a fun, breezy experience that still feels like you’re stretching your brain with both the puzzles and the resource management, and there are plenty of hidden secrets to find. I only uncovered about half of them in my playthrough, which included things like improving weapons or discovering better ones, and the ones I did find were very satisfying to come across. After completing it, you’ll be given a rating screen, and depending on your grade you’ll unlock some extra fun weapons for subsequent playthroughs. If you just want to play through it and focus fully on the puzzles, there’s also an “Exploration Mode” where you don’t have to deal with the enemies, which could be perfect for a run through the game focused entirely on digging for secrets.

Sometimes it’s challenging to review a game like this, because it feels like everything about it is custom built to appeal to me. Gorgeous PS1 aesthetics, classic survival horror puzzles, and a spooky amusement park setting all are right up my alley, but there’s something special about the game that I think would appeal to any fan of the genre. It’s clear that Crow Country is made by people who not only love the classic survival horror genre, but also understand what makes it tick, allowing them to capture that feeling without shamelessly mimicking it. This subgenre is one of my favorites, and I definitely can see myself walking back through the gates of Crow Country any time I need to scratch a throwback itch.

Review code provided by the publisher.

Crow Country is available on the PlayStation 5, Xbox Series and PC via Steam.

4 out of 5 skulls

Continue Reading