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Revisiting The Nightmare – ‘P.T.’ 5 Years Later

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With a release date finally out for Death Stranding, it’s surreal thinking how P.T. is five years old now. The “Playable Teaser” took the world by storm, making for one of the most fascinating horror experiences in all of video games. The hype around P.T. intensified even more when it was revealed that the game was actually a teaser for the newest installment in the Silent Hill series, Silent Hills. Sadly, we are quite familiar with how all of this played out.

Developer Konami declared there would be no Silent Hills after it confirmed its split with legendary game designer Hideo Kojima. Along with Kojima, Silent Hills was to also involve the dark minds of legendary filmmaker Guillermo Del Toro and manga artist Junji Ito. The game’s protagonist was also represented in the form of a digitally rendered Norman Reedus.

But not only did Konami pull the plug on Silent Hills, it has since taken down P.T. from the Playstation Store. This is not only a tremendous shame for fans, but also upsetting news for Kojima, whose artistry more than likely would have brought some much-needed life to the Silent Hill series.

But while we can sit here all day and be upset about what Silent Hills could have been, I want to talk about what P.T. was and is. I want to take some time to revisit and celebrate this gem, exploring what makes it such an incredible achievement of video game horror.

Even though P.T. was dressed up in high-quality graphics, the game’s structure was simple. Players started out in a dingy room, opening a door in front of them to a hallway coated in dim lighting. There was no clear context about the home the player found themselves in. As they walked down the hallway and turned down the hallway following, they would notice photos and knick-knacks belonging to the home’s habitants. Towards the end of the latter hallway was another door; by walking through said door, the player would come out the door they originally began the game walking through. From there, P.T. continues by keeping players in this loop, the exception being when they can enter the nearby bathroom.

This simplicity, however, is meant to be deceiving and lull the player into a state of unease, guiding them into a nightmare. As the player begins to take additional trips down each hall, little elements begin to appear in the setting. The pacing throughout P.T. establishes an extremely uncomfortable environment. Having gone down the halls a number of times, you would think one would become use to their surroundings; that said, changes in the environment take place both subtly and abruptly. Because of these varying shifts in the setting, however, the game does a tremendous job of messing with the player’s senses. 

A brief bit of text at the game’s beginning mentions a shift in reality upon walking through the hallway doors; this existentialism is further mentioned by a talking brown lunch bag who also speaks to concepts of reality and the “self.” As the player progresses throughout the game, the environment shifts into much more of a surreal nightmare, the lighting sometimes becoming red or pitch black. Cockroaches crawl about, random faces appear, and at one point a refrigerator swings from a ceiling with the sound of a crying child coming from within it. These elements are just a couple examples of  P.T.’s chilling nature.

Upon entering the hall for the first time, the player hears a radio broadcast regarding a grisly murder. The announcer talks about a man who murdered his pregnant wife and two children, relaying graphic detail. He also speaks to how the man was believed to have heard weird strings of numbers coming from the radio.

Continuing through the loops, the player begins to hear an array of bizarre auditory sounds. From the slamming of a bathroom door, to that of a woman whimpering and a baby crying, these sounds create an unnerving sensation as they surround the player. Eventually the player is able to access the bathroom and find a flashlight, along with a nightmarish surprise. Lying in the sink is that of a mutated fetus; its elongated body and deformed head look up towards you as it lets out cries.

And then there is Lisa.

A few loops go by before an unexpected figure appears. During another trip down the hall, just as you turn the corner to the second hallway, you see a lingering body standing in the middle of the foyer. This is Lisa, and her presence makes for one P.T.’s most uncomfortable features.

When you come upon her that first time, your immediate reaction might be to stand still and see how she reacts. As you stand there, however, you notice she does not move. It is only when you begin walking toward the foyer that the lights around her go out. As you enter the foyer, the light turns on, a plethora of cockroaches swarming around the floor and walls. As you exit through the door at the end, your senses are heightened, aware that Lisa may appear again. But while this tension is at an all-time high, it seems that she is nowhere to be seen as you travel through the loop again.

This is another one of P.T.’s deceptive tricks however; for even though you may not be seeing Lisa, she can see you and plans on reappearing again. For those players who are curious enough to look at everything within P.T.’s environment, they might notice that the main foyer has an upper level. You can’t see much other than the railings and the walls, as well as a little shadowy section that leads deeper into the house. There is a particular moment where, if one is to look up, they will see Lisa staring down at them; her face wearing a haunting grin.

This grin gets up close and personal in one of the bigger jump scares in P.T. There comes a point where the voice from the radio abruptly spits out a random string of numbers along with other phrases. Among those phrases, the broadcaster will mention to look behind you; when you do, though, nothing is there out of the ordinary. Shortly after this, when the announcer once again says to look behind you, the camera drastically shifts and presents Lisa in your face. Her rotten flesh, blackened eyes and ghastly smile burn into one’s eyes, the player’s avatar collapsing. Upon reawakening, you continue the game’s loop, your caution and fright at tremendous levels.

 Unlike many other horror titles, P.T. doesn’t give much in the way of hints as to when something sudden may take place. Tension and dread are built within its atmosphere, along with a deceptive linear structure to distance the player from environmental changes. Some of the game’s auditory and visual shifts can suddenly take place, presenting jarring and upsetting sequences. P.T.’s masterful use of disturbing buildup establishes an uncertain air to the environment, leaving a lingering and haunting tension as players move forward.

 Beyond the game’s horror elements, what also stands out about P.T. is the level of involvement in its puzzles. The thing about these puzzles is that a lot of them are super obscure. One particular puzzle requires you to zoom in on a picture of a couple to open a door. While this is a simple puzzle on paper, there is no indication within the game that tells you to do this. It is thanks to the work of other gamers, having researched for hints and sharing results online, that other gamers were eventually able to move forward in P.T. We know that in Death Stranding, Kojima has talked about gameplay and themes surrounding the idea of people working together; it isn’t that much of a longshot then to assume that P.T. was the first showing of such potential meta gameplay.

 P.T. is an extraordinary work of horror. Since its release we’ve seen a variety of “P.T. inspired clones,” where other games pay homage to the surreal and chilling nature of P.T.’s environment. And while it’s easy to dwell on and be upset regarding the removal of P.T. and cancellation of Silent Hills, I like to think of what will be.

One of the amazing powers art has is its ability to inspire. P.T. raised the bar on how horror can be presented to an audience. P.T. was able to not only immerse players in suspenseful and terrifying horror, but also place them in a state of horror beyond the screen. By no means does P.T. fit into our societal model or understanding of what makes a mainstream video game, yet, it still amazed players. The game has become a blueprint for not only how to establish genuine chills and a creepy atmosphere, but that it is essential to take risks.

Kojima’s efforts in P.T. live on in Death Stranding and fans will never forget that. P.T. not only haunts the memories of players with grim fascination, but also represents a rich and remarkable horror.

Michael Pementel is a pop culture critic at Bloody Disgusting, primarily covering video games and anime. He writes about music for other publications, and is the creator of Bloody Disgusting's "Anime Horrors" column.

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Editorials

Neon-Soaked Cult Classic ‘Vamp’ Starring Grace Jones Still Has Bite 40 Years Later

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Vamp 1986
Grace Jones and Dedee Pfeiffer in Vamp

College kids, strippers and vampires—those were Donald P. Borchers’ only requirements when he approached Richard Wenk about writing and directing a movie for New World Pictures. As requested, Wenk cooked up Vamp (1986), a tailor-made blend of the decade’s teen movie craze as well as its horror boom.

Grim and earnest stories were still very much a part of the ’80s horror landscape, yet Vamp is something of a comedy. One difference between it and, say, Saturday the 14th, though, is the former avoids using schtick. Wenk’s movie proves that horror comedies also don’t have to subtract thrills from their recipes. Of course, it takes a minute before reaching that point; college antics and culture shocks preface this one macabre misadventure.

Vamp‘s initial setup is apt for a typical college-set, sex-driven comedy; to bribe their way into a fraternity house, two pledges (Chris Makepeace, Robert Rusler) go looking for some adult entertainment. Without wasting time on any further exposition, the characters embark on an all-in-one-night trip that quickly detours into terror.

To procure their elusive MacGuffin—a stripper willing to gyrate for some frat boys—Keith (Makepeace) and AJ (Rusler), plus a third wheel named Duncan (Gedee Watanabe), trade the safety of their remote college campus for the seediness of some unnamed city. The setting is recognizably L.A. by day, but as soon as night falls, downtown, along with the characters, slips into a kind of surreal universe. Director of photography Elliot Davis gave this early entry on his prolific résumé an unusual yet distinctive look; that Mario Bava-esque, magenta-green lighting is omnipresent, so much so that it’s almost its own character. 

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Chris Makepeace and Robert Rusler in Vamp

The faint comparisons to Martin Scorsese’s After Hours are merited, although not just because of Vamp’s distinguishing nighttime aesthetic. Save for the primary characters, the supporting roles in Wenk’s movie are also quite colorful and transactional in their behavior. The difference here, though, is the additional urge to ruin Keith and his friends at every turn. Some of that harm is humorous and tolerable enough, whereas the moment Vamp dishes out its first fatality, it’s abundantly clear how this movie qualifies as horror.

Vamp falls into that category of horror movie that reveals its genre with a scream rather than a series of whispers. The opening scene can function as a hint of what lies ahead—things are not at all what they appear to be—but otherwise, Wenk is more than happy to hold off on the horror. When that time does come, though, it catches the viewer off guard. In addition to the pure shock value is that sudden decision to upend the movie’s foremost feature. Or so it would seem.

If afraid of major spoilage, those new to Vamp would be wise to stop reading here. There’s just no skirting around the fact that the central fellowship in this buddy movie hits a serious snag when AJ is killed. That development causes the story to become more of a “long, bad night” journey for Keith and his romantic interest. So while Wenk scores points for subverting expectations, there is also a touch of sadness in his decision. Because if Vamp does anything well, it’s making the characters likable.

Something that comes easily to Vamp—and other teen horror movies from this same era—is its ability to invent young characters worth caring about, or at the very least, are interesting and not so immediately off-putting. More impressive is how Wenk did all this without actually fleshing out those characters. Still and all, Keith and his kind are a grade above cookie-cutter, and in some cases, aren’t completely devoid of growth.

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Grace Jones in Vamp

Vamp appeals with an assorted cast of characters. No two are the same, nor are they operating on the same wavelength. The cinematically extroverted AJ, whose actor conveyed charm and vulnerability in near equal amounts, comes alive when he’s at his most undead. Makepeace then makes the chronically cautious Keith a sympathetic fellow, even as he’s more and more affected by the night’s bizarre events. Meanwhile, Duncan is indeed the designated loser of the whole bunch, but Watanabe still manages to humanize him. As a bonus, the role didn’t require him to pull a Long Duk Dong.

As for Dedee Pfeiffer, she is plain adorable as the mysterious After Dark server nicknamed “Amaretto”. She spends all night fixing her dress strap while at the same time trying to get Keith to remember how he knows her. As their offbeat romance grows, it becomes another highlight of this movie. Whether or not Pfeiffer’s character is really a vampire also creates some welcome tension in the story.

Like a lot of its contemporaries, Vamp went on to become a bit of a cult classic. That current status is determined by several factors, but without a doubt, the casting of Grace Jones is the most considerable. The image of her writhing on that unique-looking chair, a Keith Haring original, springs to mind whenever this movie is brought up.

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Chris Makepeace, Billy Drago and Paunita Nichols in Vamp

Prior to that first display of unequivocal horror, local vampire queen Katrina (Jones) took to the stage and delivered a strip show like no other. One would expect nothing less from that renowned model and performance artist. By now reports of Jones’ tardiness on set are no secret, yet it’s also hard to deny her commitment to the part of Katrina. It was, in fact, Jones who took charge of her character’s appearance—on top of Haring painting her body and that now-iconic chair, she had Andy Warhol handle her costuming. And not too many actors could seize a room’s attention without saying a single line of dialogue.

In 2022, Vamp received a retrospective novelization from Encyclopocalypse. This literary union of preexisting source material—Wenk’s original screenplay—and new ideas from author Christian Francis amounts to a more comprehensive visit to the After Dark Club. The basic story there is no different than what’s shown on screen; however, Francis gets creative with the characters’ origins and designs, and he enhances a number of key scenes.

The novelization expands on the urban and social decay of the main setting, and supplies a background for the After Dark Club. Sandy Baron’s character, Katrina’s emcee and familiar, is given ample motivation for sticking around; up until the fiery end, he is loyal to his friend and former business partnerSqueak, who looks like he wasfed through a combine harvester, and left as nothing more than a heap of mangled remains. Then there is Billy Drago’s character Snow, the leader of a street gang called The Dragons. His reason for menacing Keith and AJ is more altruistic than in the movie; he and his peers act tough to scare off any potential food for the vampires. 

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Lisa Lyon in Vamp

If not for all the backstories, Francis’ Vamp would be a hell of a lot shorter. Instead, this tie-in read dives into how AJ met Keith—the orphaned Anthony Joseph hailed from a broken home back in Brooklyn—and how their friendship flourished over the years. Keith’s archership is no longer just an assumed part of his entire being; it’s a confidence-building extracurricular for a boy who got picked on before coming into the protection of the new kid in town. These supplemental, in-depth looks at the protagonists, plus their close connection, are maybe unnecessary. The movie already did a fair and concise job of addressing their platonic intimacy without the need for flashbacks and insights, specifically in that scene where AJ lays it all out as he sacrifices himself.

Where the novelization gets off course is its approach to the minor characters. Intermittently backstorying the likes of Katrina’s indentured servants, Seko (Leila Hee Olsen) and Vlad (Brad Logan), ends up disturbing the flow of the writing. Was it absolutely essential that readers know Vlad was the Grand Duke of the House of Romanov, or how Snow’s accomplice Maven (Paunita Nichols) became so dentally challenged? No, not really. However, one’s mileage with these random biographies may vary.

The novelization is a more substantial experience, but for a movie like Vamp, less is more. And as plentiful as they are, it never simply coasts on its campy charms, either. The character work sits comfortably in that realm between cursory and meticulous, the script is sharper than first realized, and Greg Cannom’s vampire makeup is straightforward yet effective. Most of all, the movie didn’t squander its out-of-the-box concept. Richard Wenk made his vision of acomic nightmare in which just about anything that can go wrong doescome true, and it is very enjoyable.

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