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“… And Cowards”: ‘Splatterhouse’ Turns 30

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Time does something weird to the things you love. On one hand, it can reinforce just how good your favorite game/film/song was (and still is), or show you the ugly truth of something aging badly. It’s been thirty years since Namco unleashed Splatterhouse into the arcades back in November 1988, and for many horror fans back then was the ultimate send-up to the genre. But now, with franchises like Resident Evil having fulfilled that for a new generation, what’s to say of Splatterhouse?

Rick Taylor and his girlfriend Jennifer Willis are two college students that end up taking take refuge from a storm in West Mansion, also known as the “Splatterhouse”, due to the rumours of the experiments conducted there by renowned parapsychologist, Dr. West (a Re-Animator reference). Once inside the mansion, the door slams, and Jennifer screams. The next time we see Rick, he is lying on the ground in a dungeon below the mansion. He awakens to find the Terror Mask, an ancient artifact said to have spiritual powers, stuck on his face. With that, Rick sets off to find Jennifer.

Yeah, Splatterhouse‘s story boils down to a “rescue the girl” cliché that was pretty typical for the time. But really, with a game like Splatterhouse, did you really need that deep of a story?

Splatterhouse‘s gameplay consists of walking from left to right over seven brief stages, with some levels offering branching paths as a way to add variety. To add a sense of urgency (this was the arcade, after all), the levels also autoscrolled (albeit slowly), with a purple gas that creeped closer towards the right if Rick was taking too long to get to the exit. And really, it can’t be said that Rick was in a hurry. His movement is pretty slow and stiff, but given the size of his sprite, it could be said that it plays into the idea that he’s ridiculously strong.

How strong, you ask? The basic punch and kick attacks (along with the harder to pull off slide attack) turn enemies into paste, while weapons like the 2×4 splatter enemies against the wall with baseball bat-like swings, or the meat cleaver lopping off heads effortlessly. It’s definitely satisfying to see and hear enemies get creamed like this, and is part of the game’s charm. You also have weapons like spears, rocks and even a shotgun to dispose of foes in very satisfying and gory ways.

And gory it is. Splatterhouse is definitely not pretty, even today. Aside from the mutants you splatter, you’ve got dismembered corpses hanging on hooks that vomit up acid, Evil Dead 2-style severed hands that beckon you (and flip you off) before attempting to grab onto you as you try to jump over them, not-quite-a-chestbuster Boreworms that latch onto you en masse, a bag-headed monster of a man known as Biggy Man with dual chainsaw blades for hands, reflections that come out of the mirror and attack you and more. The warning on the TurboGrafx-16 box wasn’t joking when it said, “The horrifying theme of this game may be inappropriate for young children… and cowards.”

Ironically, despite the warning, the TurboGrafx-16 port (which was the only available home version in North America up until 2010) ended up being censored, with blood, sounds and enemies getting cleaned up in parts. The most notable changes were the Stage 4 boss being changed from an inverted cross to a blue head, and Rick’s mask being recoloured red with black markings in the North American version (to avoid you-know-who comparisons).

Accompanying all of the ghoulish carnage is a fitting soundtrack from composers Katsuro Tajima and Yoshinori Kawamoto. The organ music from the opening cutscene puts you right in the mood to start your mission to rescue Jennifer, while the stage 1 music, “Dungeon” has that right mix of creepy and franticness. The different tracks for each boss battle again have that mix of panic and catchiness to them. It’s not something on the level of Castlevania, but it definitely sets the mood and enhances the horror experience. The music used for stage 4 in the room with the rotating blades are another great example of adding to the tension. On top of that, the game has plenty of groans and shrieks from various enemies, as well as an appropriate clubbing sound when you swing that 2×4 or cleaver against a foe. The voices are a bit muffled (given the technological limitations), but they get the job done.

Difficulty-wise, Splatterhouse lives up to its arcade origins. Paying attention to enemy patterns is crucial to making it through each level. The fact that Rick’s movement and size are so restrictive punishes novice players even more. Apart from dying, there are no health refills (you do gain two hit points back after finishing a level, however), and you’re allotted a maximum of five hits per life. Thankfully, Namco instituted a checkpoint system where if you do end up dying, you’ll start at the checkpoint in the level, rather than back at the beginning.

The game’s difficulty and pattern memorization are all products of the game’s time. That’s pretty much how you can sum up Splatterhouse today. And depending on your point of view, could affect the game’s appeal. Unlike the graphics and soundtrack, the limited movement and simplified gameplay mechanics, combined with the overall short length of the game, haven’t aged well. However, the same could also be said of a game like the original Castlevania, with its own restrictive movement and gameplay mechanics. In the end, however, no matter what your age, there’s still a visceral pleasure in smacking those Stage 2 sludge monsters against the wall with a 2×4.

Splatterhouse is still worth playing today, even if you didn’t grow up during its heyday. The gory, over-the-top nature of the game remains enjoyable, and like many arcade games of the time, once you get used to the patterns and how Rick moves, you’ll be able to make it through without too much frustration. The original arcade version is tucked away in the 2010 remake as an unlockable (along with the sequels), and is also available on the Nintendo Switch as part of the Namco Museum collection.

Of course, the inevitable question is if we’ll ever see another entry in the series. Well, 2010’s Splatterhouse was fun, but was also frustrating due to the long load times, wonky camera, cheap deaths, and lame forced edginess. Needless to say, it didn’t sell well. Perhaps down the road, Namco will give Rick another chance to wield a 2×4 again. But for now, the Terror Mask sleeps.

Writer, Artist, Gamer from the Great White North. I try not to be boring.

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‘Jurassic Park’ Actor Sam Neill Has Passed Away at 78

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Sam Neill in 'Jurassic Park'

Sam Neill, the New Zealand actor best known for his role in 1993’s Jurassic Park, has passed away this week at 78 years old. In a statement shared on Neill’s Instagram page this morning, the actor’s family said that his passing was “sudden and unexpected.”

Neill had been diagnosed with a rare blood cancer in 2022, but stated the following year that he was in remission. The family notes that he “remained cancer free” at the time of his passing.

The family statement reads, “It is with immense sadness that the whānau of Sam Neill share the news of his passing on Monday 13th July, in Sydney Australia. Sam was surrounded by family and passed with the dignity that has characterised his whole life. The loss was sudden and unexpected but blessed by the fact that Sam remained cancer free.

“They would like to express their deepest gratitude to the staff at St Vincent’s Private Hospital for their incredible care. More details will be shared later, but for now, on behalf of the family, we ask that you respect their privacy as they navigate this immeasurable loss.”

In addition to his iconic role as Dr. Alan Grant in the original Jurassic Park and the sequels Jurassic Park III and Jurassic World: Dominion, Sam Neill left an indelible mark on the horror genre with memorable roles in Andrzej Żuławski’s Possession, The Omen: The Final Conflict, John Carpenter’s In the Mouth of Madness, and sci-fi horror favorite Event Horizon.

Sam Neill’s vast resume in film and television began in the early 1970s and also includes the films Sleeping Dogs, Enigma, The Good Wife, A Cry in the Dark, Dead Calm, The Hunt for Red October, Memoirs of an Invisible Man, Hostage, The Jungle Book, Snow White: A Tale of Terror, The Horse Whisperer, Bicentennial Man, Daybreakers, Escape Plan, and Thor: Ragnarok.

Sam Neill is survived by his four children and eight grandchildren.

Steven Spielberg said in a statement to Variety, “I owe a debt of gratitude to Roger Donaldson, Gilliam Armstrong, Graham Baker and Phillip Noyce for casting Sam Neill in the roles in which he was so brilliant that brought him to my attention and led to his playing Dr. Alan Grant in Jurassic Park. Sam was exceptionally collaborative. It was a stretch for him to play a character who acted as though children were messy and smelly because this was the opposite of the loving father he was to his children. I adored making all the Jurassic movies with him.”

Spielberg adds, “Along with Laura Dern and Jeff Goldblum, we will always have our Jurassic family and Sam will never be forgotten by us or his many millions of fans around the world.”

Sam Neill in ‘Event Horizon’

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