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‘Inside’: Christmas Horror at Its Most Extreme [Horrors Elsewhere]

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Horrors Elsewhere is a recurring column that spotlights a variety of movies from all around the globe, particularly those not from the United States. Fears may not be universal, but one thing is for sure a scream is understood, always and everywhere.

The idea of willingly spending Christmas alone might sound unusual, but Sarah Scarangella (Alysson Paradis) is no stranger to loneliness these days. The last four months have been — simply put — challenging. All she wants is a night of peace and quiet before everything changes again. Yet that wish is denied when a mysterious woman breaks into her home and threatens not only her life but also the one inside of her.

“Enjoy your last night of peace,” Sarah’s doctor tells her with no hint of irony or foresight in his words. Although Sarah is expected to see him on her delivery day, also Christmas, fate has something different in store for her. Neither Sarah’s mother Louise (Nathalie Roussel) nor her editor Jean-Pierre (François-Régis Marchasson) can convince the mother-to-be to join them on Christmas Eve. Sarah instead returns to her yule-barren home and dreams of Matthieu (Jean-Baptiste Tabourin), the husband she lost in a car accident four months earlier. 

A quiet, anxious night alone is interrupted by a female visitor (Béatrice Dalle) asking to come inside and use Sarah’s phone. Sarah turns the stranger away only to see her again, staring at her menacingly through the window before disappearing into the night. The police inspect the house and find no trace of the woman, but Sarah later comes face to face with her in her own bedroom. Upon waking up to the pain of shears piercing her navel, Sarah is thrown into a life-or-death situation with no viable means of escape. In time the home invader reveals her twisted motivation; she wants Sarah’s baby.

Julien Maury and Alexandre Bustillo’s debut feature Inside (À l’intérieur) is remembered for being one of the bloodiest and most brutal entries in the New French Extremity. This distinct wave of transgressive films from the early 21st century, including Frontier(s), High Tension and Martyrs, is in part characterized by feral violence. Inside does not lack in blood or stomach-churning viciousness; it excels in horrific displays of tangible cruelty and emotional shocks.

Once Dalle’s ghostly character, known only as La Femme, jams the business end of her weaponized shears into Sarah’s stomach, there is hardly a moment of relief. Cuts, stabs and slashes are accompanied by discernible, bodily sounds that make every wound seem even more excruciating. In utero sequences of a CGI baby in distress as Sarah endures her injuries are startling. Pausing Inside to collect one’s self here and there is understandable seeing as so many scenes attack the audience’s eyes and ears.

The film’s title when taken literally might refer to Sarah’s body and home or La Femme’s physical trajectory. Another interpretation is the concept of turning someone inside out, emotionally speaking. As made evident by her visit to the doctor as well as her general demeanor, Sarah is depressed. She has been robbed of both her husband and the joy of expectancy. It can be argued Sarah is ambivalent toward her pregnancy; maybe even annoyed by it. A nurse smokes a cigarette in her presence, yet Sarah says nothing. In contrast to her gentle, comforting dream of Matthieu is a vivid nightmare of her newborn emerging from her mouth. This implies Sarah is scared of her baby, or at the very least, the future of raising him or her alone.

Sarah has internalized the bulk of her pain, and for this reason she is cut off from feeling much of anything other than grief and anger. That all changes once La Femme launches her attack. Sarah’s agony is given form and ripped out of her bit by bit. At the same time, Sarah’s maternal instincts finally come to the surface as she realizes what all is at stake. Anyone who suggests the heavy and graphic violence in New French Extremity movies serves no purpose overlooks the cathartic benefits. The characters in these stories are being pushed to feel and fight again.

Aughts horror is best remembered for gore and remakes with the two characteristics often blended together. Inside eventually received its own remake after years of delays. By then, REC’s Jaume Balagueró had moved on from the prospect of helming the English version himself. In his place was fellow Spanish director Miguel Ángel Vivas. The remake follows the same setup; a pregnant widow, Sarah Clarke (Rachel Nichols), wards off her own intruder (Laura Harring).

Vivas’ Inside still uses Balagueró’s script, which, as he told Fangoria back in 2008, emphasizes “the terror of the pregnancy situation more than the gore.” This along with other small and big changes amounts to a very different movie. While Maury and Bustillo’s story is more intimate, the remake comes across as too generalized. Prefacing the movie with the statistics of infant abduction makes this Inside behave more like a cautionary tale than a grief-driven and deeply personal revenge narrative. Most interestingly is the total overhaul of the original ending. What might have been seen as stirring on paper is conventional on screen. Nichols and Harring give their all to a remake that feels more safe than sharp.

Few horror movies are as intense and unsparing as Maury and Bustillo’s Inside. It stands out in a film movement teeming with haunting and visceral imagery. The eyes might find it challenging to read every inch of carnage as beauty, but there is an artform to these sorts of nonconforming movies. One that Inside‘s creators have mastered since the very beginning.

Paul Lê is a Texas-based, Tomato approved critic at Bloody Disgusting, Dread Central, and Tales from the Paulside.

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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