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‘DreadOut’ Review: Let Sleeping Ghosts Lie

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Written by T. Blake Braddy, @blakebraddy

The hook for DreadOut is that it is Indonesian-developed. We don’t see many games out of Indonesia or the neighboring countries, so it should be a welcome change, a fresh take on survival horror from a part of the world with a storied and complex history. Even Japanese-developed games often play to an American audience, and so a push for different stories to be told is well beyond welcome.

This game’s problem is that it doesn’t feel fresh or new or even particularly tied to the region’s cultural folk legends. DreadOut is a kind of one-note mixture of Outlast and Fatal Frame, with simplistic mechanics, outdated design, and an anemic storyline that give the impression that the game is incomplete.

In DreadOut you play as teen Linda, who gets separated from her classmates in the school of an abandoned town. Inside are ghosts representative of Indonesian folklore that stalk the dark corners of the building, just waiting to torment the protagonist. Linda can sense them and, using her smartphone, battle it out with the supernatural beings by taking pictures.

If she waits until they get close enough, she can injure them and make them disappear or run away so she can explore various parts of the school. The purpose seems to be to find the building’s exit, but a clear goal is never really expressed. Also, her friends disappear within the first few minutes, never to reappear or impact the story in any way, so let’s hope that they return in some form in the second act. It is the weird solitude and lack of meaningful storytelling that give it a humdrum, rather than horrific, tone.

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If it sounds familiar, it should. DreadOut has the basic game mechanic of the Fatal Frame series, kind of mashed together with Outlast’s approach to first-person camera work. I can’t mention those games enough, and though it undoubtedly sounds like a cool mixture of two seminal games from the genre, a lack of complexity, mechanical or otherwise, prevents DreadOut from being something singular and interesting. It feels like a spiritual contemporary to other PS2-era survival horror games, without adding anything to an already rich tradition.

In addition to the rudimentary battle mechanic, Linda will collect a few items – mostly notes and posters – in order to solve some basic puzzles. It was like I played an early build of the game, one without all the fighting and combat. Beyond the handful of enemies and puzzles, there’s just not much to do in DreadOut, and the overwhelming monotony is probably the most severe criticism I can level at the game. There isn’t enough fighting for the mechanics to change, and the game isn’t long enough to establish interesting puzzles.

Oh, and speaking of mundane, there’s also Limbo. Dying in-game sees the player transported to a dark, candle-lit purgatory, from which she must emerge by running toward a distant ball of light. That’s it. Also, each time you die, you are placed farther and farther from the light, and so, at one point, I clocked myself and found that I was running for nearly two minutes to get back to a boss battle. Such an odd design choice ruins any sense of rhythm the game builds, especially in the more difficult, tense scenarios later on. This purgatorial walk of shame only highlights the game’s monotony.

I get it. DreadOut is a survival horror title, so it shouldn’t be about all the fighting. It should be about the world and the environment and the sense of fear. Okay. Fair enough. In that case, there just needs to be more of the game. A fleshed-out story. More enemies. Longer sequences. Better puzzles. Mechanical variety. DreadOut has none of that.

For the record, the game looks okay, but it has a samey-ness that pervades all of the hallways, both upstairs and downstairs. The perfunctory collectibles highlight some historical aspects about the building, but a sense of place never descends upon the player the way it does in games that consider the environment more closely. A really cool and unsettling story could have emerged from the setting but it never does. There’s plenty to work with here, but the circumstances of the ghost encounters appear to be merely coincidental, and out-of-context of the world that’s been built here.

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The last third of the game does some things that would otherwise be worth checking out. (Scissor Lady, for example, is one of the creepier things I’ve seen in video games this year.) Not only that, but the ghosts are well-designed and interesting to look at, and the sound effects that accompany each are equally disturbing. In that way, DreadOut comes close to redeeming itself, if not for the lack of storytelling.

If only the reasons for all of these weird obstacles had been relayed to the player, perhaps the game would make for a worthwhile few hours of gameplay. The problem is that the whole thing is over before its best argument for itself can take place.

Play the Fatal Frame games. Play Outlast and Outlast: Whistleblower and Amnesia and Depths of Fear::Knossos before you play DreadOut. It just isn’t a very full or satisfying experience, and I’m a fan of this genre. I even like short games. For me, a good five or six hour experience is well worth its price tag, if the game is fun, the story compellingly told, and the horror elements interesting or new. DreadOut unfortunately, feels dated and not in a hip, retro-y sort of way.

The good news is that the developers are actively working on the game, so perhaps they will make some interesting design choices in the run-up to the release of the second part of the game. Adding more combat, enemy types, and collectible lore would be a step in the right direction, I’m convinced.

My final take on DreadOut is that it has some interesting ideas but never quite builds the narrative up enough in the first act to warrant anybody care about it. The second act will be released at some point in the future, and so part of me thinks this review might be premature, but unless some major changes happen, I’d say pass on DreadOut.

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Gamer, writer, terrible dancer, longtime toast enthusiast. Legend has it Adam was born with a controller in one hand and the Kraken's left eye in the other. Legends are often wrong.

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‘Matinee’ Blu-ray Review: Kino Cult Revives an Overlooked Canadian Slasher Gem

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There’s something really insidious, in a great way, about setting a horror story in a movie theater. It’s something filmmakers have known for decades, going back to The Blob and beyond, but it never fails to strike a chord because, in a way, it hits us exactly where we feel safest. Seeing a horror movie on the big screen, surrounded by like-minded moviegoers, is a communal experience, one in which everyone screams and laughs together. We are together, and therefore we are much less vulnerable, so when someone punctures that bubble of safety, it’s all the more frightening. 

Matinee (also released as Midnight Matinee in some territories) is a movie that understands this from the jump, setting up a stunning opening kill that predates a similar sequence in Scream 2 by almost a full decade. A smart, layered, very stylish Canadian slasher released at the tail end of the 1980s, it’s one of those films that’s spent a lot of time in the dark even among the horror faithful (I’m willing to admit that I hadn’t seen it until recently). Now, a new Kino Cult Blu-ray release is out to change that, and it reveals a slasher essential that, while not perfect, has charm and style to spare. 

Two years ago, the Paramount Theater in the small town of Halston closed its doors when, during the theater’s annual horror festival, a young moviegoer was murdered in his seat, mid-movie. Leads in the murder quickly dried up, and the case is cold enough now that the town barely talks about it anymore. Fortunately for local horror fans, that means the Paramount can open again in time for its Halloween horror festival, and they’ve got a hotshot producer (William B. Davis) in town for just such an occasion.

As the festival draws closer, the film introduces us to a variety of characters, including rebellious teenager Sherri (Beatrice Boepple), her boyfriend Lawrence (Jeff Schultz), her overbearing mother Marilyn (Gillian Barber), and the theater’s kindly owner, Earle (Don S. Davis), who’s just hoping he can run a business without more bloodshed. But someone clearly remembers what happened two years ago, and their violent streak is on a collision course with opening night. 

Matinee has quite a few things going for it, but what stands out right away, and maintains a consistent grip right up through a wonderful crescendo in the third act, is the film’s visual style. Writer/Director Richard Martin, cinematographer Cyrus Block, and special effects wizard Bob Comer make great use of the film’s limited locations, giving the movie a charming small-town feel reminiscent of Halloween or The Blob while building a self-contained little world inside the theater itself that’ll remind you of films like Popcorn and Demons.

The colors are striking, the framing is clever, and the film clearly has a ball making references to all kinds of other horror cinema moments ranging from The Phantom of the Opera to Friday the 13th. The kills, while relatively sparing with gore, are delivered with style and appropriate tension, creating that sense of unease right in the middle of a place where we as movie fans should be comfortable: The movie theater. Along the way, the Paramount itself becomes a character, and this release definitely dials up its retro splendor.  

The Blu-ray upgrade preserves the film’s attention to detail and ambitious cinematography, helping the colors to pop while never letting go of the texture and feel of a relatively low-budget horror film made in Canada in the 1980s. There’s a certain gauziness to many exploitation films of this era, that haloed light you get when the scene is perhaps overexposed just a little too much. It makes the film dreamlike even when it reaches for realism, and Kino Cult’s upgrade preserves that feeling. Throw in a smart script and a whodunit plot that leans heavily into the psychological details of each character, and you’ve got a winner. 

There are a couple of things that stick out as slight issues here, including the lack of special features beyond an excellent commentary from film historians and Kino regulars Jason Pichonsky and Paul Corupe. The disc is quite reasonably priced, so it’s not a letdown economically speaking, but I’d love a deeper dive into the film and the Canadian slasher boom in general, particularly for a movie like this that seems to have faded from so many memories, including mine. The sound mix also has some issues, probably left over from previous releases, that might have you playing with your volume settings a little more than you’d like over the course of a 90-minute film, particularly when lines of ADR dialogue crop up. 

These are minor concerns, though, and they do nothing to diminish the impact of Matinee, or the joy that’ll come from watching this film for the first time if you’re a slasher devotee in search of something new, or even someone who saw this movie way back when hoping to relive its glories. This is one of those slashers I’ll be talking about with fellow horrorphiles for a long time, and it’s because of this disc.

Matinee is now available on Blu-ray from Kino Cult.

3.5 out of 5

 

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