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Pocket Terrors: The Horrifying History of Mobile Horror Games!

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Love it or hate it, the mobile phone is one of the most important inventions in all of human history, allowing our species to communicate at any given moment with the simple touch of a button. Of course, it didn’t take long for software developers to realize that these devices could do so much more than just make calls, so mobile games would eventually take over the industry as one of the largest and most lucrative businesses in all of gaming.

While horror isn’t exactly the first genre that springs to mind when one thinks of these games, there’s never really been a shortage of mobile scares, and that’s why I’d like to discuss the rise of Mobile Horror Games. From Nokia’s classic Snake to Halfbrick Studios’ legendary Fruit Ninja, mobile gaming has carved out its own respectable niche over the years, but few ever talk about how these titles have contributed to the horror genre.

The technical limitations of early devices meant that games had to be light on memory and simple to use, with these pioneer titles almost always being a fixed part of the phone’s primitive firmware. Since most of these games attempted to emulate the high-score-based thrills of arcade titles, there weren’t many horror experiences to go around when mobile phones first came on the scene.

It was only with the eventual addition of Wireless Application Protocols (WAP) and extremely limited internal memory systems that mobile gaming really took off, opening the door for rudimentary horror titles in the process. The ability to download software meant that developers could now offer a real selection of diverse titles built specifically for these devices, creating a market for retro-styled games during a time when advanced 3D gameplay was overtaking the industry.

Talk about lo-fi thrills!

Of course, programming a mobile horror experience came with its own particular challenges, as phone games generally worked better as brief, quickly-paced experiences with no room for a creepy atmosphere or unsettling narratives. Luckily, this didn’t stop developers from trying, and we’d actually see a surprising amount of lo-fi adaptations of famous horror franchises like Silent Hill, Resident Evil, and even a turn-based RPG version of Doom on cellular phones.

While titles like Silent Hill: Orphan and Silent Hill: The Escape were mostly text-heavy point-and-click adventure games, telling spooky yarns set within the labyrinthian streets of the titular town, others like Resident Evil: Uprising and Resident Evil: Degeneration attempted to bring the series’ iconic puzzle-solving and third-person zombie shooting to the palm of players’ hands.

And speaking of Resident Evil, licensed movie games were also becoming all the rage as phone hardware evolved, with rudimentary shooters and platformers accompanying nearly every popular blockbuster, including Paul W. S. Anderson’s action-packed adaptations of Capcom’s iconic franchise. Hell, we even got tie-in games for films like the Texas Chainsaw Massacre remake and 2005’s infamous Stay Alive, not to mention other Java-based horror adaptations like The Wolfman or even… Twilight!

None of these titles were really anything to write home about, mostly copying and pasting copyrighted sprites onto the same handful of familiar game templates, but they provided a relatively inexpensive way to connect with our favorite franchises while on the go. They were also especially fun for those of us who couldn’t or didn’t want to shell out the cash for a dedicated handheld gaming console. Hell, I remember spending hours on free trials of these games, realizing that you could see most of what the experience had to offer long before the trial period was over.

Even so, there were a couple of honest attempts at truly unifying phones and game consoles, with examples like Nokia’s ill-fated N-Gage, which had its own poorly marketed line of proprietary cartridges, and Sony’s quickly forgotten Xperia Play, which was basically a more streamlined version of the PSP. Naturally, none of these hybrids were particularly successful, but a few memorable horror games like Requiem of Hell and Ashen attempted to take advantage of the more advanced hardware.

There were better things to come.

The eventual rise of touch screens and more advanced graphical capabilities helped to reduce the divide between phones and gaming devices even further, with mobile titles becoming more elaborate as the years went by. However, it was online platforms like the iPhone’s App Store and Google’s Play Store that really changed the portable gaming landscape. Offering cheap horror classics like Five Nights at Freddy and free-to-play titles like Army of Darkness Defense (or even weird little gems like the endless runner Chucky: Slash and Dash), mobile gaming reached a new and unprecedented high as sales dominated (and arguably killed) portable consoles.

While online stores mean that there’s an unlimited variety of creative developers from around the globe being given the opportunity to publish their own original ideas, these platforms have also become an online equivalent to the wild west. Players have to wade through an ocean of quickly assembled asset flips and cheap knock-offs in order to find quality horror titles, and algorithms seem to only prioritize the same few zombie titles.

Nevertheless, it appears that asymmetrical horror games like Among Us and the mobile version of Dead by Daylight (not to mention its plethora of knock-offs) have recently become the most popular form of phone-based scares. While we’ve seen the occasional horror-related single-player game like Friday the 13th: Killer Puzzle and even insanely detailed endless runners like Bendy in Nightmare Run, multiplayer scares are undeniably big right now.

With the Nintendo Switch and Valve’s upcoming Steam Deck suggesting the return of dedicated portable gaming consoles, it’s clear that phone-based games will have to evolve in order to keep up with the competition. While it doesn’t look like our smartphones will be going the way of the dinosaur any time soon, there’s a clear discussion to be had about the merits of quality versus convenience when it comes to gaming on the go. Either way, there’s nothing like a fun scare to distract you from the real-world terror of taking the bus to work every morning, so I personally can’t wait to see what the future of mobile horror has in store for us.

Equally cute and brutal.

Born Brazilian, raised Canadian, Luiz is a writer and filmmaker that spends most of his time thinking about movies.

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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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