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Exploring a Creepy Island of Teenage Angst and Grief in ‘Oxenfree’ [What We Play in the Shadows]

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Grief is a universal constant. Wherever we’re from, whoever we are, we’ve all experienced trauma so deep that it leaves a mark on our souls. Some people carry that mark with the help of family and friends. Others push it down, hoping to bury it beneath new memories. And still, others try to change what’s already been set in stone, as if believing in themselves hard enough will erase the past and rewrite the present. Oxenfree is about all three of those people.

The game opens with a gloomy sky and a weirdly upbeat voice-over. Alex, the player character, finds herself on a ferry to Edwards Island with Ren, her longtime friend who never shuts up, and Jonas, her brand new step-brother she doesn’t know that much about. Their plan? To meet other high-schoolers on the diminutive beach and spend the night drinking. When they get there, only Clarissa and her friend Nona are accounted for, a much smaller group than expected. Nevertheless, the teens get down to business.

After a few rounds of Truth or Slap (exactly what it sounds like), Ren convinces Alex and Jonas to test the rumor he’s heard that if you stand in the right place and tune the frequency of an analog radio just so, weird things will happen. In an attempt to humor him, Alex does as she’s told. Before long, Jonas is lost in a cave, ominous voices are coming through the channels, and the next ferry not stopping by for 12 hours is the least of their worries.

It’s often said that originality is the art of concealing your sources. We all know that The Matrix is a giant stew of action flicks, westerns, martial arts, philosophy, and religion, but the way the filmmakers combined all the ingredients together made it a unique and entertaining movie. Well, Oxenfree is a giant stew of a video game. There are echoes of Twin Peaks, Welcome To Night Vale, even Gravity Falls is mixed in here and there. The game gets a lot of mileage out of the inherent creepiness of the Pacific Northwest, with its endless trees and constant rain. The sound design is masterful. Every clap of thunder, every creaky door adds to the dread. This isn’t the kind of story that hinges on jump scares, but rather keeps treading water in an ocean of uneasiness. Every new location will have the player thinking “Oh no, what’s going to happen now?”

Speaking of those locations, they are gorgeous to behold. Each background has a watercolor look that makes everything feel like it came right out of a (very messed up) storybook. The player’s vantage point is always kept at a distance, as if observing all the events that unfold through binoculars. This not only adds to the painterly quality but makes it easier to focus on the story. And what a story. Oxenfree shows remarkable restraint in the first 20 minutes, letting you explore the island’s tiny main street and taking part in the Truth or Slap game before things go all freaky. The next four to six hours are nearly overflowing with Kubrick nods, dark humor, and teenage angst.

To say much more would force spoilers, and this is definitely the kind of tale that should be discovered at ones’ own pace. The primary game mechanic involves your radio, as it has the capacity to locate anomalies, relay crucial information, and even unlock certain doors. Some frequencies may seem useless -indecipherable blathering, snippets of Bugs Bunny cartoons from the 1940s- but in their own small way, they still tie into the plot and the mystery of the island.

That’s not entirely true, however. The primary game mechanic isn’t the radio, it’s Alex herself. Oxenfree features a frankly revolutionary dialogue system, in which the player can naturally respond to the other characters using one of three choices. They can wait until their friend finishes speaking, they can interrupt to make their voice heard, or they can choose to say nothing at all. Each of Alex’s comrades will react dynamically to these choices, and the ending can be changed based on how people are treated and what outcomes you pursue. This system and the dialogue it’s built on makes these kids feel real, and their terror all the more pressing. There are a few moments in the game -avoiding spoilers is SO difficult here- where the choices made can affect endings for people besides yourself even. Think carefully, choose quickly. The multiple choices and endings, hidden achievements, radio anomalies, and letters to find make for lots of replay value.

Honestly, this game left me feeling emotionally exhausted. It also left me with my jaw hanging open, marveling at the cleverness of the presentation and the gutpunch of an ending I received. Like so many others, the creators of Oxenfree (Night School Studio in their game debut) use the trappings of horror to convey deeper and sadder truths about the human condition. We are born, we live, we die. But between those moments, others live and die, and that’s what we carry with us.

Oxenfree is available on Steam, Xbox One, Playstation 4, Nintendo Switch, iOS, and Android.

I'm a monster kid from the 1980s. I like horror comedies, pepperoni pizza, old commercials, and VHS.

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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