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The Conspiracy Is No Longer a Theory – Revisiting Midway’s ‘Area 51’

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alien video games

Dreamland. Groom Lake. Homey Airport. All aliases for the infamous military base popularly known as Area 51. While it was only officially acknowledged by the US government in 2013, Area 51 has fascinated conspiracy theorists everywhere since the 1950s with wild reports of UFOs, advanced technological marvels and horrific experiments being conducted in the seemingly peaceful Nevada desert. With all the recent memes regarding the “Storm Area 51, They Can’t Stop All of Us” Facebook event, I was soon reminded of that one time when videogames took us where no civilian has gone before through an underrated first-person-shooter.

This story begins back in 2005, when you’d be hard-pressed to find an FPS title that wasn’t somehow related to World-War II. Back then, I didn’t really mind, as I was sort of a history buff growing up and it always felt strangely compelling to go back in time to fight the Axis. However, one of the few things I loved more than history was conspiracy theories (though the two often go hand-in-hand), so imagine my surprise when I visited the local game store and came across a mysterious little case prominently featuring a stern-looking Grey Alien on the cover as it proudly announced that “the conspiracy is no longer a theory”. The game, of course, was Midway’s Area 51.

While it’s technically a remake of the homonymous arcade shooter from 1995, Midway’s take on the franchise had few connections to the original title, taking its cues from both real-life rumors surrounding the notorious base and its references in popular culture as they attempted to craft a unique experience. This led to the development of a blockbuster shooter that also doubles as a goldmine of conspiracy theory material for tin-foil hat enthusiasts everywhere.

The game’s star-studded cast was also noteworthy at the time, with the military specialist protagonist Ethan Cole being brought to life by none other than The X-Files David Duchovny. While his deadpan delivery and gritty internal monologue added a much-needed dose of (arguably unintentional) humor and heart to the game, Duchovny would also be joined by veteran character actors like Ian Abercrombie and Powers Boothe as he ventured into a locked down Area 51, dealing with otherworldly horrors along the way.

I like to think that this game takes place in the same universe as “Destroy All Humans”.

Of course, I haven’t even mentioned the strangest cast member yet, as Cole eventually stumbles upon a survivor of the original 1947 Roswell crash played by Marilyn friggin’ Manson! Codenamed “Edgar”, this injured extraterrestrial sympathizes with your cause and guides the player through telepathic commands as you continue your journey through the hellish base. Add in enemy soldiers working for the Illuminati and viral infections that basically give you super-powers and you have one hell of a fun time on your hands, with the game alternating between traditional squad-based shooting and full-blown horror segments.

Area 51 doesn’t quite reinvent the gameplay wheel (and it does feature several frustrating sequences), but the squad-based moments are consistently intense, the weapons are satisfying to use and I particularly enjoy how you’re eventually infected by the very virus you’ve been sent to contain, temporarily transforming the player into a bloodthirsty monster with a disgusting (albeit useful) set of mutant powers.

Funnily enough, the game actually reminds me a lot of Half-Life: Opposing Force, that award-winning expansion pack where you play as one of the soldiers sent to cleanse the Black Mesa Facility (which was already a clever analog for Area 51) of all aliens and witnesses. I can’t honestly sit here and claim that Area 51 was as ground-breaking as Half-Life, but both games are hellbent on extracting as much tension as possible from a single interesting location, almost turning it into a character in and of itself in an attempt to create a memorable gaming experience. Half-Life may be the superior game, but you’ve got to hand it to Midway for crafting a fun experience for the Conspiracy Theory freaks out there.

Beyond fiendish pacts with alien races and deadly plots to establish a New World Order, the game is also chock-full of references to popular culture. Once you get the hang of using Cole’s scanning device on characters and environments, you’ll be rewarded with horrific little tidbits regarding the base’s past, not to mention occasional nods to classic sci-fi flicks and even other games. However, one of my favorite Easter-eggs lies in a secret chamber filled with sharks with frickin’ lasers on their heads in a silly homage to Austin Powers.

Equal parts goofy and creepy.

In fairness, there are many other standout moments here, like when you ascend onto the movie set where Stanley Kubrick allegedly faked the moon landing (hilariously accompanied by a rendition of Thus Spoke Zarathustra), or when you finally catch a glimpse of Grey Aliens performing gruesome medical procedures on unwilling human specimens. Area 51 might not break the mold with its gameplay formula, and it could be argued that the story doesn’t take full advantage of the cast and setting, but moments like these are proof that this is still an incredibly entertaining romp through one of America’s most fabled locations.

Apparently, I’m not the only one who thinks so, as back in 2007 comic-book legend Grant Morrison (Happy!, Doom Patrol) was hired to adapt the game’s story into a screenplay. Sadly, the project ultimately fell through and it doesn’t seem like we’ll be seeing this game-turned-movie any time soon. It’s a huge shame, since I would have to loved to see them bring back Duchovny and Manson in a live-action production. That same year, however, the game was also followed up by a nearly unrelated “sequel” called Blacksite: Area 51, though that title failed to reach the heights of its predecessor and wasn’t well-regarded commercially or critically.

Unfortunately for gamers with an urge to unearth government secrets, Area 51 is now considered abandonware, as Midway Games closed its doors nearly a decade ago and the game never even made its way onto Steam (though it was released on Windows platforms alongside consoles). There are reports of a single dedicated fan remastering the game to work on modern computers, but at this point I doubt the game will ever see another official release. That being said, if you ever manage to track down a copy and are willing to overlook a handful of minor flaws, I believe you’ll find a memorable shooter that’s sure to entice conspiracy theorists of all ages. Plus, it’s great practice for folks who plan on storming the base in September, so why not revisit this forgotten gem?

Born Brazilian, raised Canadian, Luiz is a writer and Film student that spends most of his time watching movies and subsequently complaining about them.

Editorials

Nintendo Wii’s ‘Ju-On: The Grudge’ Video Game 15 Years Later

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Nintendo Wii Ju-On

There was a moment in Japanese culture when writers and filmmakers began to update centuries-old fears so that they could still be effective storytelling tools in the modern world. One of the best examples of this is how extremely popular stories like Ringu and Parasite Eve began re-interpreting the cyclical nature of curses as pseudo-scientific “infections,” with this new take on J-Horror even making its way over to the world of video games in titles like Resident Evil (a sci-fi deconstruction of a classic haunted house yarn).

However, there is one survival horror game that is rarely brought up during discussions about interactive J-Horror despite being part of a franchise that helped to popularize Japanese genre cinema around the world. Naturally, that game is the Nintendo Wii exclusive Ju-On: The Grudge, a self-professed haunted house simulator that was mostly forgotten by horror fans and gamers alike despite being a legitimately creative experience devised by a true master of the craft. And with the title celebrating its 15th anniversary this year (and the Ju-On franchise its 25th), I think this is the perfect time to look back on what I believe to be an unfairly maligned J-Horror gem.

After dozens of sequels, spin-offs and crossovers, it’s hard to believe that the Ju-On franchise originally began as a pair of low-budget short films directed by Takashi Shimizu while he was still in film school. However, these humble origins are precisely why Shimizu remained dead-set on retaining creative control of his cinematic brainchild for as long as he could, with the filmmaker even going so far as to insist on directing the video game adaptation of his work alongside Feelplus’ Daisuke Fukugawa as a part of Ju-On’s 10th anniversary celebration.

Rather than forcing the franchise’s core concepts into a pre-existing survival-horror mold like some other licensed horror titles (such as the oddly action-packed Blair Witch trilogy), the developers decided that their game should be a “haunted house simulator” instead, with the team focusing more on slow-paced cinematic scares than the action-adventure elements that were popular at the time.

While there are rumors that this decision was reached due to Shimizu’s lack of industry experience (as well as the source material’s lack of shootable monsters like zombies and demons), several interviews suggest that Shimizu’s role during development wasn’t as megalomaniacal as the marketing initially suggested. In fact, the filmmaker’s input was mostly relegated to coming up with basic story ideas and advising the team on cut-scenes and how the antagonists should look and act. He also directed the game’s excellent live-action cut-scenes, which add even more legitimacy to the project.

Nintendo Wii Ju-On video game

The end result was a digital gauntlet of interactive jump-scares that put players in the shoes of the ill-fated Yamada family as they each explore different abandoned locations inspired by classic horror tropes (ranging from haunted hospitals to a mannequin factory and even the iconic Saeki house) in order to put an end to the titular curse that haunts them.

In gameplay terms, this means navigating five chapters of poorly lit haunts in first person while using the Wii-mote as a flashlight to fend off a series of increasingly spooky jump-scares through Dragon’s-Lair-like quick-time events – all the while collecting items, managing battery life and solving a few easy puzzles. There also some bizarre yet highly creative gameplay additions like a “multiplayer” mode where a second Wii-mote can activate additional scares as the other player attempts to complete the game.

When it works, the title immerses players in a dark and dingy world of generational curses and ghostly apparitions, with hand-crafted jump-scares testing your resolve as the game attempts to emulate the experience of actually living through the twists and turns of a classic Ju-On flick – complete with sickly black hair sprouting in unlikely places and disembodied heads watching you from inside of cupboards.

The title also borrows the narrative puzzle elements from the movies, forcing players to juggle multiple timelines and intentionally obtuse clues in order to piece together exactly what’s happening to the Yamada family (though you’ll likely only fully understand the story once you find all of the game’s well-hidden collectables). While I admit that this overly convoluted storytelling approach isn’t for everyone and likely sparked some of the game’s scathing reviews, I appreciate how the title refuses to look down on gamers and provides us with a complex narrative that fits right in with its cinematic peers.

Unfortunately, the experience is held back by some severe technical issues due to the decision to measure player movement through the Wii’s extremely inaccurate accelerometer rather than its infrared functionality (probably because the developers wanted to measure micro-movements in order to calculate how “scared” you were while playing). This means that you’ll often succumb to unfair deaths despite moving the controller in the right direction, which is a pretty big flaw when you consider that this is the title’s main gameplay mechanic.

Ju-on The Grudge Haunted House Simulator 2

In 2024, these issues can easily be mitigated by emulating the game on a computer, which I’d argue is the best way to experience the title (though I won’t go into detail about this due to Nintendo’s infamously ravenous legal team). However, no amount of post-release tinkering can undo the damage that this broken mechanic did on the game’s reputation.

That being said, I think it’s pretty clear that Shimizu and company intended this to be a difficult ordeal, with the slow pace and frequent deaths meant to guide players into experiencing the title as more of a grisly interactive movie than a regular video game. It’s either that or Shimizu took his original premise about the “Grudge” being born from violent deaths a little too seriously and wanted to see if the curse also worked on gamers inhabiting a virtual realm.

Regardless, once you accept that the odd gameplay loop and janky controls are simply part of the horror experience, it becomes a lot easier to accept the title’s mechanical failings. After all, this wouldn’t be much a Ju-On adaptation if you could completely avoid the scares through skill alone, though I don’t think there’s an excuse for the lack of checkpoints (which is another point for emulation).

It’s difficult to recommend Ju-On: The Grudge as a product; the controls and story seem hell-bent on frustrating the player into giving up entirely and it’s unlikely that you’ll unlock the final – not to mention best – level without a guide to the collectables. However, video games are more than just toys to be measured by their entertainment factor, and if you consider the thought and care that went into crafting the game’s chilling atmosphere and its beautifully orchestrated frights, I think you’ll find that this is a fascinating experience worth revisiting as an unfairly forgotten part of the Ju-On series.

Now all we have to do is chat with Nintendo so we can play this one again without resorting to emulation.

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