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“Based on the Hit Film” is a series of articles looking at the video game spin-offs and adaptations of popular horror and movies. Today, it’s the turn of the Saw games

For much of the first decade of this century, mainstream American horror movies were fairly high in profit, but lacking in originality. Zombie films began shuffling close to the height of popularity and remakes of classic horror were very much the in thing, with some proving successful (Dawn of the Dead, Texas Chainsaw Massacre) and others far less so (My Bloody Valentine).

Such was the craving for something new and exciting that when James Wan’s Saw arrived on the scene, it sparked a flurry of copycats and perhaps too many sequels in a short space of time.

Saw brought something to invigorate the rather listless horror genre. A blood-soaked murder mystery thriller with the twist that the killer tests his victims will to live with some rather brutal and grisly traps. Escape and you’ve been done a favor, meet your demise and you’re just proving you didn’t care that much about living anyway. At least this is how Jigsaw, the series’ iconic killer, sees it.

Who Want’s to Play a Saw Game?


Meanwhile, a couple of years later in video game land, horror was looking for a fresh shot in the arm.  At this time Saw had become a juggernaut horror franchise, and the timing could surely never be better for a Saw video game?

Brash Entertainment certainly believed this to be the case, and just before Saw III was set to hit cinemas in October 2006, it announced a deal with Twisted Pictures to create a Saw video game, which would be set to arrive alongside Saw IV the following October.

The idea was that it would be a version of the story from the first film, so as to start a game series that may be as lucrative as its filmic parentage. For various reasons, this would not happen as planned.

After the initial announcement, Brash would go dark on fresh info on the project. The promised tie-in date with Saw IV came and went, and it would be January of 2008 before the game reemerged with Saw’s Billy the Puppet appearing in a teaser. The game, now with a new story within the film universe, was set to appear on PC, PlayStation 3, and Xbox 360 as well as PlayStation 2. Brash hyped up the involvement of James Wan and Leigh Whannell, who were to design new traps just for the game.

It all seemed rather positive after such a worrying period of silence, but Brash may well have been full of hot air because not all that long after, Brash Entertainment handed development over to Zombie Studios (who, despite the name, were most famous for making tactical military shooters). Brash Entertainment opted to publish instead. Unfortunately for Brash, and the game itself, things weren’t going to get better.

It was November 14, 2008, and over two years after target release for the Saw video game, Brash Entertainment was shutting down due to financial difficulties, leaving Lionsgate, Zombie Studios and the Saw game stuck, unsure how to proceed.

A Second Chance at Life


Then came a savior of sorts. Japanese giant Konami took up an interest in the game, seeing it as a possible spiritual successor for its fading Silent Hill series. It agreed to publish and set about having the game redesigned to fit its plans.

While much of the core game Zombie Studios and Brash Entertainment had started with was intact, Konami still had a big say in the overall direction and tone of the finished product. Perhaps that was a case of too many cooks, or maybe the game was saved from being a complete disaster, but it is fair to say the troubled development showed in the final version of the game.

October 22, 2009, three whole years after it was due to arrive, the Saw video game finally landed. It was an ugly, confused creature that occasionally dared to do something interesting.

The plot of the game takes place after the events of the first film. aIt sees The Jigsaw Killer (voiced by actual Jigsaw, Tobin Bell) healing Detective David Tapp (not voiced by Danny Glover) from his gunshot wound. He then places him in an abandoned insane asylum to teach him one of his famous life lessons. Jigsaw then goads Tapp into escaping and chasing him as he sits, bound to a chair, wearing the infamous snapping face mask trap seen in the film.

The infatuated Tapp does escape this trap (thanks to a series of waggles of the analog stick by the player) and goes through the asylum in a bid to catch Jigsaw. Unfortunately, he faces plenty of cruel morality tales along the way. Tapp encounters several people who are in some way connected to him, and he must save them from Jigsaw’s sick puzzles. If that were not bad enough, Jigsaw has other captives held here whose sole task is to kill Tapp if they want to live.

The Jig is Up


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Tapp faces plenty of grueling feats and learns more and more about Jigsaw’s origins as he progresses. It’s almost certainly unintentional, but there’s a clever metagame going on. Jigsaw directs Tapp through what is essentially a game, as the player does the same. At best it evokes the spirit of Rockstar’s Manhunt. It mirrors the dynamic between the tortured James Earl Cash and the gleeful, grisly prodding of the director, Starkweather, even if it doesn’t quite match it.

You spend time mostly solving Jigsaw’s grim puzzles, sometimes accompanied by an A.I. partner with their own life on the line. sometimes it involves the destruction of others to progress. Saw: The Game is at its best when puzzles are involved, and frankly, that’s not saying a lot.

Its combat crops up a touch too often and is unwelcome due to how unwieldy and unresponsive it is. It has a decent weapon variety, sure, but it feels neither satisfying to execute nor impactful enough for how violent it is. It doesn’t really sell the danger of the situation when bludgeoning a frightened, yet vicious captive looks and feels more like you’re slapping a sandbag with a pillow.

Puzzles build the tension far better, and some traps that involve the lives of others will give you a short glimpse of what the victim’s grisly fate will be should you fail. Like the combat, it lacks the breathless, violent urgency necessary to replicate what makes Saw’s trap set pieces work, but it comes a lot closer. It doesn’t help that the moral trickery employed by Jigsaw in the films is not properly represented here. Saw: The Game often ends up with gore and distress for the sake of a cheap thrill, rather than tie it into Jigsaw’s ethos of testing people’s desire to live.

Live or Die, Make Your Choice


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Despite best intentions, the jumbled project that is Saw: The Game inevitably suffers for its stop-start development under multiple developers and publishers. Critics were suitably lukewarm on the end product in 2009. Many cited the wonky combat and haphazard application of the film’s bloodthirsty morality tales. Despite that, there were things to like for fans of Saw.

These interesting things to come out of it were some of the Wan and Whannell trap design, Tobin Bell’s voice work, and the bleak ending to the game. It can end with Tapp committing suicide after escaping the asylum but not capturing Jigsaw. Or Tapp inadvertently kills the wife of his late partner, Steven Sing, in an eerie echo of his demise in the first Saw film.

Based on the Hit Film: Predator Hunting Grounds

This ending sees Tapp driven mad, spending the rest of his days in an actual asylum where he still believes he’s playing Jigsaw’s game. The first ending is canonical, as the game’s sequel, Saw II: Flesh and Blood, confirms it. The film, Saw V, also features Tapp in an obituary.

Any hope that a sequel with fewer background problems would fare better was demolished pretty swiftly, as Saw II: Flesh and Blood was a massive step back from an already underwhelming game. It was released one year after the first game though, coinciding with the release of the seventh film, so the alarmingly quick turnaround was likely a big factor in that game’s shortcomings.

See Saw Game Run


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Konami abandoned the Saw project after this, and as we now know, gradually shied away from horror games altogether. As for the developer, Zombie Studios, they were an early victim of the current console generation. after this, it flopped hard with another whiffy horror title Daylight, in 2014. Zombie Studios reanimated no more in 2015 following the retirement of its owners.

The Saw movie series also briefly died after an oversaturation of sequels. It returned in 2017 to moderate success, and subsequently got another chapter lined up. With a much-changed gaming landscape, perhaps there’s one more shot at getting a Saw video game right in the near future.

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Editorials

‘Bloodstone: Subspecies II’ Revisited: A Bigger, Bolder Follow-Up to Full Moon’s Vampire Cult Classic

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Bloodstone: Subspecies II

Horror sequels are a peculiar thing. In most cases, follow-ups to scary movies tend to retread the same formula with different victims and more over-the-top scares. This is because audiences tend to be more interested in the antagonists of these pictures than anything else, with even main characters becoming disposable when the time comes to produce a sequel.

That’s why some of the most memorable horror sequels are the ones that actually manage to hold onto interesting survivors from previous films while also pushing the story forward instead of having the same thing happen again to a different group of people. From Scream 2 to Dream Warriors (and arguably even The Exorcist III: Legion), there are quite a few of these innovative sequels to go around.

However, if there’s one franchise that deserves more attention when discussing bigger and better continuations that make the most of episodic filmmaking, it has to be Ted Nicolaou’s Subspecies.

The Full Moon classic spawned an indie horror icon, but bizarre sequel Bloodstone: Subspecies II is even more beloved than its predecessor.

Building a Bigger Vampire Saga

While the film itself takes place almost immediately after the events of the first movie, Bloodstone only entered production a couple of years after the release of the original as both Charles Band and Nicolaou weighed the pros and cons of returning to Romania to continue the series. In an effort to maximize efficiency, the team decided to invest in a trilogy where parts II and III, now fully written by Nicolaou, would be filmed simultaneously over the course of a single grueling shoot.

Much like the first Subspecies, Bloodstone’s low budget meant that the filmmakers once again had to cut corners and re-use as many of their resources as possible. Thankfully, the process was much easier this time around as Nicolaou, with the help of Romanian cinematographer Vlad Paunescu and his wife Oana, became more acquainted with local customs and made new friends. Shooting abroad still came with its own unique set of challenges due to a lack of translators and the occasional safety concerns, but the crew managed to make things work by filming things guerrilla-style and setting up shop in abandoned caves and real medieval ruins.

The director’s newfound contacts, coupled with the relative success of the first movie, meant that he was basically given free rein over an assortment of shooting locations usually considered off-limits for indie horror. That’s why Bloodstone features insanely ambitious lighting and effects work even during scenes shot in the middle of a bustling Bucharest. The filmmakers went so far as to project Radu’s Nosferatu-like shadows over local monuments as if he were a Romanian boogeyman, an idea that was actually encouraged by local cinephiles.

In fact, many of the more elaborate scenes here had originally been planned for the first movie before being discarded due to the lack of available resources. It was only with the support of Romanian fans and filmmakers that Bloodstone was able to give Radu a chance to be even more menacing the second time around.

Michelle’s Transformation Takes Center Stage

However, when it came to the American part of the crew, not everyone was able or willing to return for another round of Romanian adventuring. That’s why Radu’s human-loving half-brother Stefan (Michael Watson) is unceremoniously killed off at the beginning of the film while the role of Michelle had to be recast. Denice Duff took over for Laura Mae Tate, with the character now being joined by her sister, Rebecca, played by Melanie Shatner (yes, that Shatner).

In the finished film, we follow Michelle as she awakens to her new life as a vampire and discovers that Radu has murdered her lover. Struggling with grief and her newfound bloodlust, Michelle contacts her sister overseas, with Rebecca soon travelling to Romania on an ill-advised rescue mission. Meanwhile, Radu (Anders Hove) reaches out to his undead Mummy (Pamela Gordon, underneath heavy layers of impressive makeup effects) and promises to deliver her the coveted Bloodstone artifact while also making Michelle his eternal consort.

Revisiting the movie, I was impressed with how introspective this story is when compared to the original. The sequel assumes that you’re already familiar with the previously established characters, so the story wastes no time in exploring the immediate aftermath of the previous film’s events. From Michelle’s reluctant transformation into a creature of the night to Radu’s obvious mommy issues, Nicolaou is way more interested in pushing these characters into new and uncharted territory rather than recycling existing plot points.

Practical Effects and Gothic Atmosphere Still Impress

Yet, much like the first film, it’s Romania itself that makes the movie worth watching. The ruins of Castle Vladislav are even more majestic now, and visiting the moody streets of Bucharest with its surprisingly punk-rock nightlife made for a nice change of pace when compared to the original film’s quiet village setting. Once again, the abundance of interesting locations makes the movie feel much more expensive than it really is, with the filmmakers surrounding our characters with a living, breathing environment that would be impossible to recreate in a studio.

The increased freedom also allowed Nicolaou to flex his filmmaking muscles and tackle more ambitious blocking/composition in the sequel. The low budget and tropey script mean that the visuals don’t always work, but it’s consistently clear that this neo-expressionist style could only come from a passionate team attempting to pay homage to the shadowy horror classics of yesteryear. If the retro atmosphere isn’t enough for you, there’s enough practical gore here to satisfy even the most demanding of horror hounds!

Radu himself is also far more interesting now that Hove is more comfortable working alongside an international crew, with the actor having gone on record explaining that, while he spent more time drinking vodka than working while shooting the first movie, the sequel was a much more creatively satisfying experience for everyone involved. The character’s relationship with his abusive Mummy is also a highlight of the expanded mythology, especially since the practical effects that bring her to life are just as freaky now as they were back in ’93.

My only real gripe with the horror elements of the picture comes from the glaring absence of the diminutive stop-motion minions from the first film, though I guess the surprisingly entertaining addition of Professor Popescu (Michael Denish) and his archeological antics mostly make up for that.

Bloodstone: Subspecies II is obviously the middle chapter of a trilogy, with the ending feeling a lot less definitive than its predecessor as several plot threads are left to dangle in the wind, but I appreciate how the flick explores new ground while remaining faithful to nearly all the ideas that made the original such a good time. While I don’t think it’s as big of an improvement over the first movie as some fans make it out to be, Bloodstone is definitely worth revisiting if you’re a fan of old-fashioned vampire yarns.

Tune in next time for the thrilling conclusion to this initial trilogy, Bloodlust: Subspecies III!

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