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
How Marina de Van Uses Body Horror and Pain to Explore Trauma in ‘In My Skin’ and ‘Dark Touch’
Pain is the language of New French Extremity.
Known for excruciating violence and gore, what often distinguishes these visceral films is the depiction of emotional turmoil manifested as the destruction of human flesh. Few filmmakers make this comparison so literally as Marina de Van.
The French writer/director burst onto the scene in 2002 with her shocking In My Skin, a tale of self-discovery via grisly self-harm. Eleven years later, she would write and direct Dark Touch, the harrowing story of a traumatized girl who expresses her pain through telekinetic force.
Though they differ wildly in tone and subject, both In My Skin and Dark Touch deal with the horror of unexpressed agony and its tendency to break the skin, ripping and shredding through anything in its path.
In My Skin (2002): Self-Harm as a Response to Emotional Repression

This intensely personal film stars de Van as Esther, a corporate analyst on the verge of having it all. Her adoring boyfriend Vincent (Laurent Lucas) is poised to move in, and she’s been targeted for promotion thanks to her diligent work. During a high-pressure networking party, Esther wanders outside and trips over an open construction site, ripping her pants on an abandoned tool. It’s only later that she notices blood on the floor and realizes that she’s torn the skin of her calf as well. Surprisingly, Esther has not felt a thing.
The surgeon who stitches up the wound marvels at this lack of sensitivity, wondering if the problem is not her shredded flesh — she’s still able to feel the lightest touch — but a misalignment in her head. This wound unlocks a disturbing pattern of dissociative self-mutilation as Esther begins cutting and gouging her skin to cope with moments of emotional stress.
Her first intentional act of self-harm follows a minor mistake in a document. After noticing that she’s misused a word, Esther fixes the error, then sneaks away to slice her thigh with a stray piece of metal. Though she has caught the mistake herself, Esther anticipates punishment for imperfection. The subsequent wound on her thigh is proof that she has paid for her transgression and can now return to solid ground, having completed the cycle of shameful correction.
As we peel back the layers of Esther’s life, we’re aghast at the toxicity of her environment. The inciting fall happens shortly after she politely declines a dinner invitation from her older colleague, an inappropriate sexual advance dressed up as an offer for mentorship. At another party, her male coworkers drag her towards the pool, threatening to pull off her pants when she screams that she’s not wearing a bathing suit.
Esther flees this disturbing scene, but not because of the men’s aggressiveness. She’s disturbed to find that her struggle to break free has reopened the still-healing wound on her leg, causing unsightly blood to seep through her pants. Like many women in the corporate world, she’s been conditioned to view her presence as an optional privilege and to create comfort for her male colleagues. Should she negatively react to their atrocious behavior, they may deem her “too emotional” and take away her hard-earned position.

But this toxic environment only exacerbates Esther’s need to self-harm. At a working dinner, a wealthy client pressures her to drink expensive wine, then continues to refill her glass. Increasingly unmoored, Esther finds her hand creeping onto her dinner plate. After repeatedly dragging it out of her food, she notices the appendage lying limp on the table, completely disconnected from her upper arm. This surrealist moment in an otherwise grounded film is a turning point in her violent journey. Esther sees how desensitized her body has become and the lengths she will go to perform unobtrusive compliance.
Desperate to regain control, Esther gouges her forearm with a steak knife stolen from the table, hiding the carnage under a napkin. Humiliated, she concludes the evening in a nearby hotel, where she indulges this dangerous new compulsion. For hours, Esther lovingly slices her arms and legs, gnawing on loose flesh and suckling blood from extensive wounds. She seems enamored with her ability to feel again without being perceived by anyone else.
Disturbed by her scars, Vincent offers shaky support while contributing to Esther’s unexpressed pain. During an intense discussion about buying their first home, Esther forgets her PIN at an ATM and bursts into tears on the street. Vincent offers an easy solution, only showing his frustration behind closed doors. He lashes out at his stunned girlfriend, conflating her emotional stress with his own inadequacy.
Clearly destabilized by her tears, Vincent baits Esther into soothing him, an echo of the cycle she performs at work. We see that even at home, her emotional needs come second to men who are unequipped to handle their own feelings. Esther has internalized the responsibility of managing Vincent alongside the message that any break in her calm demeanor will lead to more suffering later on.

In the wake of this argument and a rebuke from her boss, Esther suffers a panic attack while walking to work. In a daze, she buys another knife, then takes a hotel room for the day. Blood runs over Esther’s face as she again luxuriates in self-mutilation. De Van finds an uneasy juxtaposition between gruesome carnage and euphoric escape. Alone again with her exquisite pain, Esther seductively runs the knife over her face, digging into the skin around her eye. She chemically preserves a severed piece of flesh then lovingly tucks it inside her bra, a keepsake to honor this violent vacation.
The next day, Esther prepares for work, pulling office attire over her blood-stained skin. De Van does not follow her out the door, leaving us to imagine how she will be received by the men in her life. Will they finally see what they’ve put her through, or will life continue as before, with Esther pretending that nothing is wrong and performing perfection until her body gives out? De Van ends the film with the striking image of Esther lying on the hotel bed, fixing the audience with a knowing stare. Though she carefully hides her fragility, we alone have seen the true cost of survival in this destructive world.
Dark Touch (2013): Trauma, Abuse, and Supernatural Revenge

In many ways, this shocking story of catharsis through violence feels like a thematic response to In My Skin and Esther’s unexpressed pain. Also written and directed by de Van, Dark Touch follows an Irish girl named Niamh (Missy Keating) who becomes the sole survivor of a massacre.
We first meet this little girl screaming from her bedroom window, then running through the stormy night to the house of family friends Nat (Marcella Plunkett) and Lucas Galin (Pádraic Delaney). Niamh’s parents smooth over the incident, presenting the illusion of a happy home. It’s only when the doors are closed that we realize something is dreadfully wrong. De Van implies the worst as the sinister couple creeps into their daughter’s room, commanding her to be a “good girl.” But Niamh is saved from horrific abuse by furniture that seems to move on its own.
De Van leans into her French Extremity roots in what will become a gruesome execution. Niamh’s mother is crushed by a splintering bureau, a loose screw driving itself into her face. Her father watches his wife’s grisly death, then falls on the blades of an ultra-modern light fixture. Flames spread through the house as Niamh cradles her infant brother in a tiny cupboard. When rescuers arrive on the scene, we learn that the baby boy has died, mysteriously smothered by an inhuman force. Now an orphan, Niamh goes to stay with Nat and Lucas, who struggle to meet her emotional needs. Unable to explain her traumatic past, Niamh finds that things move whenever she cries, an outward manifestation of her silenced rage.

Though Nat and Lucas offer support, they only seem to make things worse. Lucas volunteers to stay in Niamh’s room when she has a bad dream, oblivious to the discomfort his presence might cause. Growing impatient when she can’t fall asleep, a snide comment betrays his empty concern. Niamh finally finds solace in photos of the couple’s older daughter, who died from cancer years ago. She clings to an image of the little girl blowing out birthday candles while covered in bruises, drawn to the familiar juxtaposition of a child suffering through visible pain while going about life as if nothing is wrong.
But this too enrages Lucas. When he finds the pictures under her bed, the weeping father shakes Niamh and demands to know what gives her the right to bring up such a devastating memory. While perhaps understandable, Lucas’ reaction tells the traumatized girl that his comfort is the true priority, and she is not allowed to soothe herself.
Niamh’s only friends in the tiny town are young siblings from a similarly violent home. Whistling to them in the night, Niamh uses her emerging telekinesis to kill their abusive mother in an attack similar to the one that destroyed her own family. When Nat arranges for Niamh to attend a birthday party, she bristles at the other girls’ treatment of their baby dolls. They slap and rip at their faux children’s hair, seeming to process their own quasi-abusive upbringing. As she bursts into tears, Niamh spreads fire through the party and melts the faces of the mistreated dolls. That night, she lures the children to school and then destroys the building, violently disrupting what she interprets as a continuous cycle of child abuse.

Next, Niamh turns her attention to her foster parents, telepathically trapping them in her former home. For hours, she puts them through a series of torturous humiliations we assume she endured at her own parents’ hands. Now, Nat and Lucas must suffer in silence as Niamh finally reveals the extent of her misery. Forced to sit with their tormentor at a dinner table, Nat and Lucas quietly weep as flames spread throughout the home. Like Naimh once did, they go through the motions of a happy family, unable to protect themselves. Their foster daughter smiles as the fire consumes them all, finally putting an end to her tragic life.
Despite this murderous conclusion, Niamh is not a traditional villain. She’s a horrifically abused little girl who can’t find a way to express her pain. Though she’s managed to remove herself from immediate danger, every attempt to heal is met with stigma, resentment, or the burden of caring for someone else. When her trauma becomes too uncomfortable, she’s advised to simply stay out of sight.
Like Esther, Niamh exists in a world that expects her to create comfort for everyone else, regardless of the suffering it causes her. But Niamh’s agony can no longer be contained. Abandoning all hope for a happy life, she channels her rage and destroys anyone who crosses her path. Perhaps this is not fair to Nat and Lucas or the children of this tiny town. But what happened to Niamh is also unfair, and her trauma can no longer be ignored.
Though they do not narratively connect, Dark Touch feels like a spiritual successor to In My Skin. Both Esther and Niamh try to swallow their pain, but find it too great to be contained. We leave Esther struggling to stay afloat in a world of male toxicity. Picking up Niamh’s story at a similar moment, we watch the child escape her own abuse only to find that the world doesn’t really care. Her community will only offer support if it doesn’t disrupt their own lives.
Though de Van does not offer us hopeful endings, there’s grim satisfaction in revealing the world as it is, one built on the expectation that women will suffer in silence. Both In My Skin and Dark Touch seem to argue that a society built on women’s pain does not deserve a second chance.
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