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‘Martian Gothic: Unification’: A Terrible Title For a Fantastic Game

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You know what you’re getting when you look at the cover of any House Of The Dead game – a house, full of the ‘dead’, which you’ll have to blast away mercilessly. Even the titles of many horror games give a general indication of what’s to come – The Last Of Us has the heavy implication of post-apocalyptic drama; Alien: Isolation suggests being stuck in space with a monster; Doom, well, suggests doom. But Martian Gothic: Unification (henceforth MGU) has a title so abstractly and mindlessly constructed, it’s enough to put players off even picking it up.

Developed by Take-Two Interactive (publishers of such varied big-hitters as Grand Theft Auto, Top Spin, and Bioshock), this third-person survival horror received average reviews upon release in 2000, pawned off as a rip-off of other popular games in the genre (namely, Resident Evil). But, if you can track this mysterious PS1 release down, it may offer a more fruitful (and frightful) experience than you think.

The central mystery of MGU is actually rather intriguing; written by sci-fi author Stephen Marley, it tells the story of three astronauts sent to investigate Vita-01, the first human settlement on Mars. For 10 months, the base has been dead silent – no communications whatsoever. Upon arrival, the crew, (Kenzo, Karne and Matlock), are given one very important instruction: “Stay alone, stay alive.” The horrific events which led to the downfall of Vita-01 unravel as you progress through the game, with one particularly haunting transmission warning: “It was a Pandora’s Box – all the evils of old Mars flew out.”

By ‘evils’, they mean a supernatural curse that has, unfortunately, for our obscurely named characters, awoken the previously dead inhabitants of the colony. So while they’re wandering the lonely corridors of the base, they have to put up with zombies, spiders and disgustingly realized monsters called Trimorphs, which vary from small pests that want to nibble at your legs, to huge body-tearing beasts.

Gameplay wise, it’s very similar to Resident Evil. There’s a fixed camera angle, a large inventory available to you and frustratingly difficult gunplay. But the key part of the game which separates this from the crop of 3D survival shooters is a good one; your characters can never meet. If you do, you’ll both ‘gruesomely merge into a Trimorph’ (you never see this happen, you just die). As such, you can take control of any of the three characters at any given time; which is handy, because to actually complete the game you need to do a lot of digging.

By a lot, I mean carrying around 100 inventory items, searching every shelf, drawer, and pocket, quizzing the in-game supercomputer à la HAL 9000 called MOOD (brilliantly voiced by Fenella Fielding), and if you care for your own sanity, taking plenty of actual written notes. In order to share necessary items with your team, you need to use vacuum tubes – a loot box-esque system that sends anything your team needs across the map. This becomes increasingly challenging when the impending threat of zombies becomes more frequent, meaning you often have to be pretty speedy.

There’s a lot to be admired for a game that blends such cerebral demand and shooting the undead. It could be argued it’s too hard for its own good, lacking on the more fun aspects you’d find in say, Resident Evil, or Silent Hill – but for enthusiasts of the genre, it’s a deeply and deftly thought out narrative, progressing much like a movie.

The cinematic comparison goes for the visuals too; considering this is a port of a PC game towards the bitter end of the PS1’s lifespan, the photorealistic surroundings and cut-scenes boast stellar graphics. The character design, however, is typically blocky, and some of the voice acting is truly hilarious, with Karne sounding like a really terrible impression of an American soldier stereotype. But just when that may be tipping your opinion of the game, the music saves the day – ominous and creepy, elevating the fear-factor of exploring the vacant corridors of this disturbing necropolis.

The opening titles are especially marvelous, evoking an immediate sense of looming dread, with a ghoulish accompanying voiceover. The game creates that crucial sensation when embarking through a survival horror outing; that sometimes you’ll feel the need to pause because you’re uneasy about what’s around the corner.

This isn’t a flawless testament to a forgotten game. MGU, like many games, has several issues – dodgy controls, a punishing disregard for how much humans can actually retain and game mechanics that eventually lose their novelty. But as far as atmospheric, in-depth, spooky space outings go, this will likely be a sorely missed treat for many sci-fi horror fans.

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Editorials

32 Things We Learned from Commentary for ‘Tales from the Crypt: Demon Knight’

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The great Ernest Dickerson turns seventy-five years old this month, so we’re looking back at his most memorable contribution to the horror genre – 1995’s Tales from the Crypt: Demon Knight!

The film hit screens while the Tales from the Crypt series was winding down its run on television, and it stands apart with a story that feels a step or two removed from the franchise norm. That was the smart play, though, as the show’s stories – and those from the original EC comics – work best in short bites. The result is a film that holds up beautifully as a gory good time.

Now keep reading to see what I heard on the commentary for…


Tales from the Crypt: Demon Knight (1995)

Commentator: Ernest Dickerson (director), Michael Felsher (moderator)

1. Dickerson was in post-production on Surviving the Game when he got a call from his agent saying that producer Gil Adler wanted to meet about a Tales from the Crypt feature film. It went well, so Dickerson met with Joel Silver next and secured the job.

2. The original screenplay for the film came to the producers as a spec script wholly detached from the Tales from the Crypt brand. They added the Crypt Keeper (voiced by John Kassir) bookends to make it fit.

3. Dickerson was more familiar with the original EC comic books having read them as a kid, but he had watched a few episodes of the HBO series, so he knew what the current vibe was for the project.

4. Adler directed the film’s wraparound segments, meaning Dickerson never actually got to work with the creepy puppet. “Gil and the Crypt Keeper had a great relationship,” he adds, “they worked together for years.”

5. While he was new to the Tales from the Crypt family, Dickerson had previously worked as a director of photography on the Tales from the Darkside anthology series. That show is underappreciated in my humble opinion, and I will go to bat for both it and the equally underloved Monsters.

6. A big appeal of the horror genre for Dickerson is the idea of dark mysteries that challenge our imagination. For this film, that came down to the mythology being created between the characters.

7. Five executive producers are listed in the opening credits, but Dickerson says the only two he had dealings with were Silver and Richard Donner. The other three were Walter Hill, Robert Zemeckis, and David Giler.

8. Dickerson had only ever seen Billy Zane in movies with a full head of hair, so he was surprised when Zane showed up on the first day with a bald head. “He had this case, and he opened up the case that he had all these hair pieces in, and he says, ‘So which one of these do you think I should use?’” Dickerson looked at him and suggested he just go bald for the character.

9. While the bulk of the opening exteriors were filmed in a desert just outside Los Angeles, the shot of the old church at 11:26 was created on a warehouse hangar soundstage where the film’s interiors were shot.

10. When he had read the script, Dickerson pictured the character of Jeryline (Jada Pinkett Smith) “as a little, tough lady.” He had recently seen Smith in Menace II Society, and while the producers had someone else in mind for the role, he fought to get her instead.

11. Just as Zane surprised Dickerson with his hair (or lack thereof), Smith arrived on the first day with her hair dyed platinum white. He “liked the idea” but asked her to please get it tweaked so it looked more yellowish blond. “It’s definitely a statement.”

12. He had seen Brenda Bakke in the 1989 sci-fi/action film from Japan, Gunhed, and thought she’d be great here as Cordelia. The rest of us might recognize her from Death Spa or Trucks.

13. Felsher comments that the film’s setup does a good job not telegraphing who’s going to live or die, and he uses the “nice guy” (Charles Fleischer) and “the kid” (Ryan O’Donohue) as examples. “You don’t play by those rules here,” he says, and Dickerson replies that he wanted to subvert those rules. That extends to Smith as well because she’s Black, “and usually in movies like this they’re the first folks to die.”

14. Dickerson says they had forty days of filming, “which, the way I’m used to working, was a very generous schedule.” It was budgeted at around $10 million.

15. This probably won’t surprise you, but Zane improvised the bit at 26:25 after he jumps out the window and says, “Fuck this cowboy shit! You fuckin’, hodunk Podunk, well, then, motherfuckers!”

16. In the original script, the demons that The Collector (Zane) raises from the dirt actually looked more like the people they used to be. “They were more human,” but the very smart decision was made in pre-production to make them look far more unique instead.

17. The demons are killed by shooting their eyes, but Dickerson felt there should be one more element to it. “Shoot out their eyes, you gotta duck because the souls come shooting out, and if it hits ya, boom, it can kill ya.” This is a fun touch.

18. He’s been asked more than once if these demons are where Peter Jackson got the idea for how the orcs would look in his Lord of the Rings movies. “They do look like orcs.”

19. He recalls having seen Ronny Yu’s The Bride with White Hair shortly before going to work on Demon Knight, and he hoped to bring some of that staged style into his own film. An example of that in practice is Brayker’s (William Sadler) brief flashbacks to Christ on the cross.

20. Character deaths were mostly based on the idea that “each person’s downfall was going to be predicated by their weakness.” The Collector discovers someone’s weakness and then uses it against them. Cordelia wants to be loved, Jeryline wants to travel, Uncle Willy (Dick Miller) is a horndog for both liquor and ladies, Danny loves horror comics, etc.

21. Dickerson says that plenty of genre classics were in the back of his head while making the film, including Assault on Precinct 13, Alien, Aliens, and more.

22. Cordelia is possessed into a demonic form, and Dickerson’s idea for how she’d look was originally a bit different. “Since Cordelia was a prostitute, I thought that her mouth should actually be a vertical slit that was in her stomach… which would open up with teeth and a tongue.” It was nixed, he says, when “the wife of one of the producers read that and said ‘no way you’re putting that in the movie.’”

23. The key makes an appearance in the followup, Tales from the Crypt: Bordello of Blood, but it wasn’t originally meant to. Apparently, early test audiences expected it to be a more connected sequel to Demon Knight, so the filmmakers added it in to appease them. This is where I go on record saying that Bordello of Blood is a fun time. Can’t touch Demon Knight, obviously, but it’s more entertaining than its reputation suggests.

24. They had to film Uncle Willy’s bar scene “dream” twice, once with the women topless and once with them in bikinis, to have versions for both theaters and television broadcast. “Dick’s a pro.” (To be fair, Dickerson says this in regard to Miller having to endure the makeup application, but the sentiment fits both situations, so…)

25. Dickerson says he’s “always amazed at the love that people show this film,” and adds that fans bring it up to him incredibly often. This is great to hear, as we should always be telling artists how much their work means to us while they’re still alive and able to hear it.

26. Zane also suggested the gag at 1:08:21 with the sponge coming out of his mouth. The beat reminds Dickerson to praise the actor even more, adding that he was an “ally” to the director when “bad ideas” came down from the studio suits.

27. He didn’t get any pushback on killing little Danny. He did insist on one added element, though, as he wanted to immediately follow the boy exploding in the air with a shot of his bloody and torn sneaker hitting the ground below. “And the sneaker had to be a hightop.”

28. Dickerson says there’s “something kinky sexy about” Smith being covered in blood, and then the two commentators go quiet for almost two minutes out of respect for the scene. It’s a good opportunity to reflect on how Dickerson had previously mentioned Alien and Aliens as films being in the back of his head during filming, and how two scenes here reflect that – Jeryline stripping down to her underwear for the final confrontation feels like a nod to Ridley Scott’s film, while an earlier scene with Irene (CCH Pounder) and Dep. Bob (Gary Farmer) realizing they’re surrounded and choosing to blow themselves up alongside some of the demons is something of a callback to the air vent sacrifice in James Cameron’s film.

29. Asked about the film’s critical reception at the time of release, Dickerson says it received good reviews from horror-loving critics and then talks about the importance of horror in general. “Horror has always been a great way of putting out ideas, of talking about some of the things that affect us as people. Some of the best horror, like the best science fiction, talks about what it’s like to be human. Some of the best horror gets very political.”

30. The original ending would have featured The Collector showing “his true self, which is a demon made of fire.” They spent a lot of time trying to make it work, but it was “extremely difficult… back in the day of analog effects.” It was rewritten into the faceoff between him and Jeryline featuring the dancing, the crotch fire, Zane’s attempts at saying “love,” and his eventual demise from her bloody spit.

31. They both agree that a direct sequel to Demon Knight could be a lot of fun, but Dickerson says he’s unaware of any talk on the possibility.

32. Dickerson was super excited about this new Scream Factory Blu-ray in 2015, and he mentions that before its release, he had imported a Blu-ray from Germany presumably to enjoy the film in HD. He’s just like us! (Or am I the only one here who’s imported a German Blu-ray of the much maligned werewolf flick Big Bad Wolf…)


Quotes Without Context

“I was so happy to get Dick Miller for this movie.”

“There was a time when guys used to put ketchup on everything.”

“I’m a big student of Hitchcock, and the best way to make a moment of horror work is to lull the audience into a false sense of security.”

“A villain should always be the most interesting person in a movie.”

“They were a really great bunch of performers who were performing on these little leg-extension stilts wearing a diaper that had a radio-controlled tail that was being manipulated by a special effects tech right out of the frame.”

“It’s hard to direct air; it doesn’t do what you want.”

“The only censorship problem came from the producer’s wife, who didn’t want the vagina dentalis [sic] in the movie.”

“One of the executives wanted to know why the devil didn’t try to have sex with Jada.”

“It always starts with the script.”


Keep up with more horror commentary breakdowns here.

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