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‘Hotline Miami’ and the Horror of Postmodernism

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Hotline Miami came into existence at a very specific time in our zeitgeist. It blends a multitude of styles and aesthetics deliberately intended to tug at what is both familiar and comforting. This nostalgia is highly directed towards our experiences with various forms of media. You have the 80’s VHS style menus and the beautiful Miami Vice-styled landscape and decor but behind this facade, you have the contrasting hyper-violence of late 90’s top-down shooters a la Grand Theft Auto. Both Hotline Miami and it’s sequel highlight our society’s glorification of violence and how it hints towards a deeper, underlying issue with consumption. Hotline Miami reflects both the sheer violence and dread that many experienced in Miami during the eighties while at the same time subverting this with the now fashionable, rose-tinted view of the eighties.

The games’ plot exists both as events and a product within the universe of its sequel; the in-game world glorifies and aspires to the entertainment value that is Hotline Miami. On the surface Hotline Miami resembles your standard top-down, retro indie game but it is so much more as developers Jonatan Söderström and Dennis Wedin create a sprawling, complex and human story. The entire plot of the opus that is Hotline Miami in its entirety takes both games to explain as each game fills in each other’s specific plot holes. Both games’ playful use of chronologically as well as reality creates an almost Lynchian universe where nothing is outside the realms of rationality. This uncertainty of time and space set against the upbeat backdrop of synthwave creates at times a deeply unsettling experience for the player.

Each level has you kill, die and repeat until you clear the entire building, be it of the police, Russian mafia or politicians. Each and every level of the game has the player commit these violent killings to the soundtrack of catchy, rhythmic synthwave/electronic music. It always ends the same way; once your mission is complete the music cuts away and you must jarringly retrace your steps through the dozens of people you’ve slaughtered and all the carnage you have left in your wake. Adding to this is the game’s electrifying mechanic which has both you and your enemies die in a maximum of two hits. This creates a frantic almost animalistic quality to the combat where it is kill or be killed.

Adding to this primal aspect is the animal masks that are scattered around and worn throughout the game. This ambiguity plays a great part in the sheer ferocity of the games’ violence. The masks provide a motif throughout the game as both meaning and motive are often disguised by multiple interpretations of various ideologies. The protagonists are acting on their most primitive urges as they take out their resentment and fear of invading forces. Juxtaposing this is Jacket’s seemingly normal, quick stops at bars, fast food joints and convenience stores just moments after missions where Jacket brutally pulverizes at least thirty people.

These regular, mundane activities such as returning videotapes serve as Jacket reentering society and after his bouts of reverting to his killer instinct. It’s slightly off-putting to see this much context and depth in a game that on the surface tries to play homage to mindless, stupid fun. The bland, consumer-oriented life is so alien from Jacket’s stint the army that he needs to reject it. The bestial violence that Jacket was taught to do in the military has no place in the real world. Despite the conclusion of the Soviet-American War, Jacket cannot co-exist with the Russians that he fought against neither can he forgive them for killing his best friend Beard. As you complete more and more missions aspects of Jacket’s violence begins to creep into the banality both unnerving Jacket as well as the player as increasingly surreal elements bleedthrough into his reality. As this reaches a climax the specter of Jacket’s dead friend has to remind him and the player that:

“This  … all of this is not really happening …

What you saw just now, did not actually happen ”

Hotline Miami‘s jumbled chronology aids the sense of confusion the player experiences as they traverse this synthwave haze. Alongside the fast forwards and rewinds, the games’ plot blurs the line between real life and the film production in-game. This makes the player begin to question what exactly is real or not real. Martin Brown is a playable character in the sequel – a highly acclaimed actor starring as The Pig Butcher within the in-game film: Midnight Animal.

The Pig Butcher is Hollywood’s interpretation of Jacket. Unlike Jacket’s tragic albeit warped justification for murdering the Russian gangsters, the plot of Midnight Animal presents Jacket as merely a lunatic with a bloodlust; showing how a larger part of society views Jacket and his motives. As the game progresses, Martin Brown’s levels distort so frequently that it is never really clear whether or not Martin is actually recreating these crimes in real life or if he is only playing a character. There is no conclusive evidence for any interpretation as it is never made clear; are we just experiencing what Martin thinks he’s doing or are we playing Martin as he fully embraces the violence that he states he’s relished in:

“I have wanted to do this for a long time. Kill kids, strangle them, beat people’s heads in. Rip their eyes out. … Just listen to the scream, see them die in agony. I finally get to do that now.”

As the game progresses Martin insists that the violence is not real which allows him to justify his voyeuristic enjoyment. This serves as an analogue to how players can distance themselves from their own role and pleasure from the game’s violence. After all, because of the hallucinogenic nature of the game, it is clear that you are not reenacting the game’s events as they occurred but how a comatose Jacket interprets said events. There is no cohesive evidence that strongly alludes to either interpretation to be canon and this surrealism contrasted by ultraviolence and sincerity makes Hotline Miami a very visceral and emotional game that always keeps the player guessing and piecing together the series’ overarching plot.

Regressing through the level is a lot more somber and introspective than the high octane violence seen only moments before. The game part is done and now you need to reflect not only on what you have just done but also your motive. The rooster – Richard is one of the three internal voices that appears to Jacket (the first game’s protagonist) in his dreams. He constantly re-enforces the player’s own self-doubt; questioning the player’s motives or even whether the player has any motives it all:  

“Do you like hurting other people?

Who is leaving messages on your answering machine?

Where are you right now?

Why are we having this conversation?”

Neither the player nor the player-character can answer this. You’re just here for fun right?

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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