Editorials
[Based on the Hit Film] Revisiting the Wii’s Immersive “Ju-on: The Grudge” Game
We reflect on a highly unusual addition to the Wii’s library, an official game based on Ju-on: The Grudge that’s also a haunted house simulator.
Haunted houses are amazing, unique bastions of horror. There’s an inherent fun to these experiences because at their best it feels like you’re in a horror film and in “danger.” Video games create a similar experience by letting players control the game’s protagonist, but there are still a whole bunch of controls and rules that don’t make this feel like a simple journey through a haunted house. Ju-on: The Grudge – Haunted House Simulator is a special exception to the rule because not only does it attempt to simulate that experience, but it tries to do so while steeping it all in “J-horror” elements. Ju-on: The Grudge – Haunted House Simulator is far from a successful endeavor, but it’s one that deserves attention for its messy ambition.
The announcement of Ju-on: The Grudge – Haunted House Simulator arrived as a pretty damn exciting surprise. It wasn’t just a first-person horror game for the “kid-friendly” Nintendo Wii, but it was touted as a unique survival horror experience that would recreate the feeling of exploring a haunted house. On top of that, the game had the luxury of the licensed property of Ju-on: The Grudge to fall back on, plus, it had the input and creative consulting of Takashi Shimizu, the director of the original Ju-on and Grudge films. That’s enough to raise anyone’s expectations, but it’s also the only video game to come out that’s based on the popular “J-horror” franchise. With so much going for it, it’s extremely disappointing that the Wii’s Ju-on: The Grudge: Haunted House Simulator is such a misfire.
Perhaps the most frustrating aspect of this game is that it’s genuinely onto something with its concept, but it just fails to successfully bring it to life. Ju-on: The Grudge – Haunted House Simulator was billed as the first truly interactive survival horror game and while it technically qualifies, it’s funny to see how something like Resident Evil 7 VR completely blows this game out of the water in every aspect. That’s to be expected, but it’s interesting that the structure of this game has become replicated to greater success many times over as of late with VR survival horror titles or even something like P.T. where the entire point is to be stuck in a creepy environment. Ju-on: The Grudge – Haunted House Simulator technically led the way for these more groundbreaking games, even if it’s become an absolute footnote that’s been forgotten along the way. I mean, just look at that terrible, confusing PAL box art! The quote on the PAL box that “You’ll jump, laugh and cry…perfect fun!” is also very confusing. It sounds like the quote for a Sesame Street video game, not an iconic piece of J-horror. Nothing in that quote tells the audience that the game will actually scare them.

Ju-on: The Grudge calls itself a “Haunted House Simulator” and that truly is accurate in the sense that this feels like a demo or training exercise that ghosts need to go through before they’re ready for full-fledged haunts, rather than a complete game. It’s worth pointing out that at one point in production the game was known as Feel, but was still always intended to be a Grudge vehicle.
Ju-on: The Grudge was initially advertised to have ten hours of content, but if you take your time you’ll get through all five stages in two-and-a-half or three, easily. If you’re rushing you can breeze through everything in a little over an hour. It’s always a surprise when an episode suddenly reaches its endpoint. There are collectible document fragments that are scattered through levels in order to access the final episode. These add a touch of replayability, but otherwise there’s none to be seen here.
None of the scares change locations or differ on separate playthroughs, so the game’s always the same experience. Something as simple as minimal variety in that department could have given a ton more value to this title and it’s a major oversight, especially when Dreamcast games like Illbleed had randomized scares a decade earlier. Additionally, there just aren’t enough scares in something that advertises itself as a “haunted house simulator.” It’s more accurately an “item collecting simulator that takes place in a haunted house.” I admire so much of what this game wants to do, but it’s just a weird project that never fully comes together, in spite of some decent ideas that are present. Critics were also not kind to the experiment, with IGN, Famitsu, and Gamespot grading the title 2.5/10, 4/10, and 22/40 respectively.
In terms of presentation, the game’s opening cinematic, which features a real film introduction, is the most atmospheric aspect of the title. Unfortunately, this kind of falls apart when the gameplay that follows has very average graphics and looks more than a few steps down in quality from the creepy experience that kicks off the title. It promises something that it doesn’t deliver on, although each cut scene attempts the type of abrupt scares featured in the films. The music throughout the title is fine and doesn’t wreck the atmosphere, but it’s also nothing too memorable. With Takashi involved, it honestly would have been okay if he just reused any of the scores from his Ju-on or Grudge movies. Sure, it may still be a rights issue, but if anyone could make it happen, it’d probably be him. It may seem lazy, but it’d still be more effective than what’s actually present here.

Ju-on: The Grudge – Haunted House Simulator is directed by Daisuke Fukugawa of FeelPlus Games, but Takashi Shimizu is a strong voice here as a creative consultant. Fukugawa’s sole previous directing credit was on Magatama, an XBOX title set in medieval Japan where you control a twin blade-wielding knight. That lack of experience is perhaps most felt with Ju-on’s broken controls, which are one of its largest issues. The game only utilizes the Wiimote and the concept of waving it to mimic a flashlight makes a lot of sense, but then the game also requires you to use the Wiimote’s trigger to make your character walk. It’s such an awkward, counterintuitive gameplay design, especially when the nunchucks that feature a perfectly acceptable joystick are basically a part of the package. Some very basic changes could have fixed a lot of issues, but controls aside, this is still an extremely short game.
One of the tricks that the game resorts to is the implementation of QTE sequences, during the height of the game’s scares, to keep things tense. These still feel gimmicky, but they’re more effective than the casual sections of exploration. Some other moments require you to point the Wiimote’s target within a moving circular target and keep it within the parameters over a set amount of time to evade the terror. These segments typically feel tacked on more than they feel natural. There’s also some extremely minimal “puzzle solving” that’s present, but it’s hard to think that these “obstacles” could be considered a challenge for anyone. Players are required to collect batteries to keep your flashlight alive, which is an interesting idea in theory. It seems like being stuck in utter darkness in this haunted house would be the worst, but it’s never actually much of a real concern.
The Ju-on films center around a powerful curse that manifests when someone dies while harboring an intense anger or grudge. Anyone who then encounters that curse, whether the cursed location or another cursed individual, passes on that curse like a haunted chain letter. The game centers on a simple family in Japan who systematically get infected with this curse, after Erika Yamada brings it home to her family. Each episode of the game centers around a different member of the Yamada family as the curse takes them down. Each level is set within a new location and the game travels through an abandoned warehouse, hospital, apartment complex, mannequin factory, and then finally the cursed Saeki household. These locations each to try to bring a different kind of scare to the table, whether it’s a frantic tempo, static-y televisions, bouncing balls, or creepy mannequins. There’s one scare in particular that involves a bloody box that actually works.

The final “secret” episode that’s set within the Saeki household feels the most fully realized and in many ways it would probably work better if this episode kicked off the game. It’s a lot more relentless than any of the other episodes and you barely get a chance to collect yourself between each assault. There’s a scare that revolves around a peeking eye out of the page in a bloody book that connects really well. However, the idea that you can’t even get to this final level, which is the ultimate pay-off for Ju-on/Grudge fans, unless you collect all of hidden scattered article fragments is discouraging. This should have been included from the start and the reward here should have been an extra bonus level. Furthermore, the “game over” that’s shown after completion of each episode is pretty damn bleak. However, it’s appreciated that the overwhelming idea present here is that you can’t win against this ancient evil and the only retaliation is to eventually be consumed. There’s potential in a horror game where you’re unable to defeat the enemies and instead have to try to escape and survive, but this is not the way to do it.
The stages’ encounters with Kayako are definitely when the game is at its strongest and the scares that connect the most, but they’re still a mixed bag. The best examples of this happen in the final episode and include her infamous crawl down the staircase. Some involve disembodied heads that work pretty well, too. Most of the time that the game pulls off a scare that involves long stringy black hair, it also lands. That being said, there’s nothing in this that isn’t handled better in a Fatal Frame game. A lot of the creepiness comes from the title’s lighting effects, which is nice, but shouldn’t be the most impressive thing about this experience. Yet, there’s still cleverness on display here, like the inspired idea to have Kayako’s creepy death rattle noise come out of the Wiimote’s speaker when she’s close. This is the kind of thing that the game needs more of.
Ju-on: The Grudge – Haunted House Simulator remains a fascinating, yet flawed experiment that feels more in line with the fad of the Wii and its motion controls than an honest effort to create a gripping ode to the horror franchise. It’s not a complete disaster and with how short of an experience it is it’s worth giving a shot if you can. Sadly, it almost feels like this game was just five or ten years too early. A more polished version of this exact game fits in nicely with the current state of games that are out there, rather than the anomaly that it was back in 2009. The game may have not turned Kayako or Toshio into terrifying presences in the video game world, but it maybe turned a few more people onto the films, which is something. But who knows, with characters like The Spirit showing up in Dead by Daylight, perhaps an official return to The Grudge is just around the corner in the next generation of consoles.

Editorials
‘Bloodlust: Subspecies III’ Remains One of Full Moon’s Greatest Achievements
The problem with filming sequels back-to-back is that, unless you can afford expensive reshoots, there’s no easy way to adjust course in between movies if fans react badly to where the story is headed. That’s why it’s important to have a complete narrative thought out well in advance lest you accidentally kill a budding franchise.
However, this isn’t always the case. Every once in a while, it seems like the cinema gods smile upon certain chaotic productions and gift moviegoers with complete franchises that feel like more than the sum of their hastily produced parts. Ted Nicolaou’s Bloodlust: Subspecies III is precisely one of these miraculous pictures, with the raw talents of the artists involved (as well as the continued support from Romania) turning the feature into an effective conclusion for a series that kind of made things up as the filmmakers went along.
That’s why I’d like to invite my fellow readers to join me on this third part of our journey through the Subspecies franchise as we look into Bloodlust and talk about how it remains a surprisingly satisfying finale to the original trilogy.
A Trilogy Planned on the Fly

Released only a year after Bloodstone found plenty of success in rental stores and mail-in VHS catalogues worldwide, 1994’s Bloodlust was produced at the same time as its predecessor in (mostly) the same locations and with the same team. This means that the movie benefited from all the same upgrades as Bloodstone, with the crew now being more experienced with the ins and outs of surviving a low-budget Romanian production and the cast really settling into their characters.
At this point, everything from location scouting to the makeup process had been streamlined, with Wayne Toth and Norman Cabrera, the main duo behind special effects, even switching out time-consuming prosthetics for latex gloves in order to speed up Anders Hove’s monstrous transformation. The titular “subspecies” demons were also once again relegated to a mere cameo appearance due to the laborious puppetry required to bring them to life.
The only real hiccup came from the fact that actress Denice Duff had replaced the first film’s Michelle (Laura Mae Tate) and was immediately expected to portray the character as both an innocent victim in part II and as a secondary villain in part III. According to behind-the-scenes interviews, the hectic production schedule that blended two different movies meant that Duff would often find herself having to alternate between two incredibly different versions of Michelle during the same shooting day – though it’s obvious that she’s having more fun with Bloodlust’s more traditionally vampiric version of her character.
In the finished film, we pick things up immediately where the previous entry left off as Rebecca (Melanie Shatner) is forced to leave her vampire sister Michelle (Duff) behind in the dungeons of Castle Vladislav due to the rising sun. This allows Mummy (Pamela Gordon) to use Michelle’s blood to revive the vicious Radu (Hove) so that he may continue his quest for the coveted Bloodstone – a magical artifact that perpetually drips the Blood of Saints.
Meanwhile, the dreamy US embassy agent Mel (Kevin Blair) agrees to help Rebecca plan a rescue mission, though they’re unaware that Radu has become infatuated with Michelle during his attempts to guide her growing bloodlust. This all culminates in a climactic confrontation meant to tie up all of the series’ loose ends in one of Full Moon Pictures’ most ambitious productions.
The Evolution of Radu

Like its predecessor, Bloodlust: Subspecies III was also warmly received by fans who argued that the series was an even bigger success than Full Moon’s other major horror franchise, Puppet Master. This praise wasn’t unanimous, however, as 1994 had seen the rise of a more modern breed of sexy vampire popularized by Anne Rice, with old-school Nosferatu like Radu being viewed as obsolete when compared to the likes of Lestat and Gary Oldman’s take on Dracula.
In a way, one might argue that Nicolaou’s film is something of a swan song for the classic vampire story, as Bloodlust combines all of the traditional elements we tend to associate with these tales into a single tragic yarn that ties a neat little bow on Radu’s story as well as the old-fashioned monster movies that he represents. The finale remains shocking despite the fact that this is the third time we see Radu get brutally killed onscreen, with the brief tease that he may one day return feeling more like a nod towards the nature of evil rather than sequel bait.
The film dabbles a bit in gothic romance and even explores the inherent power fantasy behind transforming into an immortal creature of the night, but the filmmakers never lose sight of Radu as a demonic force even when he’s willing to betray his beloved Mummy for Michelle’s sake. In fact, his twisted “love” for his fledgling makes him even creepier as we get the feeling that his passion comes from a dark and disturbing place.
Anders Hove is at his absolute best in this film, with the effects department boosting his moments of what the younger generation would call “aura farming” whenever Radu emerges from shadows like a 90s version of Count Orlok. There are even a couple of surprisingly effective jump-scares here, which is why I’d argue that Bloodlust cements Radu as one of the most memorable cinematic vampires of all time despite his humble origins.
Subspecies Saves Its Best For Last

Nicolaou and Vlad Panescu also saved the best for “last” (more on that in a bit) regarding the film’s visuals, with the cinematography and overall atmosphere of Bloodlust absolutely surpassing what we saw in the previous films. Everything feels appropriately climactic this time around (including the wonderful soundtrack that was co-composed alongside an authentic Romanian orchestra), and I appreciate how this is the fastest-paced entry in the trilogy since the film doesn’t need to waste time setting anything up.
Bloodlust still suffers from some of the same low-budget blemishes as its predecessors, but there’s so much creative passion here that no amount of wonky effects work or stilted dialogue can get in the way of appreciating the flick’s gothic grandeur. That’s why it’s not surprising that the movie’s definitive(-ish) ending would later be retconned as fans begged for more Radu.
Of course, the next entry in this series would be a different kind of vampiric endeavor altogether, with the filmmakers attempting to engage with the same trends that ultimately killed Radu and his antiquated kin. That, however, is a story for another time. For now, I’ll merely insist that Bloodlust: Subspecies III remains a highlight of Full Moon’s expansive catalogue and is definitely worth seeking out today.
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