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[Editorial] It’s Time For Capcom to Bring Back ‘Dino Crisis’

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Public Service Announcement: Dinosaurs are badass! They’re big, they’re toothy and they come equipped with all manner of fascinating adaptations, making each of them feel idiosyncratic and unique. For instance, did you know that the Parasaurolophus had a weird crest on its head that served as an inbuilt resonating chamber? More than just ornamentation, this evolutionary tool enabled the funky-looking herbivore to amplify its warning call and alert the herd to potential threats.

I mean come on, how awesome is that!? It’s no wonder that our culture has such an enduring obsession with these animals when they’re all so visually interesting and have these unique behavioral traits. Dinosaurs are just way cooler than anything we could dream up, hence why they keep popping up everywhere in our media landscape.

Secondary PSA: Resident Evil is also badass! Although it’s not quite the earliest progenitor of survival horror (depending on who you ask, that distinction belongs to either Sweet Home, Clocktower, or Alone in the Dark), it’s generally accepted to be the one that got the ball rolling and established many of the genre’s long-standing conventions. Put bluntly, it’s a masterclass in everything from level-design, to puzzles, atmosphere and – the most crucial ingredient of all- scares.

So to reiterate, Resident Evil is more-or-less the pinnacle of human achievement and Dinosaurs are pretty neat as well. Pairing them together is, therefore, a no-brainer and the result of such a union would is guaranteed to be something special. Indeed, if we were in the Victorian Gentry, we would call them an ‘Advantageous Match’’ and get them hitched before one of them died of cholera or something.

They simply fit together. I mean just picture it: the undisputed apex of horror gaming being given a Michael Crichton paint job. The design document practically writes itself! How has no one jumped on this already?

Well, actually they have. You see, way back in 1999, the industrious folks over at Capcom recognized the potential of this concept and produced the criminally overlooked Dino Crisis. Granted, it was a basically a shameless reskin of Resident Evil, featuring near-identical mechanics and story beats (Same hapless special forces team, same fixed camera-angles, same scavenger hunt gameplay loop, same window-based jump scares). However, the salient point is that it had a fucking T-Rex in it and that goes a long way in my book.

Moreover, it was an effective little horror title in its own right, suggesting that the franchise would eventually grow out of its forbear’s shadow, a promising quality that was retained for its sequel approximately one year later. Indeed, Dino Crisis 2 was a thoroughly decent stab at building upon the first game’s momentum and signaled a bright future ahead for the burgeoning series.

Unfortunately, everything then came crashing down with the spectacularly misjudged third offering. Falling flat on its face by trying to reinvent the wheel, this franchise-killing catastrophe was crippled by an ill-fitting space theme, fiddly platforming sections, irritating navigation and an unwieldy camera that was intent on sabotaging the player at every turn. The end result was so bad that it ultimately relegated the series to a state of dormancy from which it has yet to recover.

Now for the record, Dino Crisis 3 is fully deserving of its bad reputation and you could even argue that it warranted a lengthy timeout for the franchise. But it’s been over 15 years since and Capcom has still not been given a chance to redeem the brand. Therefore, a comeback is long overdue.

On that note, the climate is ideal for a revival, as we’re currently in the midst of a veritable horror boom, courtesy of indie breakouts like Outlast, FNAF and Slender. Hell, even the AAA sphere is starting to take notice. Meanwhile, Dinosaurs are all the rage in pop culture right now, what with the Jurassic World films proving to be incredibly lucrative at the box-office and Ark: Survival Evolved demonstrating that the creatures have a strong appeal on the virtual front. Not to mention that PSOne nostalgia is in full effect, so why not strike while the iron is hot?

If you want concrete proof that this is the opportune moment, then look no further than Resident Evil, which recently staged a fierce comeback of its own, with the fantastically old-school RE:7. In fact, while we’re on the subject, that game could function as a useful template for a new Dino Crisis. After all, it beautifully showcases the benefits of taking a horror series back to its roots and reemphasizing the sense of powerlessness that made it so successful in the first place.

You could even go down a similar path by updating Dino Crisis to be a first-person stealth horror, ala Outlast. Think about it, there aren’t many dinosaur games out there at the moment and the ones that do exist are invariably combat-oriented. Stripping you of your capacity to fight back (or at least reducing it) would, therefore, be a fresh take on the material, leading to something that’s along the lines of Alien: Isolation, but with the Xenomorph swapped out for Velociraptor!

There are so many tantalizing scenarios that you could devise from this premise like you could emulate the nerve-wracking kitchen scene from Jurassic Park. Or you could capitalize on the (scientifically disputed) idea that a T-Rex’s vision is movement-based, and formulate some clever stealth sections around that concept. Whatever comes to mind, the possibilities are endless. Doing this would also inject some life back into the increasingly stale ‘’hide-and-seek’’ sub-genre, by giving us something new to hide from, instead of just more Slenderman clones and P.T Knock-offs.

Of course, you wouldn’t have to resort to such a radical change if you didn’t want to. In fact, you wouldn’t necessarily have to alter anything, as Dino Crisis has aged surprisingly well, with many of its ideas feeling curiously modern and ahead of the curve. For example, it already has a Last of Us crafting system, interlocking level-design that recalls Dark Souls, and an ingenious mechanic that has you activate laser grids in order to barricade yourself away from enemies (much like you would in Amnesia).

Come to think of it, you could probably get away with a straightforward remastering and it would still be a worthwhile endeavor. Perhaps that would be the best way forward, as it would allow Capcom to test the waters and see if there’s a real appetite out there for more of this series. I for one certainly hope that there is because this is one franchise that did not deserve to go extinct so prematurely.

Opinionated, Verbose and Generally Pedantic. Loves Horror in all of its forms.

Editorials

‘Amityville Karen’ Is a Weak Update on ‘Serial Mom’ [Amityville IP]

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Amityville Karen horror

Twice a month Joe Lipsett will dissect a new Amityville Horror film to explore how the “franchise” has evolved in increasingly ludicrous directions. This is “The Amityville IP.”

A bizarre recurring issue with the Amityville “franchise” is that the films tend to be needlessly complicated. Back in the day, the first sequels moved away from the original film’s religious-themed haunted house storyline in favor of streamlined, easily digestible concepts such as “haunted lamp” or “haunted mirror.”

As the budgets plummeted and indie filmmakers capitalized on the brand’s notoriety, it seems the wrong lessons were learned. Runtimes have ballooned past the 90-minute mark and the narratives are often saggy and unfocused.

Both issues are clearly on display in Amityville Karen (2022), a film that starts off rough, but promising, and ends with a confused whimper.

The promise is embodied by the tinge of self-awareness in Julie Anne Prescott (The Amityville Harvest)’s screenplay, namely the nods to John Waters’ classic 1994 satire, Serial Mom. In that film, Beverly Sutphin (an iconic Kathleen Turner) is a bored, white suburban woman who punished individuals who didn’t adhere to her rigid definition of social norms. What is “Karen” but a contemporary equivalent?

In director/actor Shawn C. Phillips’ film, Karen (Lauren Francesca) is perpetually outraged. In her introductory scenes, she makes derogatory comments about immigrants, calls a female neighbor a whore, and nearly runs over a family blocking her driveway. She’s a broad, albeit familiar persona; in many ways, she’s less of a character than a caricature (the living embodiment of the name/meme).

These early scenes also establish a fairly straightforward plot. Karen is a code enforcement officer with plans to shut down a local winery she has deemed disgusting. They’re preparing for a big wine tasting event, which Karen plans to ruin, but when she steals a bottle of cursed Amityville wine, it activates her murderous rage and goes on a killing spree.

Simple enough, right?

Unfortunately, Amityville Karen spins out of control almost immediately. At nearly every opportunity, Prescott’s screenplay eschews narrative cohesion and simplicity in favour of overly complicated developments and extraneous characters.

Take, for example, the wine tasting event. The film spends an entire day at the winery: first during the day as a band plays, then at a beer tasting (???) that night. Neither of these events are the much touted wine-tasting, however; that is actually a private party happening later at server Troy (James Duval)’s house.

Weirdly though, following Troy’s death, the party’s location is inexplicably moved to Karen’s house for the climax of the film, but the whole event plays like an afterthought and features a litany of characters we have never met before.

This is a recurring issue throughout Amityville Karen, which frequently introduces random characters for a scene or two. Karen is typically absent from these scenes, which makes them feel superfluous and unimportant. When the actress is on screen, the film has an anchor and a narrative drive. The scenes without her, on the other hand, feel bloated and directionless (blame editor Will Collazo Jr., who allows these moments to play out interminably).

Compounding the issue is that the majority of the actors are non-professionals and these scenes play like poorly performed improv. The result is long, dull stretches that features bad actors talking over each other, repeating the same dialogue, and generally doing nothing to advance the narrative or develop the characters.

While Karen is one-note and histrionic throughout the film, at least there’s a game willingness to Francesca’s performance. It feels appropriately campy, though as the film progresses, it becomes less and less clear if Amityville Karen is actually in on the joke.

Like Amityville Cop before it, there are legit moments of self-awareness (the Serial Mom references), but it’s never certain how much of this is intentional. Take, for example, Karen’s glaringly obvious wig: it unconvincingly fails to conceal Francesca’s dark hair in the back, but is that on purpose or is it a technical error?

Ultimately there’s very little to recommend about Amityville Karen. Despite the game performance by its lead and the gentle homages to Serial Mom’s prank call and white shoes after Labor Day jokes, the never-ending improv scenes by non-professional actors, the bloated screenplay, and the jittery direction by Phillips doom the production.

Clocking in at an insufferable 100 minutes, Amityville Karen ranks among the worst of the “franchise,” coming in just above Phillips’ other entry, Amityville Hex.

Amityville Karen

The Amityville IP Awards go to…

  • Favorite Subplot: In the afternoon event, there’s a self-proclaimed “hot boy summer” band consisting of burly, bare-chested men who play instruments that don’t make sound (for real, there’s no audio of their music). There’s also a scheming manager who is skimming money off the top, but that’s not as funny.
  • Least Favorite Subplot: For reasons that don’t make any sense, the winery is also hosting a beer tasting which means there are multiple scenes of bartender Alex (Phillips) hoping to bring in women, mistakenly conflating a pint of beer with a “flight,” and goading never before seen characters to chug. One of them describes the beer as such: “It looks like a vampire menstruating in a cup” (it’s a gold-colored IPA for the record, so…no).
  • Amityville Connection: The rationale for Karen’s killing spree is attributed to Amityville wine, whose crop was planted on cursed land. This is explained by vino groupie Annie (Jennifer Nangle) to band groupie Bianca (Lilith Stabs). It’s a lot of nonsense, but it is kind of fun when Annie claims to “taste the damnation in every sip.”
  • Neverending Story: The film ends with an exhaustive FIVE MINUTE montage of Phillips’ friends posing as reporters in front of terrible green screen discussing the “killer Karen” story. My kingdom for Amityville’s regular reporter Peter Sommers (John R. Walker) to return!
  • Best Line 1: Winery owner Dallas (Derek K. Long), describing Karen: “She’s like a walking constipation with a hemorrhoid”
  • Best Line 2: Karen, when a half-naked, bleeding woman emerges from her closet: “Is this a dream? This dream is offensive! Stop being naked!”
  • Best Line 3: Troy, upset that Karen may cancel the wine tasting at his house: “I sanded that deck for days. You don’t just sand a deck for days and then let someone shit on it!”
  • Worst Death: Karen kills a Pool Boy (Dustin Clingan) after pushing his head under water for literally 1 second, then screeches “This is for putting leaves on my plants!”
  • Least Clear Death(s): The bodies of a phone salesman and a barista are seen in Karen’s closet and bathroom, though how she killed them are completely unclear
  • Best Death: Troy is stabbed in the back of the neck with a bottle opener, which Karen proceeds to crank
  • Wannabe Lynch: After drinking the wine, Karen is confronted in her home by Barnaby (Carl Solomon) who makes her sign a crude, hand drawn blood contract and informs her that her belly is “pregnant from the juices of his grapes.” Phillips films Barnaby like a cross between the unhoused man in Mulholland Drive and the Mystery Man in Lost Highway. It’s interesting, even if the character makes absolutely no sense.
  • Single Image Summary: At one point, a random man emerges from the shower in a towel and excitedly poops himself. This sequence perfectly encapsulates the experience of watching Amityville Karen.
  • Pray for Joe: Many of these folks will be back in Amityville Shark House and Amityville Webcam, so we’re not out of the woods yet…

Next time: let’s hope Christmas comes early with 2022’s Amityville Christmas Vacation. It was the winner of Fangoria’s Best Amityville award, after all!

Amityville Karen movie

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