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Grave Robbing and Grisly Creatures: The Horror Elements of 1996’s ‘Tomb Raider’ Video Game

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Tomb Raider horror

Even non-gamers are aware of the massive cultural impact that 1996’s Tomb Raider had on media. Not only did Eidos Interactive’s iconic release revolutionize adventure narratives in gaming, updating the simple thrills of titles like Pitfall into a truly immersive interactive experience, but it also gifted us with one of pop culture’s most recognizable characters through Lara Croft, a badass gaming mascot who is still holding her own against gun-toting super-soldiers and Italian plumbers in the year of our lord 2022.

Though the series has come a long way since the 90s, breaking boundaries with over a dozen mainline sequels, reboots and even a handful of cinematic adaptations (none of which were masterpieces but are still entertaining for a myriad of different reasons), there’s one aspect of the original game that rarely gets the attention it deserves despite being a crucial part of Tomb Raider’s overwhelming success.

Naturally, I’m referring to the game’s surprising amount of horror elements. While Tomb Raider is by no means a definitive example of survival-horror, the game has an undeniable affinity for scary imagery and takes advantage of genre tropes to make the experience more memorable. And even a quarter century after the release of this early 3D classic, I think its polygonal scares are effective enough to still be worth talking about.

Right off the bat, Tomb Raider‘s presentation and central gameplay loop is very reminiscent of early survival-horror titles. The premise alone is chilling enough, with players accompanying a solitary protagonist who finds herself in isolated caverns and catacombs, beset by death on all sides and forced to rely only on her wits and clunky tank-like combat controls to survive. Hell, from the introductory wolf attack to the gory death-traps that await novice players unfamiliar with the peculiar control scheme, the only thing keeping this from turning into an outright horror game is Lara’s nonchalant demeanor and her willingness to embark on terrifying adventures in order to explore.

Not exactly a Summer Vacation.

While the aforementioned tank-like movement may not necessarily have been an artistic choice on the developer’s part (after all, these were the early days of three-dimensional gaming, so it’s not like there were that many options), there’s no denying that the added difficulty makes these death-defying jumps and enemy ambushes all the more terrifying. In fact, a simple glance at the game’s modernized sequels and reboots is enough to realize that many of the original title’s thrills are no longer as effective now that Lara is capable of more naturalistic movement and combat thanks to easier platforming and traditional third-person shooter controls.

Some creative level design also contributed to a certain feeling of helplessness that permeates the experience. The perilous areas of Tomb Raider may have been designed in grid-like patterns in order to facilitate three-dimensional navigation, but these geometric labyrinths still contain plenty of unexpected deaths lurking around every corner. Fans of the title are sure to remember the game’s many surprise impalements and borderline unfair trap placement, and that’s not even mentioning the often-grueling combat.

While most enemy encounters consist of awkwardly mowing down endangered animals in claustrophobic environments, panic-shooting a rabid bear as you use stiff controls to narrowly avoid its deadly claws is honestly way more thrilling than it initially sounds. I dare you not to mumble “oh shit” to yourself the first time that you stumble onto a giant T-Rex and realize that you’re woefully unequipped to deal with this prehistoric threat. If you think about it, the only thing keeping Tomb Raider from embracing full-on survival horror combat is the unlimited ammo and lack of melee weapons, though the game still makes clever use of classic inventory management and scarce health packs.

Shooting up dinosaurs like a 1930s Willis O’Brien movie is admittedly more fun than terrifying, but there’s no denying the monster movie influences that makes these moments so entertaining in the first place. The game really takes a scary turn when it begins to introduce supernatural threats like fleshy Atlanteans and undead centaurs into the mix. Sure, the primitive graphics leave a lot to the imagination, but I think that’s precisely why these eerie monster designs are so effective, letting players fill in the gruesome gaps in their own heads.

Tomb Raider horror game

Would this really be scarier in HD?

The horror aesthetics don’t stop with the grisly creatures, as Tomb Raider’s titular grave-robbing has Lara venture into spooky locations brought to life by the clever use of minimalist polygons and expertly mixed ambience tracks. While Nathan McCree’s memorable soundtrack is used sparingly, it helps to convey an appropriate sense of fear and awe.

Additionally, the final areas of the game feature a series of nightmarish designs that would have been right at home in a Silent Hill spin-off. The hellish imagery present in the Atlantean levels borders on H.P. Lovecraft, bringing to mind the archeological terror of stories like The Shadow Out of Time or even At the Mountains of Madness. Some of the game’s fleshy textures and other scary elements were actually toned down for the 2006 remake Tomb Raider Anniversary, which streamlined gameplay but is otherwise a relatively faithful recreation of the original experience.

While future Tomb Raider games would still lean into the horror aspects of Lara’s globe-trotting adventures, I firmly believe that none of them quite managed to balance the fun/scare ratio as well as the first game. The way I see it, the sequels made Lara too much of a badass for players to really fear for her well-being, and the recent reboot trilogy made the supernatural horror elements trivial due to the streamlined gameplay (despite making an effort to actually humanize our protagonist). This also extends to the movie adaptations, which have always focused on Raiders-of-the-Lost-Ark-inspired romps and CGI-infused spectacle despite the first game feeling more in line with the scary thrills of The Temple of Doom.

However, with Square Enix supposedly moving forward with a new take on the franchise (which is rumored to feature an older and more experienced Lara) and a new movie in the works now that MGM has lost the license to the IP, I think there’s a chance that a future title might bring back some of the original game’s spooky magic. After all, having the Lady Croft overcome historical horrors makes her action-packed take on archeology all the more entertaining – not to mention badass.

Tomb Raider horror 1996

Born Brazilian, raised Canadian, Luiz is a writer and Film student that spends most of his time watching movies and subsequently complaining about them.

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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