The Date: 25 October 1998 The Venue: MGM Grand Garden Arena; Paradise, Nevada The Commentary: Tony Schiavone, Bobby “The Brain” Heenan, and Mike Tenay The Referee: Mickie Jay The Stakes: Singles match for the WCW World Heavyweight Championship
The Build-Up: World Championship Wrestling (WCW) gets a lot of flack for not building more original, home-grown stars; one of the principal reasons they took a commanding lead in the “Monday Night Wars” against the then-World Wrestling Federation (WWF) was because they lured over big-name stars like Hulk Hogan and “Macho Man” Randy Savage with lucrative contracts to cash-in on their mainstream popularity. However, there are actually many home-grown WCW stars: “The Icon” Sting was unquestionably the heart and soul of the company, “The Nature Boy” Ric Flair their most prolific link to the glory days of the National Wrestling Alliance (NWA), Diamond Dallas Page/DDP their most inspirational story of a journeyman wrestler becoming a beloved figurehead, and Bill Goldberg easily their most successful home-made talent. After an injury saw his American football career come to an end, Goldberg transition first to powerlifting and mixed martial arts before being persuaded by Sting and Lex Luger to train at the WCW Power Plant. Impressed by the big man’s physique and intensity, WCW head honcho Eric Bischoff rushed Goldberg to television and booked him on an unprecedented winning streak that saw him amass an alleged win 173 consecutive wins (though the number was actually closer to 156) using a very simple formula of hitting a couple of big moves, including performing his finisher, the Jackhammer, on the seven-foot Giant! In contrast, DDP was a late bloomer, having started as a manager before transitioning to an in-ring career at the relatively late age of thirty-five. Page hit his stride when he famously rejected joining the New World Order (nWo) super stable and cemented himself as WCW’s top babyface, scoring WCW Tag Team Championship and United States Championship victories with his signature Diamond Cutter, which he boasted he could hit on anyone, anywhere, at anytime. Goldberg’s impressive (if inflated) winning streak eventually saw him dethrone “Hollywood” Hulk Hogan for the WCW World Heavyweight Championship on one of the most successful (if controversial) episodes of WCW Monday Nitro in 1998. After DDP earned the right to challenge for the championship at Halloween Havoc by winning a War Games match the previous month, the stage was set for these two icons to collide but it wasn’t all plain sailing. Goldberg disagreed with DDP’s ideas for the match and WCW came under fire when the pay-per-view overran its allotted timeslot, meaning paying viewers didn’t get to see the main event bout and had to settle for a re-run on the following episode of Monday Nitro.
The Match: As I’ve detailed before, I wasn’t lucky enough to grow up watching WCW or WWF; I wasn’t able to get into wrestling until early-2000, and by then all I could really watch were WWF pay-per-views, so my knowledge of WCW was limited to magazines and videogames. Still, competitors like Goldberg and DDP definitely stuck out for me, primarily because they had a lot of media attention and featured in one of my first real experiences of WCW, the ill-fatedReady to Rumble (Robbins, 2000). I didn’t really get to see DDP in action until he was inexplicably cast as the Undertaker’s sadistic stalker during the botched “Invasion” angle, a decision which meant DDP’s WWF and World Wrestling Entertainment (WWE) career never reached the heights of his WCW fame. Similarly, I wouldn’t get to see Goldberg in action until he arrived in WWE in 2003 for a lacklustre run that saw him put on one of the worst performances in wrestling history, and later further tarnish his reputation with a series of questionable performances following his Hall of Fame induction. Still, I’m always excited to watch WCW biggest stars perform at the height of their career and popularity and to see them booked correctly, especially as this is considered one of the best matches in either man’s career. There was a moment of trepidation as the bell rang; at this point, Goldberg has amassed a winning streak of 154 and his matches were short, sharp affairs that played to his strengths as a powerhouse. DDP, meanwhile, was more of a technician and a wily competitor, though neither man backed down or showed any fear; this was undoubtedly a match with high stakes for both since it meant a championship reign for DDP and another feather in the cap of WCW’s brutish superstar. After a spot of jaw-jacking, the two men locked up, with DDP being easily overpowered in the early going; Goldberg repeatedly tossed him into the far corner with little effort and DDP, realising that tenacity alone wouldn’t win the day, changed tactics, stalling for time and then took the big man down with an arm drag before goading him into charging the two of them through the ropes and to the outside.
It took some time for Goldberg to play to his strengths and he ended up injuring himself as a result.
The crowd grew a little restless as the two men stalled some more and clambered back into the ring; DDP went back to basics, slapping on a headlock, only for Goldberg to surprisingly wrestle his way out of it with a wrist-lock takedown and then counter DDP’s attempts at a trip with an impressive standing back flip! DDP’s efforts to rile Goldberg up resulted in the big man losing his cool and pummelling the challenger with some stiff shots, slamming him to the mat with an overhead throw, and then locking in a cross armbreaker on the canvas. DDP easily reached the ropes and stunned Goldberg with a jawbreaker before laying in some forearms and working over Goldberg’s arm and shoulder; however, he found himself tumbling outside when Goldberg easily threw off an attempted Diamond Cutter. Once DDP hopped back into the ring, Goldberg went back to the wrist lock and, this time, DDP countered with a drop-toehold before being bashed to the outside again with a shoulder block. A jawbreaker over the ropes and a spinning neckbreaker saw allowed DDP to press the attack, tossing Goldberg into the corner and scoring a two count off a Russian leg sweep. DDP put the pressure on with a front facelock to give both men a chance to rest, but Goldberg soon fought back with some stiff knee strikes to DDP’s ribs and that weird spinning takedown thing he liked to do. Goldberg followed up with a modified suplex and a nice sidewalk slam, but a lackadaisical cover saw DDP easily kick out. Goldberg then punished DDP with another cross armbreaker but, clearly having run out of moves, paid the price when he tried for another sidewalk slam as DDP countered with an awkward, but effective, headscissor takedown! Goldberg popped right back up, however, and delivered a sidekick (thankfully not to DDP’s head…) but crashed and burned on a Spear attempt when DDP wisely flipped out of the way and caused the champion to charge shoulder-first into the ring post and spill to the outside.
Both men hit their signature moves but it was the undefeated Goldberg who eventually came out on top.
The two milked the moment to take a breather before DDP took Goldberg down with a big top-rope clothesline for a two-count; despite favouring his right arm, Goldberg planted DDP with a uranage-like slam (that honestly looked like DDP countered into a DDT). Although DDP got to his feet first and called for the Diamond Cutter, he got absolutely blasted with Goldberg’s trademark Spear, much to the delight of the crowd, but Goldberg couldn’t capitalise thanks to his shoulder injury from the ring post. This also meant he struggled to lift DDP for the Jackhammer and, when he finally did, the challenger slipped out of it and planted him with the Diamond Cutter. However, exhaustion also meant that DDP couldn’t immediately follow-up so Goldberg easily kicked out. It was at this point that the crowd really came alive, just in time for Goldberg to counter DDP’s suplex into a Jackhammer and score the three count in the blink of an eye! Having been taken to his limit, Goldberg helped DDP to his feet and showed him respect before celebrating his win to a chorus of cheers. However, I have to say that I wasn’t massively won over by this; Goldberg was always at his best when he played to his strengths, which meant power, power, and more power. There were times here where he looked lost and his limitations showed, such as him struggling to respond to DDP’s attempts to get him up and him going for the same moves. It wasn’t massively glaring but it makes DDP’s efforts to carry Goldberg to a more competitive match even more obvious; Goldberg, didn’t exactly press his attack, or overpower DDP enough for me to believe that Page was too beat up to make a cover, especially as DDP did a lot of stalling throughout the match. I appreciated the attempt to showcase Goldberg’s more technical abilities, but his physicality could’ve been played up more, maybe with a few more hard shoves and that military press slam he liked to do. In the end, it was a decent match, potentially the best of Goldberg’s career at that point, but I could feel the crowd getting restless throughout and I echoed those sentiments and was just waiting for a little more action from both men.
The Aftermath: Although this wouldn’t be the last time Goldberg and DDP faced off against each other, it did mark the end of their feud; by the next month’s pay-per-view, DDP was once again the WCW United States Champion and was busy feuding with Bret “Hitman” Hart. Although Goldberg wasn’t on the show, he did headline Starrcade the following month, where he lost the WCW Championship and had his winning streak snapped in controversial fashion by “Big Sexy” Kevin Nash following interference from Scott Hall and a taser. Goldberg and DDP wouldn’t face each other again until April 1999, where they battled for the WCW Championship on an episode of WCW Monday Nitro, this time with DDP as the champion. They battled each other sporadically throughout 1999, with their final match being a singles bout at Fall Brawl 1999, which Goldberg again won. As far as I can tell, they never crossed paths when in WWE and, with DDP officially retired and committed to helping wrestlers and others improve their lives through his DDP Yoga, I can’t imagine that we’ll ever see these two locking up in a match ever again.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
Are you a fan of Goldberg’s match against Diamond Dallas Page at Halloween Havoc? Do you agree that it’s one of their best matches or do you think it’s over-rated and prefer a different bout of theirs? Were you a fan of either man during their WCW days? Which of their matches and moments was your favourite and what did you think to their career outside of WCW? What’s your favourite Halloween Havoc match or event? Whatever your thoughts on Goldberg, DDP, WCW, and Halloween Havoc, I’d love to see them in the comments.
Released: 13 April 2012 Director: Drew Goddard Distributor: Lionsgate Budget: $30 million Stars: Kristen Connolly, Chris Hemsworth, Anna Hutchison, Fran Kranz, Jesse Williams, Richard Jenkins, and Bradley Whitford
The Plot: Five college students retreat to a remote forest cabin for a well-deserved break and find themselves stalked by a family of backwoods zombies. However, all is not as it seems as the group find themselves manipulated by technicians in an underground facility who are attempting to appease ancient, slumber deities with human sacrifices.
The Background: The Cabin in the Woods was the result of an intense two-day writingsession between noted filmmaker Joss Whedon and Drew Goddard, who had previously worked together on Whedon’s television projects. The film came from Whedon’s desire to revitalise the horror genre with a love letter to all of horror’s most enduring clichés. While much of the movie was shot in Vancouver, the film necessitated a great deal of designs and hands to bring to life the many and varied monsters and special effects for the film’s finale; these were handled by AFX Studios, who had nearly a thousand people turning in hundreds of creature designs for the film’s climax. When the initial studio suffered financial difficulties, the film was delayed until Lionsgate stepped in to save it, and it eventually released to positive reviews and came to be regarded as an instant cult classic despite barely clearing $66 million at the box office.
The Review: If there’s one overused cliché in horror, it’s got to be the “cabin in the woods” formula of a bunch of twenty-somethings teenagers heading out into some desolate woods in the middle of nowhere to stay in a rotting cabin and be terrorised by zombies or ghosts. Don’t get me wrong, I’m a big fan of the Evil Deadfranchise (Various, 1981 to present) and the concept has birthed some great horror films, but I always found the cliché to be really odd. Maybe it’s a “me” thing; I grew up in a village here in the UK and prefer my holidays or breaks to be somewhere hot, like the beach, or to at least be near to a city or civilisation. Buggering off to a shitty cabin with no real mod-cons seems like one of the worst getaways I can imagine, so I always find it odd how characters in these films are so gung-ho about going there. It must be a “thing” when you live in a massive city like those in the US; you just wanna reconnect with nature and get drunk without the cops kicking your door in. All this is to say that, on paper, The Cabin in the Woods sets itself up as being little more than a continuation of this tried-and-tested cliché; indeed, that ends up being the entire point and our main characters are even forced to assume traditional stock horror roles like “The Virgin” and “The Athlete” thanks to the machinations of those controlling the horrors in and around the cabin.
The Facility staff are desensitised to the violence and moral implications of their job.
Of course, this is all part of a carefully constructed scenario orchestrated by the mysterious “Facility” located on the grounds near the cabin. All throughout the film, the story cuts to technicians Gary Sitterson (Jenkins) and Steve Hadley (Whitford), two long-term employees of the Facility who have been manipulating youngsters and sacrificing them to appease the slumbering, malevolent “Ancient Ones” so often that they’ve become completely desensitised to the lives that are frequently lost in their bizarre ritual. This is true of all employees of the Facility, save for newcomer Daniel Truman (Brian J. White), a security officer who is not only stunned by how routinely the technicians go about manipulating and killing their victims but disgusted to find they place bets on the monsters the kids unwittingly conjure to pursue them and who dies first, though technician Wendy Lin (Amy Acker) explains it’s their way of “letting off steam” to cope with the horror of their everyday lives. Presumably a government-sanctioned operation, the Facility is just one of many all over the world; the US branch has the second-best track record of success, while the Japanese is the most efficient at appeasing the Ancient Ones, though it’s suggested on numerous occasions that the rituals often fail and come down the US and Japanese branches, hinting that this isn’t exactly a fool proof or even competent system. This is only further reinforced by numerous barely noticed and easily ignored missteps throughout the film; the likes of Sitterson and Hadley have become so complacent and numbed to the routine of it all that they don’t treat serious flags like a failure to communicate changes or electrical glitches or the ineffectiveness of their drugs as an issue until its too late. Indeed, the Facility noticeably shakes numerous times to indicate the Ancient Ones’ displeasure but this is mistaken as them being satisfied by the kills, with Sitterson and Hadley and the others often prematurely celebrating the sacrifice of their victims without confirming an actual kill since they’re more concerned with perving on the girls, making fun of their “Harbinger”, Mordecai (Tim de Zarn), and hastily celebrating their victory with tequila.
Our heroes are forced into roles that don’t fit them thanks to the Facility’s influence.
Our group of unsuspecting victims are four college friends, with Dana Polk (Connolly) being our main protagonist and ultimate “Final Girl”. Although she’s pigeon-holed by the Facility as “The Virgin”, Dana’s actually more suited to the “Whore” role that they force upon her friend, Jules Louden (Hutchison), since Dana just got out of an illicit affair with a college professor, walks around in her undies, and is more than willing to partake of alcohol and pot. Jules, a pre-medical student who has recently unwittingly dyed her hair blonde using the Facility’s products to make her more promiscuous, is the girlfriend of sociology major Curt Vaughan (Hemsworth), a well-read and responsible young man who also happens to be on the college football team, so he’s designed “The Athlete” by the Facility despite his friend, Holden McCrea (Williams), being more suitable since he’s much more about the game. A newcomer to the group, Holden is manipulated into taking on more scholarly attributes to fit the Facility’s tropes but is there in the hopes that he and Dana will connect so she can move on. While there’s an obvious attraction (both can’t resist the temptation to make use of the two-way mirror between their rooms) and they become closer as the film (and the horrors) progress, Dana is still dealing with the abrupt end of her affair and there’s a third wheel in their would-be romance. Namely, Marty Mikalski (Kranz), a pot-head and conspiracy theorist who spouts observational philosophy that sounds ridiculous but actually makes him the first to notice that something isn’t quite right at the cabin. He’s probably the most amusing and memorable of the group since he’s not just baked out of his mind; he stands up for Jules when gas attendant Mordecai insults her and questions Facility-influenced decisions that split the group up or having them poking around with things they should leave well alone.
Of all the monsters, the victims unwittingly summon a family of undead rednecks.
Thanks to the Facility’s influence, our protagonists are easily re-routed from their intended destination by the organisation’s agents, such as Mordecai (who takes his job as the local doomsayer a little too seriously), and unable to escape thanks to both a rockfall sealing the only exit and a massive, semi-translucent electrical barrier trapping them in the area. The cabin (and, indeed, the entire grounds) is full of surveillance devices that allow the Facility to monitor their every move and manipulate them more effectively; pheromones, drugs, and other intoxicating influences subtly alter their personalities into their intended roles, increase their libido, and hinder their rational thinking (with Marty proving somewhat immune to this thanks to his special batch of pot). This pushes them to investigate the cabin basement, which is a treasure trove of bizarre objects and cursed memorabilia, each of which is tied to a specific monster held in an elaborate series of holding cells within the Facility. Where these monsters came from or how they were ensnared by the Facility is left intentionally vague (they’re said to be remnants of the “Old World” and the things that inspired our nightmares), but they’re evoked through such staples as medallions, musical boxes, obscure puzzles, and mirrors. However, it’s the diary of Anna Patience Buckner (Jodelle Ferland) that wins out; when Dana reads the diary aloud (encouraged by all except Marty), the zombified Patience and her family (Mathew (Dan Payne) and Father Buckner (Dan Shea)) rise from the grounds and attack the protagonists with trowels and hatchets. With a 100% clearance rate, the Buckners also represent the Facility’s last hope at appeasing the Ancient Ones when all their sister facilities meet with failure, even the much-lauded Japanese site.
The Nitty-Gritty: The Cabin in the Woods is an extremely clever and interesting spin on the horror genre; laced with metatextual context and humour, the film is as much a commentary on the genre as it is a subversion and love letter to the tropes associated with it. Sitterson and Hadley stress that, while they may rig the “game”, the victims ultimately choose their own destiny: they could ignore Mordecai’s warnings, but they continue on; they don’t have to go down to the cellar, but are compelled to do so; and they have no idea that they’ll be conjuring a monster until it’s too late because free will is all part of the “system”. Similarly, the Ancient Ones are cleverly positioned as an allegory for film audiences and horror fans, who constantly want more of the same and expect clichés like drunken, horny teens swimming in the lake or getting it on in misty woods in the dead of night. Thanks to the Facility, Curt starts acting like a jock alpha male, Holden starts wearing nerdy glasses, and Jules becomes a promiscuous slut; Marty’s warnings go unheeded since he’s off his nut and they all end up to out of it to properly defend themselves, much to the delight of the Facility staff, who watch with gaping mouths as the group first becomes hornier and then suffers at the hands of the Buckners, though this redneck zombie torture family proves to be far less effectual than they would like.
The Facility’s monsters go on a blood-soaked rampage after being let loose!
As undead killers, the Buckners are unrelenting, zombie-like monsters; armed when jagged, rusty saws and hatchets, they attack Curt and Jules, beheading the latter and offering the first humble blood sacrifice to the Ancient Ones. The true intentions of the cabin and the Facility are hinted throughout from the early going; not only is imagery of ritualistic killings prevalent in the opening credits, but the cabin itself is filled with macabre pictures and stuffed animals representing hunting and sacrifice. There’s a lot to spot on the monitors in the Facility as other subjects are met with failure around the world, with the most prominent being the Japanese school girls imprison an onryō (Naomi Dane) in a frog, but the true extent of the monsters on show is delivered in spectacularly bloody fashion during the finale after Dana hits a convenient big red button that unleashes all the monsters so they can run rampant throughout the Facility. There’s so much to see here that you’ll probably spot something new on each watch: there’s giant snakes and bats and other insects, reptiles and animals; a killer clown (Terry Notary), a stoic hell monster with buzz saws imbedded in its face (Greg Zach), a family of masked psychopaths, rabid dogs, vampires, witches, werewolves, mutants, eldritch abominations, and even a unicorn! Many of these are based on popular horror movie monsters and all of them are extremely aggressive and tear the Facility’s staff apart without mercy. While all the staff bet on which monsters they want to see appear, Hadley is obsessed with having a merman (Richard Cetrone) take the win, only to suffer an extremely ironic and violent death when a merman waddles over and devours him, spewing his blood from the blow-hole like vent on its back!
With the rituals having all failed, the Ancient Ones rise to destroy the world.
This mass purging of the monsters comes after Dana and Marty avoid the Buckners, despite appearing to die on more than one occasion, thus unintentionally convincing the Facility that they’ve succeeded. After repeated failed escape attempts result in the spectacularly abrupt and explosive death of Curt (who arrogantly tries to jump a ravine on his motorcycle and collides with the forcefield as a result) and Holden is skewered through the throat, Dana and Morty stumble upon the Facility and realise they’ve been manipulate the entire time. Although they take their revenge by unleashing the monsters, they’re ultimately confronted by the Director (Sigourney Weaver), who explains the whole purpose behind the ritual sacrifice and demands that Dana kill Marty to spare the world the apocalypse the Ancient Ones’ awakening would bring. It’s easily one of the best gags in the film that the victory over the monsters is actually a bad thing as it brings humanity one step closer to oblivion so, while you’re rooting for these characters to survive (as per the “system”), it’s actually better if they fail so that the Ancient Ones will be appeased. Ultimately, while Dana seems to contemplate compliance, she is injured by a werewolf (Richard Cetrone) before she can go through with it; after the Director is killed by Patience, the two friends reconcile and decide that humanity isn’t worth saving after all. At the start of the film, Marty haphazardly shares his belief that society deserves to crumble in order to escape the control, pressure, and influence of outside sources; this is revisited in the end, when he and Dana are the last ones left alive and have no way of stopping the inevitable apocalypse, so they simply share a joint and watch as it happens.
The Summary: At first glance, The Cabin in the Woods is every cursed cabin, zombie horror film you’ve ever seen; the characters fall into their intended roles simply enough and it’s not long before the drinks are flowing, tongue spit is being exchanged, and blood is splattering everywhere as the kids are whittled down and attacked in classic slasher fashion. However, it’s actually one of the cleverest subversions and deconstructions of the genre I’ve ever seen; similar to parody movies and self-aware, meta-heavy horror films like the Scream franchise (Various, 1996 to present), the film offers wry commentary on the clichés of horror, the expectations of those watching, and suggests that all horror is purposely manufactured to appease the masses (which, of course, it is). Featuring some fun performances and some really impressive practical effects, The Cabin in the Woods is bolstered by the sharp dialogue and gags and the absolute bloodbath that features in the darkly bleak ending. It’s easily one of the most unique and entertaining twists on the genre I’ve ever seen; I love the idea that our darkest imaginations and fictional nightmares are born from these eldritch horrors and how it expands upon the concept of rooting for the killer so prevalent slasher films so there’s a mixture of relief and resentment towards Dana and Marty for surviving. Above all else, the film is worth a watch for the blood-soaked finale and the absolutely pitch-black final shot, which offers the briefest glimpse of the Ancient Ones and the end of all humanity. Fans of horror will be well placated with all the allusions, references, and gore on offer here but I think this one’s worth a watch from even casual horror fans, and especially sceptics, for the way it analyses and subverts the genre.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
Are you a fan of The Cabin in the Woods? Which of the main characters was your favourite and what did you think to the staff at the Facility? Which of the monsters would you have put your money on? Did you enjoy seeing the monsters let loose at the end? Which was your favourite and what did you think to the Buckners? Did you enjoy the self-aware horror and commentary in the film? Would you like to see some kind of follow-up exploring what happened after the Ancient Ones rose? You can leave your thoughts on The Cabin in the Woods in the comments below or comment on my social media, and be sure to check back for more horror content!
Released: 30 April 2005 Director: Brett Leonard Distributor: Sci-Fi Pictures Budget: $5 million Stars: Matthew Le Nevez, Rachael Taylor, Jack Thompson, Steve Bastoni, and Conan Stevens
The Plot: New Sheriff Kyle Williams (Le Nevez) arrives in the sleepy town of Bywater, only to find the area subjected to a series of gruesome murders. As he investigates, Kyle uncovers a plot to pollute and desecrate the sacred swamp waters, and the presence of a horrific swamp creature (Stevens) looking to enact revenge!
The Background: Due to the implementation of the Comics Code Authority (CCA) in 1954 following widespread public concern, comic book publishers like Marvel had to dance around nonsensical rules to avoid corrupting vulnerable child readers from such horrors as violence, supernatural threat, and sexual content. Consequently, publisher Martin Goodman cancelled the none-CCA-approved Savage Tales after just one issue, though it released long enough to introduce Doctor Theodore “Ted” Sallis/Man-Thing. A creation of writers Stan Lee, Roy Thomas, Gerry Conway, and artist Gray Morrow (and entirely different from DC Comics’ Alec Holland/Swamp Thing), Man-Thing has had a not insignificant impact in Marvel since his debut but, it’s fair to say, is one of their more obscure monstrous characters so it was a little surprising to see him included in Marvel’s deal with Artisan Entertainment to produce at least fifteen adaptations of Marvel properties. Development of a Man-Thing movie can thus be traced back to 2000, where the project flip-flopped between a straight-to-video and a cinematic release before the then-recent success of superhero movies like Blade(Norrington, 1998), X-Men (Singer, 2000), and Spider-Man(Raimi, 2002) made a theatrical release more financially viable. Filming took place entirely in Sydney, Australia, which producer Avi Arad later blamed for the film’s failures as Marvel Studios were unable to properly micromanage and supervise the production to ensure a higher standard of quality. A low-budget production meant that the titular creature’s screen time was often rushed, causing the impressive practical effects and suit to become mired in sub-par CGI and, while the film had a very limited theatrical release, it eventually saw the light of day on the Sci-Fi Channel and home video. Consequently, Man-Thing made a paltry $1.1 million gross and was torn apart by scathing reviews that attacked everything but the special effects. Largely forgotten these days, the Man-Thing rights eventually reverted back to Marvel Studios and, after a few subtle allusions to the character, the Man-Thing officially joined the MCU in theWerewolf by Night special (Giacchino, 2022).
The Review: If I’m being completely honest, I barely had any knowledge of the Man-Thing prior to this movie; I think he cropped up in an issue of Howard the Duck or a Hulk comic I once read as a kid, but it could’ve just as easily been someone like Taboo or Joseph Timms/The Glob. I was slightly more familiar with his DC Comics counterpart, Swamp Thing, thanks to watching (and being unimpressed by) Wes Craven’s 1982 movie and hazy memories of his short-lived cartoon from the nineties but, suffice it to say, I was not some die-hard Man-Thing fan, and in the years since I first picked up this movie the most I’ve really experienced of the character is this movie and his debut story. Still, back when this film came out, I was intrigued by the footage I’d seen; being a big fan of monster and horror films and gory practical effects, I was well on board for experiencing a different kind of comic book movie at a time when the genre was properly moving into a “safe zone” of family-friendly action spectacle. All of this means that I had relatively low expectations, couldn’t really get worked up about any changes made to the source material, and was mildly satisfied upon my first viewing and, even now, I often chuck Man-Thing on if I’m in the mood for a gore-fest that’s not something more mainstream.
Kyle Williams is new in town and beset by local issues and a string of grisly murders.
That’s not to say that Man-Thing is very impressive, by any means; it has a definite made-for-television presentation in the camera work and the quality of the actors, with the cast made up of mostly Australian television and bit-part players, which is fine for this kind of B-movie but keeps it from living up to the standards (however low they may be) for similar films released around this time, like Doom(Bartkowiak, 2005) and Hatchet (Green, 2006), which were both B-movie horrors that were bolstered by a bigger budget, bigger stars, or from being throwbacks to the slasher genre of old. Nowhere is this more evident than in our lead character; a kind of Ben Browder knock-off, Matthew Le Nevez does what he can, but his fish-out-of-water character is nothing we haven’t seen a million times. Looking for a fresh start and a chance to prove himself in a position of authority, the new sheriff is flustered to find his hideously departed predecessor has left him only one deputy, Eric Fraser (Alex O’Loughlin), and that the town is torn between preserving the sacred swamplands of Dark Water and welcoming the profits brought in by industrialist Frederick Schist (Thompson). Still, while Fraser is amicable enough towards Kyle, there’s a degree of distrust and scepticism levelled towards him not just because he’s new in town but also because of his youth and perceived lack of experience, especially considering the many missing people and gruesome deaths in the small town. Though he’s very much a by-the-book sheriff, Kyle’s also quite fair and humble; he doesn’t want to ruffle any feathers and is eager to ensure total co-operation with his department, but is equally sympathetic towards schoolteacher Teri Elizabeth Richards’ (Taylor) attempts to oppose the desecration and pollution brought by Schist’s operation. The feisty and moralistic Teri immediately clashes with Kyle, kicking him to the dirt and winning herself a stay in the cells for her disruptive actions; however, Kyle admires her fighting spirit and soon turns to her for assistance with the swamp and the legends that permeate it. Naturally, as the two most attractive characters in the film, a mutual attraction sparks up between the two as they’re both captivated by their shared sense of moral justice and desire to do what’s right, and they find a common cause to rally against once the extent of Schist’s violent nature becomes apparent.
Local industrialist Schist has no problem killing or rolling over those who threaten his operation.
Kyle’s most pressing concern, however, isn’t local politics or superstition, but the number of violent deaths that have recently occurred in Bywater and around the Dark Water swamp. Initially, the most obvious suspect (at least, according to Schist) is Mestizo extremist Rene LaRoque (Bastoni), who has been sabotaging Schist’s facilities. Schist resents the backlash from locals and the Seminole community of Bywater since he legally appropriated all of his land from Ted Sallis, the Seminole shaman and chieftain, who then disappeared after stealing the money for himself. However, in truth, LaRoque helped broker the deal to improve things for the tribe, while Sallis was vehemently opposed to it and, in an effort to make up for his greed, LaRoque has been disrupting Schist’s operations ever since. Schist is a force to be reckoned with, however; firmly seeing himself as nothing more than an industrialist, Schist is protected by his wealth and influence and the fact that all the paperwork says he hasn’t broken any American laws. With no time for mysticism or mumbo-jumbo, Schist is concerned only with profit and expanding his empire but, while Kyle is smart enough to initially be respectful and amicable to Schist, it’s pretty clear that he’s a shady character not just through his boisterous and somewhat condescending nature but also in the startling similarity between his company logo and the Nazi swastika. Since he’s a prominent entrepreneur and wealthy businessman, Schist holds a lot of sway in Bywater; he can influence the hiring and firing of sheriffs, encourages Kyle to play the game and pursue LaRoque, and even orders people to be arrested for disturbing his building and oil digging. Naturally, he’s also an extremely ruthless and shady character; bolstered by his son, Jake (Pat Thompson), and local thugs Wayne (John Batchelor) and Rodney Thibadeaux (Ian Bliss), Schist has no problem ordering LaRoque’s death, aggressively leaning on those who get in his way, or getting his own hands dirty since he killed Sallis and photographer Mike Ploog (Robert Mammone) when they threatened his empire.
Ted Sallis is transforming into a monstrous creature that slaughters anyone who threatens its swamp.
At first, all evidence points to LaRoque being behind the sabotage and even the strange events in town, no matter how bizarre they may be; despite Teri’s insistence that LaRoque is innocent of murder, Kyle has no choice but the venture into the swamp to find him to get to the bottom of what’s going on. Of course, Schist’s operation has a far bigger threat, one that’s caused the murky swamps of Bywater to become a hazardous land and violently takes lives, such as Fraser’s, with an inhuman brutality. The region, which is seeped in mysticism and dark supernatural power, is regarded by Native Americans like Peter Horn (Rawiri Paratene) to be the “Nexus of All Realities”, a place where a malevolent spirit dwells that brutally attacks any trespassers, especially those who taint its lands. This is the force that transforms Sallis after his murder at Schist’s hands; while the locals have long believed in a swamp guardian, it’s only after Sallis’s corpse is buried in the Dark Water that this actually comes to life in the form of a hulking swamp creature the obsessive and eccentric Ploog haphazardly dubs the “Man-Thing, man!” While many scoff at such local superstitions, they still actively avoid the swamp because of how dangerous it can be, but Horn knows full well the extent of the dark magic that dwells within it. Horn explains that the angered creature seeks blood to atone for the blood spilled on its sacred land, and has determined that everyone will die, though this is a bit misleading as the creature seems satisfied once Schist’s pump is destroyed in the finale (raising the question why the Man-Thing didn’t just destroy the pump itself, especially considering it was formed right in front of it!) Although the creature shows no real signs of intelligence or humanity, appearing more a force of nature (or supernatural wrath) than anything, it’s driven to slaughter those who venture into its waters, especially any that try to desecrate its swamp. It does this through increasingly brutal means, such as tearing its victims apart, causing roots and foliage to burst from their bodies, or pumping him full of Schist’s polluting oil. Those who know fear have no chance of burning at this Man-Thing’s touch as its whipping tentacles and huge, claw-like hands are far more likely to leave its prey little more than bloody, swamp-covered remains. Even people like Plooq and LaRoque, who routinely visit and live in the swamp, and Sallis’s friends and fellow Seminole aren’t safe from the Man-Thing’s rage; the monstrous being rids its swamp of all interlopers and violatiors, friend or foe and, to make matters worse, is functionally immortal and impervious to harm, even to ancient rituals and sacrifices designed to appease its wrath.
The Nitty-Gritty: While Man-Thing might be a decidedly low-budget (and low-brow) affair, I have to give it props for going all-in with its genre and its premise. It’s fascinating re-watching these licensed properties from before the Marvel Cinematic Universe found a winning formula in family-friendly productions that only touch upon horror or violent elements, and Man-Thing is far more a throwback to the violent, carefree slashers and monster movies of the eighties than anything else. This is evident right from the beginning thanks to a raucous sex scene out on a canoe in the wilds of the swamp that leaves busty Sarah (Imogen Bailey) a screaming, bloody mess and the frequent, barking use of curse words and dark, sticky blood effects. As you might expect, the swamp is very much a big part of Man-Thing; a dark, murky, overgrown mess of withered trees, vines, gloopy muck, and full of alligators and bugs, the swamp is unsightly and hazardous place. While Teri regards it with a great deal of affection, Horn is filled with a respect for its dark power, and Schist just wants to plunder its natural resources, Kyle is completely out of his depth when he ventures into those dark and muddy waters and the film does a decent job of presenting it as a very ominous and mysterious place. Personally, however, I have no love for swamp settings; they’re invariably murky and suffer from low lighting and green filters, all of which is true here, but you can’t really make Man-Thing without a swamp and, considering the time the film takes in building up to the Man-Thing’s first full appearance, the swamp makes for a visually unsettling compromise.
The impressive Man-Thing monster takes its brutal revenge.
Still, if there’s one thing Man-Thing has going for it, it’s the impressive and ambitious special effects. The Man-Thing itself is introduced slowly, building tension and anticipation towards its big reveal, which comes about an hour into the film’s runtime when it stalks and slaughters the Thibadeaux’s before ripping Fraser apart like an insect. Before that, we get an idea of how the creature came into being in flashbacks that resemble the grisly horror of Hellraiser(Barker, 1987) and we see the gruesome aftermath of its unique methods of killing, with Fraser left sickened by the awesome brutality (though both Kyle and coroner Val Mayerick (Brett Leonard) are surprisingly nonplussed by the mangled corpses, which have long been chalked up the alligator attacks). The creature itself is an incredibly impressive combination of a practical suit enhanced by CGI, which is the perfect blend when creating a movie monster, and it’s pretty clear that a big chunk of the budget (if not all of it) went to bringing Marvel’s monstrous swamp-man to life. A hulking beast dripping with vile vines and oozing menace, the Man-Thing easily manhandles and rips apart even the likes of Pete Horn after he tries to sacrifice himself to quell its rage, glaring at its prey with burning eyes and pursuing Kyle and Teri relentlessly for trespassing in its swamp. Determined to track down and kill LaRoque, who seeks to destroy his drilling tower in the Dark Water, Schist ventures into the swamp only to find Kyle and Teri being chased by the Man-Thing in their own attempts to get to LaRoque. Although Schist confesses to killing Sallis and wounds both LaRoque and Kyle, he ultimately meets his grisly end when the Man-Thing impales him with vine-like tentacles and pumps Schist’s own oil back into his body for a fitting and gory demise. Devoid of all humanity and fixated only on eliminating intruders, the Man-Thing turns on Kyle and Teri, forcing LaRoque to sacrifice himself by blowing up the drilling tower, taking himself and the Man-Thing with it. The blast doesn’t actually destroy the beast, however; it simply absorbs the flames and then, after seeing that Schist’s destructive influence has been driven from the Dark Water, it is reclaimed by the swampland to slumber once more until needed, allowing the injured and stunned Kyle and Teri to gingerly make their way back to what passes for civilisation in those parts.
The Summary: For many, Man-Thing will be little more than a low-budget, made-for-television B-level monster movie that pales in comparison to other films in its genre, especially those it owes much of its horror and imagery to. For fans of the titular character, many may also be put off by how different the film is from the source material, which casts the Man-Thing as an uncompromising force of vengeful nature rather than a more sentient and complex character like I assume it is in the comics. For me, though, as a fan of gory monster movies of this type, there’s a lot to like about Man-Thing; the atmosphere, the sense of dread and horror building throughout the film thanks to the near constant darkness and the disgusting murkiness of the swamp really give the film a foreboding ambiance. Of course, the main selling point is the Man-Thing itself; kept in shadow and blending in with the trees and vines of the gloomy swamp, the creature is an extraordinary and terrifying mixture of CGI and practical effects and impresses every time its on screen, which isn’t often, and always makes an impact. Unfortunately, the acting and overall presentation is very cheap and befitting of its made-for-television status; you don’t really watch a film like this for the performances or any kind of nuance beyond one-dimensional villains, gratuitous sex and violence, and somewhat capable lead characters, and Man-Thing definitely doesn’t try to deliver anything beyond these clichés. Overall, I do feel it’s an under-rated and often forgotten Marvel film that can be fun at times, but I can see why this didn’t really make much of an impact, though I am interested in seeing how the MCU utilises the Man-Thing going forward.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Have you ever seen Man-Thing? Were you a fan of the film or did it leave you disappointed? What did you think to Schist and his plot to besmirch the sacred land, and the lead characters and their performances? Were you impressed by the Man-Thing’s special effects and brutal kills? If you’re a fan of the source material, what did you think to this adaptation? Whatever your thoughts on Man-Thing, leave them below and go check out my other horror content!
Story Title: “…Man-Thing!” Published:May 1971 Writer:Roy Thomas and Gerry Conway Artist:Gray Morrow
The Background: Following widespread public concern over gory and horrific comic-book content, New York magistrate Charles F. Murphy established the Comics Code Authority (CCA) in 1954 to protect vulnerable child readers from such horrors as violence, supernatural threats, and sexual content. This posed a problem for comic book publishers like Marvel, who had to dance around these nonsensical rules, and any comics not baring the CCA seal of approval were often seen as taboo. This, as much as anything, led to publisher Martin Goodman cancelling Savage Tales after just one issue; the series wouldn’t return to publication until Goodman left Marvel some three years later and the CCA was eventually (thankfully) phased out over time. Still, while Savage Tales was burdened by this tumultuous edict, readers were introduced to Doctor Theodore “Ted” Sallis/Man-Thing in this issue; created by writers Stan Lee, Roy Thomas, Gerry Conway, and artist Gray Morrow, Man-Thing attracted some controversy due to resembling a similar swamp-based monster hero, Alec Holland/Swamp Thing, over in DC Comics. After guest starring in other comic books, Man-Thing eventually graduated to a solo title, with writer Steve Gerber having the most significant impact with his distinctive second-person text boxes, establishing much of the character’s early lore and coining the tagline, “Whatever knows fear burns at the Man-Thing’s touch!” Despite being one of Marvel’s more obscure monster characters, the Man-Thing has had a not insignificant impact since his debut and has even been a part of superhero teams, despite his monstrous appearance. The character also popped up in small roles in Marvel cartoons and videogames over the years, and even got his own poorly receivedlive-action adaptation in the years prior to the birth of the Marvel Cinematic Universe (MCU) before finally debuting in the MCU, after many sly allusions, in the Werewolf by Nightspecial (Giacchino, 2022).
The Review: Man-Thing is another obscure Marvel character who, in all my years of reading comics, I have basically never encountered in any story except for a Howard the Duck special I had as a kid. This isn’t that difficult to believe, however; over here in the United Kingdom, we were lucky to get yearly annuals and a few black and white pocketbooks and reprint comics and even those tended to focus on Marvel’s biggest names rather than obscure swamp creatures. Still, I was somewhat aware of the character prior to seeing his live-action debut, mainly because of the many obvious and hilarious jokes that can be made from his most memorable title, Giant-Size Man-Thing, but, similar to with the Swamp Thing, I remain largely unfamiliar with the character and continue to mix up their lore even now so I was somewhat intrigued to reas Man-Thing’s debut story. Our tale begins, fittingly enough, in a dark, fetid swamp were alligators (…or crocodiles, I don’t know the difference) exist as the apex predator…or they would, were it not for the monstrous, tortured soul that is the Man-Thing. Struggling to even remember its time as a man, the Man-Thing easily bests the ravenous lizards with its enormous strength, acting more on a predatory instinct than anything else, before venturing through the swamp with only the vaguest desire for food and drink.
The Man-Thing struggles to recall its past life as a human scientist changed by the swamp.
Although these concepts are quickly growing alien to the swamp monster, its feral mind is haunted by dim memories of a man, Ted Sallis, and his scantily-clad beauty, Ellen Brandt. Ellen is frustrated at being cooped up in Ted’s swamp-based laboratory, but Ted is a desperate man who’s been forced to flee to the ass-end of the world out of guilt. His research into some vaguely-defined chemical was perverted into weapons of mass destruction and he’s burdened by the many deaths these caused, which is enough to stop Ellen’s whining and for her to show her emotional (and physical) support to her man. It’s all very vague but basically Ted is waiting for a government agent, Hamilton, to meet him at his lab and take the last vial of whatever this dangerous chemical solution is. Although Ted doesn’t have the guts to destroy it (why this is I’m not quite sure), he burns the written formula and heads out into the swamp with Ellen and is startled to find Hamilton dead in his house. His horror quickly turns to dismay as Ellen betrays him, siding with the two gun-toting brutes who killed Hamilton and demanding that Ted hand over his mysterious vial so she can continue living the life of luxury she’s grown accustomed to. Enraged, Ted fights off gunmen by playing possum and speeds into the spawn overgrowth; however, with nowhere left to run and no hope left, Ted chooses to drive his car right the swamp and expose himself to his chemical solution.
The Man-Thing attacks out of pure, primal instinct.
As Ted flails around in the swamp water, the narrative finally touches upon what this chemical is; apparently, he was developing some kind of solution to turn ordinary soldiers into indestructible warriors. However, the swamp waters cause an unforeseen side effect, turning the chemical into a high unstable and volatile compound that horrifically twists and mutates Ted’s body into the lumbering, feral monstrosity that is the Man-Thing! His grotesque body unwieldy, his senses dulled, and his rational mind rapidly degrading, the Man-Thing acts only on instinct and vague memory. It attacks the gunmen ferociously, apparently choking one to death and then snapping the other’s spine across its hulking knee. Upon seeing Ellen’s screaming, terrified, trembling form, the Man-Thing hesitates; unable to explain why it chose not to simply kill her, or the feelings it felt at seeing her, the Man-Thing is equally baffled when the slightest touch of its swamp-like hands causes Ellen’s face to burn and a blistering scar to be left as a permanent reminder of her betrayal. Confused and seeking refuge in the murky depths of the swamp, the Man-Thing shuffles away, its former life as a guilt-ridden scientist fading, and with little realisation (or interest) in the fact that Ted Sallis’ dream of creating the ultimate, indestructible super solider has come true in most grotesque way imaginable.
The Summary: “…Man-Thing!” is quite the harrowing monster story. Told entirely in black and white and featuring an omniscient narrator who conveys the hopeless tragedy of the titular swamp beast, the story is an exploration of the feral instincts and primal rage of nature unleashed on one forsaken scientist. The Man-Thing itself is largely devoid of any real character; capable only of a few strained groans, its thoughts are primarily on survival and sustenance. It haunts the swamps that provided its ghastly appearance and incredible strength and is similarly haunted by fading memories of its time as a human being. Interestingly, the narration makes a point to explain that the creature’s vision and hearing are dulled and that it senses approaching threats and reacts purely on savage impulse rather than out of a real malicious intent. Its memories of being hurt and betrayed drive it to attack, kill, and wound its would-be murderers but it’s left perplexed by these feelings, and by its burning touch, and is more akin to a child or wild animal than a rational human being.
A story of sex, greed, murder, and with a visually horrific monster on top of it all!
I find the time spent with the Man-Thing to be the most compelling, despite its lack of characterisation and personality, simply because it’s very visually appealing and a tragic, lumbering monster. In comparison, Ted Sallis is a bit of a shady bloke; we don’t really get any real insight into what he’s been up to, but his research has definitely been used to cause a great deal of death and destruction and seems to be linked to the neutron bomb. He carries a great deal of guilt and shame regarding this, but it’s not entirely clear if he was developing his super soldier formula as a means to atone for that or if he was simply trying to keep that from falling into the wrong hands as well. His emotional fragility means he’s easily manipulated by Ellen, who seduces and betrays him to try and steal his mysterious vial for herself, her motivation purely being for selfish, financial gain rather than being an outright villain or a Russian spy or something. Her betrayal was shocking, even though she’s designed to look every bit like an alluring femme fatale, and I’m glad the story avoided the cliché of her being murdered and Sallis left for dead by those seeking to pervert his vague vial of chemicals. Sallis’ transformation into the Man-Thing is as sudden and violent as it is unexpected; it’s not clear why Sallis didn’t just drink or inject the vial into himself, but the result is a terrifying swamp creature that snaps men like twigs and burns with a touch. In the end, “…Man-Thing!” isn’t really changing the formula too much; it’s a tragic tale of betrayal and science gone wrong and of a repentant scientist becoming a grotesque monstrosity, but there’s a visual and awful appeal to the Man-Thing and its plight that does inspire my curiosity to see what else it’s capable of in further stories.
My Rating:
⭐⭐⭐
Rating: 3 out of 5.
Pretty Good
What did you think to the Man-Thing’s debut appearance? Did you ever read Savage Tales back in the day or did you discover Man-Thing in a different way? What did you think Ted Sallis was developing and did you see Ellen’s betrayal coming? Are you a fan on Man-Thing’s monstrous appearance and characterisation? What are some of your favourite Man-Thing stories and moments? I’d love to hear your thoughts on the Man-Thing so drop them below or leave a comment on my social media.
In this sci-fi classic, Marty McFly (Michael J. Fox) travels to October 21, 2015, which is known as “Back to the Future Day” to celebrate the franchise and science.
Released: 22 November 1989 Director: Robert Zemeckis Distributor: Universal Pictures Budget: $40 million Stars: Michael J. Fox, Christopher Lloyd, Thomas F. Wilson, Lea Thompson, and Elisabeth Shue
The Plot: Moments after undoing a mistake he made in the past, high school student Marty McFly is whisked away to the futuristic 2015 in a time-travelling DeLorean built by his eccentric scientist friend Doctor Emmett “Doc” Brown (Lloyd). However, while in the future, Marty inadvertently creates an alternate, dystopian version on 1985 and must return to 1955 to set the timeline straight.
The Background: Back to the Future began life as a passion project for long-time collaborators Bob Gale and Robert Zemeckis, who were looking to bounce back after a few critical and commercial failures. And bounce back they did! After refining their script and securing their first choice for the lead, the duo not only made the sleek and futuristic DeLorean one of the most iconic vehicles in film history but also produced a massive commercial and critical success that is now recognised as one of the greatest science-fiction films ever made. Although Zemeckis never planned to make a sequel, a follow-up was all-but-inevitable given the first film’s success, which initially led to scripting problems as the director felt hampered by his decision to have Marty’s girlfriend, Jennifer Parker (now played by Elizabeth Shue), in the DeLorean with him and Doc. After settling on the basic plot, Zemeckis and Gale were then flabbergasted when star Crispin Glover demanded a pay rise to participate in the sequel, which directly led to his role being recast and greatly reduced. To save money on production costs and take full advantage of Fox’s extended break from Family Ties (1982 to 1989), the filmmakers made the then-usual decision to film Part II and Part III(Zemeckis, 1990) back-to-back, which put Zemeckis under a great deal of strain.
Though a box office success, Back to the Future wasn’t made with a sequel in mind.
In designing the look and technology of the then-far-off future of 2015, the duo chose to have some fun with the concept rather than produce another dystopian future, and many of their technological and sociological predictions for the future eerily came to be true. Industrial Light & Magic were behind the film’s groundbreaking practical and visual effects, which included digital compositing and motion control cameras to splice characters into events from the first film and even into the same scene, a purposely-bad holographic shark, all the slick futuristic conveniences, and refining the time travel effects. Although it fell a little short of its predecessor’s $388.8 million box office, Back to the Future Part II made just over $332 million and was widely praised for its humourous take on the future, time travel mechanics, and for its entertaining escapism. The film’s darker aspects, sidelining of Jennifer, and some make-up effects were criticised but, in the years since, Back to the Future Part II has rightly taken its place as both a cult hit and one of the best sequels ever made. Naturally, the third entry followed six months later and became the sixth-highest-grossing film of 1990, but Back to the Future Part II also lived on in the short-lived cartoon series, comic books, and videogames that followed and reused much of the technology and elements pioneered in this movie.
The Review: I’ve long held the belief that Back to the Future Part II is not only superior to its predecessor, but also the best film in the entire trilogy; as much as I enjoyed Back to the Future, and as pivotal as it was to my childhood, Back to the Future Part II held so much more appeal to me as a kid. It had flying cars!Hoverboards! All kinds of nifty, visually interesting futuristic gadgets and technology, and that immediately made it far more appealing that the first, which was stuck replicating the 1950s and thus not as imaginative for a wide-eyed sci-fi fan such as myself. Not only that, but the film explored alternative timelines, offering an easily accessible explanation of this concept and delving into a darker version of the town and characters we’ve followed over the course of the films. Finally, it revisited the events of the first film from a new perspective, splicing current-day Marty into scenes from the past in a way that was mind-blowing at the time, and featured one hell of a cliff-hanger ending that had me salivating for more back when we first taped the movie off the TV. It’s one of those rare sequels that’s everything appealing about its predecessor, but more; everything that worked is expanded upon, the stakes are higher, the characters given more nuance, and all the visuals and action are improved by the noticeably bigger budget, resulting in what is legitimately one of my favourite science-fiction films of all time.
Marty’s a little more seasonednow, but a flash of selfishness creates a dystopian alternate timeline.
The movie begins with a complete recreation of Back to the Future’s finale; Marty has returned to 1985 from his hijinks in 1955 to find his life and family changed for the better and is just about to take his big, shiny new truck for a spin with his girlfriend, Jennifer Parker (Shue), when Doc literally bursts into the scene and whisks them away to 2015 to solve some drama with their future kids. Having already experienced time travel in the first film, Marty is no stranger to the DeLorean’s capabilities but even he is shocked to find that the plutonium reactor that powers the Flux Capacitor has been replaced by “Mister Fusion”, a waste processing system, and that the car can fly thanks to the future tech enhancements. Marty’s first priority, however, is Jennifer’s safety; giddy at the prospect of seeing their future life together, which she fully believes will be perfect and happy, Jennifer naturally has many questions and Doc is forced to render her unconscious to avoid her learning too much about the future. Though trusting in his eccentric friend, Marty struggles to wrap his head around their mission since Doc is reluctant to reveal too much information to him, but takes the place of his future son, Marty Junior (Fox), to keep him being arrested after being set-up by the bullish Griff Tannen (Wilson). Despite a few hiccups along the way, Marty is successful, and therefore has the time to explore the futuristic Hill Valley; he purchases a copy of the Gray’s Sports Almanac with the intention of profiting from the sports statistics contained within and is admonished by Doc for his behaviour. Remorseful for betraying Doc’s quest for scientific curiosity and knowledge, Marty is left devastated when the almanac falls into the hands of the elderly Biff Tannen (Wilson) and, after his own trip though time, results in a nightmarish alternate timeline (1985b) where his beloved father, George (Jeffrey Weissman), is dead, his mother, Lorraine (Thompson), is married to Biff, and Doc has been labelled clinically insane.
Though aware of how fragile the timeline is, Doc can’t help but interfere to sort out Marty’s future life.
Thanks to us following the present version of Doc throughout the film rather than his younger 1955 counterpart, Doc is also somewhat expanded upon; still an enthusiastic and energetic mad scientist with a passion for discovery and scientific curiosity, Doc is nevertheless driven to intervene in his young friend’s future after seeing how Marty Jnr’s mistake destroys their already fractured family. Intimately aware of the dangers of messing with causality, Doc plans to intervene in the least destructive way possible and to both keep the future vague and stress how interfering with the timeline can lead to temporal paradoxes that could unravel the very fabric of reality. While Doc built the time machine with the express purpose of exploring the depths of human knowledge and evolution and as a means to answer the universal question of “Why?”, Future-Biff’s perversion of the DeLorean (and the timeline) leads Doc to conclude that time travel is far too dangerous and resolves to dismantle the time machine to never again risk the safety of reality. Unfortunately this revelation comes when the timeline has already been horribly altered; aghast to find that his 1985b counterpart has been committed and his laboratory has been ransacked, Doc fervently tries to convince Marty that the only way to fix 1985 is to travel to the past when the timeline was skewed, since travelling to the future would only show them the inevitable conclusion of 1985b. While back in 1955, Doc provides advice and support to Marty via a walkie-talkie but is unable to directly assist since Marty’s forced to infiltrate the Enchantment Under the Sea dance at the high school, but he proves a dab hand and swooping in with the DeLorean for a last-minute save and excels at emphasising, overemphasising, and reemphasising the importance of their mission to retrieve the almanac from Biff.
Thanks to perverting the timeline, Biff manages to make himself a wealthy, tyrannical kingpin.
Although Marty’s adventures in the past left Biff a meek and humble car cleaner, Hill Valley’s most notorious bully remains a thorn in his side throughout his film. Future-Biff might be half-crippled by arthritis, but he remains a lecherous, cantankerous antagonist who routinely mocks Future-Marty’s failings and weasels out of anything resembling hard work. Having witnessed the DeLorean flying away at the start of the film, Future-Biff is intrigued when he overhears Marty and Doc’s conversation about the almanac and follows them to steal the time machine while they’re dealing with Jennifer. Travelling back to 1955, Future-Biff takes Marty’s plan to profit from sports events and perverts it, handing the almanac to his sceptical younger self and thereby altering the future, transforming Hill Valley into a dangerous, crime-infested hell hole where Biff reigns supreme as a tyrannical tycoon. Having amassed a fortune and a reputation as the “Luckiest Man of Earth” thanks to the almanac, the Donald Trump-like Biff sets up a toxic waste reclamation business, polluting the town, and builds a luxurious casino/hotel, corrupting politicians and the police department so he can do anything, even murder George McFly, without repercussions. Having forced Lorraine to marry him, Biff traps her in an abusive relationship where he makes her augment her body, slaps her about, and threatens to cut off and condemn her children to jail if she doesn’t do as he says. Narrowly escaping Biff’s wrath, Marty does everything he can to get the almanac out of 1955-Biff’s hands but the bigger, far stronger, and far more vicious bully is easily able to overpower the spritely McFly at every turn, and is even wily enough to take his future self’s warnings to heart and keep the almanac on him and at all times, and violently fights to keep Marty from getting it, even going so far as to attempt to kill the teenager during the film’s. climatic car case.
The Nitty-Gritty: Back to the Future’s creators have mentioned more than once that they regretted having Jennifer along for the ride, and it’s pretty clear that they didn’t really know what to do with her, which is a bit of a shame. She could have acted as an audience surrogate for those who haven’t seen the first film but, while she spends big chunks of the film unconscious so Marty and Doc can have their futuristic adventure, she’s still quite important to the plot. After being discovered by some cops, they mistake her for her future self and take her to the McFly family home in 2015, where she’s stunned to see her future kids and dismayed to learn of Marty’s future troubles. This, however, is mainly for our benefit; Doc is aware of Marty’s future, but Marty doesn’t learn anything about it until mid-way through the next movie, meaning that Jennifer is mainly there to provide us a glimpse of just how depressing Marty’s current future is. Lorraine is similarly side-lined in the film; a central aspect of the first move, she’s turned from a rebellious teen and jaded mother to the victim of a cruel and controlling husband. Once again finding comfort in booze, Lorraine’s alternative self only has brief flashes of defiance; Biff’s physical and financial intimidation constantly keep her submissive, to the point where she defends him since he provides security for her children, and Marty cannot condone seeing her so mistreated and subservient. While I can fully understand the argument that the women get the short end of the stick, Lorraine did have a huge role in the first movie and the plot here is more concerned with following Marty and Doc’s desperate attempts to set the timeline right, which by its very definition means that we don’t need to spend extended periods of time with 1955-Lorraine and we’re told not to worry about Jennifer’s fate since their actions should ensure her safety, though I feel they both still serve an important role in motivating Marty to undo the damage he caused to the timeline.
Marty’s short temper costs him dearly, both in his current quest and in his possible future.
Marty’s character is greatly expanded upon here; before, he was a good-natured kid who was desperate to be a rock star and, while the same is true here, he’s also given a trigger point: whenever anyone accuses him of being “chicken”, he sees red and instantly rises to the challenge to prove he’s not a coward. This causes him to go off-script when impersonating his son, leading to a fist fight and a hoverboard chase across Hill Valley, and Jennifer is later distraught to learn that his future self ended up breaking his hand trying to prove himself to Douglas J. Needles (Flea) and consequently ended in a dead-end job and up a shell of his former self. Although he has two kids and is married to the love of his life, Future-Marty is a haggard man who’s lost his youthful zest; their house is a shambles and full of malfunctioning future tech and his kids aren’t particularly ambitious, and all because rising to the bait cost him his greatest passion (music) and caused a “chain reaction” that fundamentally altered his character. This trigger is also what screws up his elaborate and desperate attempts to retrieve the almanac from Biff in 1955; no matter how many times he tries to walk away, Marty is constantly compelled to confront anyone who accuses him of cowardice, no matter what’s at stake. This stems from his complicated relationship with George; as established in the last film, George was a career milksop who never stood up for himself and Marty was adamant to be the exact opposite, and that continues through to his character here, which makes sense since he hasn’t had a chance to acclimatise to the new life he made for himself after the last movie. Marty is thus understandably devastated to learn that his father was murdered in 1985b and his heartbreak is only exacerbated at seeing his mother reduced to a submissive tramp under the abusive thumb of the tyrannical Biff. Fiercely protective of his mother, Marty doesn’t hesitate to launch himself at Biff or to confront him directly over how he acquired the almanac in the first place, which gives him the hope and the lead he needs to undo the nightmarish alternate timeline he unwittingly created.
While 2015 isn’t quite the utopia it seems, it’s nothing compared to the hellscape of 1985b.
Although it probably seems quaint now, Back to the Future Part II offers a refreshing perspective on future society; rather than depicting 2015 Hill Valley as a dystopia, it’s actually pretty close to a utopia. The streets are clean, the air is clear, and people are serviced by many creature comforts and futuristic conveniences: there’s the flying cars, obviously, the automatons and holographic servers at fuel stations and diners, special glasses that easily allow one to view multiple television channels at once, pizzas that expand in the microwave to feed a family of six, video calls, and financial transactions and home entry is easily handled by a thumbprint. Of course, we see much of this in everyday life now, making Back to the Future Part II’s version of the future both startling similar and disappointingly separate from the modern world, but it’s not all sunshine and rainbows in the future. While the weather can be predicted down to the second, the skyways are hazardous and overpopulated with flying traffic and the once-affluent Hilldale is now a rundown place of squalor for “tramps, hobos, and zip-heads”. For those who enjoy a good dystopian tale, Back to the Future Part II has you covered; 1985b is a nightmarish town where crime, murder, and fear run rampant thanks to Biff’s reign of terror. Sirens wail, the chalk outlines of the dead line the filthy streets, the few decent people in town are forced to bolt their doors and defend themselves against Biff’s cronies and other undesirables, and the town is so overrun by bikers and punks that it’s barely recognisable. It’s thus a relief to return to the pristine world of 1955; in following Biff throughout the day, Marty sees new sides to his tormentor, indicating that his abhorrent behaviour is a result of his grandmother’s overbearing and abusive influence, while also getting to witness his father’s dramatic character moment (which he missed as he was locked in a car boot at the time). Though tempted to stand back and observe his big performance from the first film and witness his young parents express their love from his new perspective, Marty remains focused on retrieving the almanac; however, this is easier said than done as he has to go to elaborate means to avoid being spotted, but he proves to be nothing but adaptable in fulfilling this objective.
In addition to some brilliant visual effects, Back to the Part II ends with one of cinema’s best cliff-hangers.
This is accomplished through a fantastic use of cinematic techniques; Back to the Future Part II definitely upped the ante in terms of visual and practical effects, with the DeLorean regularly flying, hovering, and landing and the depiction of future technology like the holographic shark, the various hoverboards, and Marty’s snazzy future clothes but where it really impresses is the complex camera techniques to allow multiple characters, all played by the same actor, to seamlessly appear in the same scene. While some of these shots are more obvious than others, such as Future-Biff meeting 1955-Biff and Doc running across his 1955 counterpart thanks to a convenient obstruction separating the two composited shots, it’s still amazing to see Michael J. Fox portray his older self, his son, and his daughter around the dinner table in one unbroken shot. Similar methods are used to splice Present-Marty into footage old and new from 1955; he clambers on a gantry over the stage where his younger self is playing “Johnny B. Goode”, observes the dance (and, later, the final goodbye between Marty, George (Crispin Glover), and Lorraine), and takes out Biff’s cronies just as young Marty finishes his set. The film is certainly ambitious with its special effects and goes all-in with the hoverboard and flying car concept, first in the big chase across 2015 Hill Valley and in the finale, where Marty desperately tries to snag the almanac from Biff. Although he receives a few good punches to the face and is almost left a bloody smear on a tunnel wall, Marty ultimately succeeds and once again sends Biff ploughing into a manure truck. As Doc circles overhead, unable to land due to the lightning storm, Marty is elated to find that burning the almanac has changed the future for the better, but his joy is short-lived as the DeLorean is suddenly struck by lightning, apparently vaporising Doc. Thankfully, a letter immediately arrives from a mysterious Western Union employee (Joe Flaherty) that assure Marty (and the audience) that Doc is alive and well in the Old West, having been transported back to 1885 thanks to the screwy time circuits and the lightning bolt. Marty thus races to recruit the 1955 Doc in helping him rescue his friend and return to 1985, but the shock of seeing his young friend suddenly return after just sending him back to the future causes the younger Doc to faint, ending the film with one of cinema’s greatest cliff-hangers.
The Summary: As I mentioned, I absolutely love Back to the Future Part II; for me, it’s better than the original in every way, and it remains my favourite entry in the trilogy for its fun depiction of future society and the bleakness of its dystopian second half. The original is a classic in its own right, and hugely influential, and definitely laid the groundwork for bigger and better things, but I can’t help but find it far more pedestrian compared to its far grander sequel. And it’s not even just that Back to the Future Part II throws all these impressive practical effects and complex camera techniques at you; it expands upon Marty’s character, giving him an edge and a quick temper that make him more than just a wide-eyed kid trying to undo a fantastical mistake. The exploration of Marty’s future is a fascinating look at how young dreams can be crushed by bad decisions and the inevitability of time and the toll it takes on even the most enthusiastic and determined individuals, to say nothing of the horrendous hellscape that Hill Valley becomes due to Marty’s brief flirtation with selfishness. 1985b showcases how dangerous and disruptive time travel can be and it’s only by revisiting the last film that the protagonists can get things back on track. These moments make for some of the most entertaining and visually engaging scenes not just in this film, but the entire trilogy; as much as I love exploring the conveniences and advances of the future, watching a slightly older, slightly more experienced Marty desperately trying to retrieve the almanac while avoiding being spotted and overcoming every obstacle makes for some tense and exciting scenes that outdo anything seen in the first movie. In the end, Back to the Future Part II takes everything that worked in the first film and expands on it wonderfully; the themes, messages, and even the events of that movie are both elaborated on and tackled from a unique new perspective. The sheer visual spectacle alone makes it the clear favourite for me, but throw in a desperate race to undo a disastrous alternative timeline, some of the trilogy’s most impressive and ambitious effects sequences, and a tense climax and you’re left with one of the most enjoyable sci-fi romps ever put to screen.
My Rating:
⭐⭐⭐⭐⭐
Rating: 5 out of 5.
Fantastic
Are you a fan of Back to the Future Part II? How do you rate it compared to the other two films and which of the trilogy is your favourite? What did you think to the film’s depiction of the future and the advances made to the DeLorean? Did you enjoy the plot regarding the alternative 1985 and the way the movie revisited the events of the first film? If you had a time machine, what year would you travel to and why, and would you use it for financial gain? How are you celebrating Back to the Future Day today? Whatever you think about Back to the FuturePart II, feel free to share your thoughts below.
Released: 25 January 2011 Developer: Visceral Games Also Available For: PC, PlayStation 3, Xbox One, Xbox Series S/X (Backwards Compatible)
The Plot: Three years after his nightmarish encounter on the USG Ishimura, former engineer Isaac Clarke arrives on the Sprawl, a civilian space station built on the remains of Saturn’s moon, Titan, only to find that a new Necromorph outbreak has been unleashed.
Gameplay: Dead Space 2 is a science-fiction survival/horror title in which players once again assume the role of engineer Isaac Clarke, a psychologically damaged individual who must cut through swarms of monstrous undead in a bid to prevent the Necromorph outbreak spreading further. If you’ve played the first Dead Space or other third-person action shooters then the control scheme will be very familiar to you: A lets you interact with the environment, open doors and crates and pick up resources and such, B and Y lets you quickly use any Med Packs or Stasis Packs stored in your inventory, and X lets you manually reload your weapon. To aim and fire your weapon, hold down the Left Trigger and press the Right Trigger; when not aiming, RT allows you to deliver a close-range melee attack. Holding down the Left Bumper sees you run without fear of a stamina meter, while the Right Bumper triggers your weapon’s alternative fire mode when aiming or sees you stomping on crates or crawling enemies outside of aiming. You can quickly switch weapons on the fly using the directional pad and bring up your inventory screen with the ‘Back’ button; here, you can use or drop items in your inventory and review your mission objectives but be careful as enemies can still attack you in this state. Finally, you can press in the right stick to briefly be shown the way with a glowing waypoint marker and trigger a zero gravity jump by pressing in the left stick.
In between chopping up Necromorphs and floating around in zero g, you’ll be hacking a lot of panels…
As before, Dead Space 2 kind of goes against usual conventions; normally, you’d expect to aim for the head or torso to take out zombies and demonic monsters but, instead, you’ll stand a much better chance if you target the limbs of your Necromorph enemies. Luckily, Isaac is well equipped to handle this; even his default Plasma Cutter is extremely effective but, just like before, he has a couple of extra abilities on hand to help. When aiming, you can press Y to unleash a “Stasis” blast; this will temporarily freeze any enemies it touches, allowing you to target their weak spots to sever their limbs, but is also necessary to freeze obstacles in your path. You’ll need to use it to slow down fan blades, crushing pistons, and similar hazards in order to progress and solve puzzles. If you press B while aiming, you’ll grab nearby objects, ammo and collectibles, and even limbs and bodies with your “Kinesis” ability. These can then be flung at enemies or other objects with RT and this ability is how you’ll be solving most puzzles as you’ll need to move power cells, explosive canisters, and even dead bodies in order to restore power, move heavy doors and obstacles, or get past biometric security doors. Kinesis is also used to move platforms, slot gears and batteries in place, and to remove panels from walls to allow you to hack them. This hacking mini game crops up quite a bit and sees you rotating a cone of light on a display scene and pressing A whenever it goes blue; press A when it’s red or take too long and you’ll receive a shock of electricity, though you don’t have to worry about any gun turret sections this time around.
Isaac’s abilities andyour steady hand and button mashing are needed to solve the game’s puzzles.
As mentioned, there are once again many times when you’re forced to float around in zero gravity, usually to get from one section of the space station to another but sometimes you will be out in the void of space, battling giant Necromorph tentacles and solving puzzles with Kinesis. Zero gravity doesn’t seem to show up as much as before and isn’t as frustrating as I remember from the last game; you press the left stick in to take off or land, floating around is easy enough and you can orientate yourself at the press of a bumper, and you don’t encounter that many enemies in these sections this time, either. Instead, you’ll mostly be floating to platforms, moving large objects by attacking explosive cannisters to them, or inserting or removing power cells, perhaps dodging the odd flame burst or instant death hazard as you go. Again, you’ll also find yourself in a vacuum, often in these zero gravity sections; here, you need to keep an eye on your rapidly depleting oxygen meter, topping it up at refuelling stations as you complete puzzles and boost past hazards with LB, but it’s nowhere near as aggravating as some of the sections from the first game were. You do have to be careful when fighting Necromorphs, though; a stray shot or explosion will shatter the protective glass and see you sucked out to your death, so be sure to quickly shoot the switch to save yourself from a grisly demise. There seems to be a greater emphasis on button mashing, too; you’ll need to tap A whenever Necromorphs pounce or swarm over you or when Isaac’s hallucinations get out of control, which can be tricky as you really have to mash the button to shake them off. Occasionally, you’ll need to fire at laser traps, dodge incoming fire from gunships, and fend off hordes of Necromorphs as your allies work to restore power but easily the most memorable section of the game comes near the end when you need to hold down A when the reticule is blue to successfully pierce Isaac right through this pupil! Finally, while you’ll no longer be travelling between train stations in obvious segmented sections, the game’s story is still split into chapters and you’ll be making use of vents and elevators to progress from one area to the next, often with minimal chances to backtrack past a certain point.
Graphics and Sound: Dead Space 2 certainly ups the ante with its visuals. Like the first game, every environment has a decidedly “lived-in” feel to it, with much of the sci-fi aesthetic drawing upon films like Alien(Scott, 1979) and especially Event Horizon(Anderson, 1997). The Sprawl has been absolutely desecrated by the Necromorphs; blood, bodies, and debris are everywhere, turning bright and cheery elementary schools and once-bustling social areas into ominous hellscapes. Messages are scrawled on the walls in blood, power and lights are out all over the facility, dead bodies drop from above and non-playable characters (NPCs) are offed (or kill themselves) with gory malice, all while the endless dark void looms outside of every window. In zero gravity environments, debris floats around aimlessly; water becomes as bubbles and even fire billows around with impressive effect. If you breach a window, you must fight against the pull of gravity, which sucks everything in the vicinity outside, and there are all kinds of different locations found throughout the Sprawl. You’ll visit an ornate and elaborate church, a cyro lab, and the fuel processing facility, all while passing through areas done up more like something out of Doom(id Software, 1993) with their foreboding candles and flickering lights. Dead Space 2 is so much bigger than the first that it’s spread over two discs; during the second part, you’ll return to the Ishimura from the first game and revisit several key areas, now stripped back to the insulation and under repair as part of a salvage operation, which was both really cool to see and where Isaac’s mental instability really escalates.
The game explores Isaac’s fractured mind as much as it does its new and old locations.
All throughout the game, Isaac’s bombarded by nightmarish visions of Nicole and his experiences from Dead Space, which cause the environment to burst to life or enemies to suddenly attack you, only for it to be revealed to all be in Isaac’s head. As he ventures deeper into the mines and closer to the Marker, these visions only escalate, to the point where he’s forced to literally confront his ghosts head on. It’s because of this greater narrative focus on Isaac and his mental state that he now has a voice; he’s constantly talking with his hallucinations or relaying information back to one of his many allies, allowing for a deeper insight into the previously mute character but also interrupting the atmosphere with these blatant loading times. While the character models skew towards being marionettes at times, the gory deaths and the twisted, unsettling appearance of the Necromorphs more than makes up for it. Isaac’s intimidating suit is also a highlight, and still displays his health and other stats build into it to keep you immersed in the dread of your surroundings, and there were some interesting set pieces to engage with. It was fun floating around outside, realigning the solar panels; I also enjoyed fending off waves of Necromorphs on the back of a giant drilling machine, and every area has some kind of horrific visual to throw at you and keep you on edge. This tension is aided by the fact that the Necromorphs can literally spring from anywhere; they clamber over walls, up from below, drop through grates, and even burst to life from dead bodies, meaning you constantly have to be on your toes and wary of even the slightest sound as it could indicate oncoming danger.
Enemies and Bosses: As before, the primary enemy you’ll be facing here are the Necromorphs; these disgusting, unsettling alien lifeforms have overtaken human hosts both alive and dead and attack through a variety of means. Capable of scuttling about using vents and walls alike, they primarily attack with bladed, scythe-like appendages and can pin you down if you’re not careful. Some will spit acid-like vomit at you from afar which dramatically slows you down; others are smaller, firing projectiles from a distance or crawling at you like babies to explode on contact. A flying variant will latch onto dead bodies to spawn new enemies and tries to suck your face off if it gets too close; gangly ones burst into tiny Facehugger-like variants; and the more obese ones simply explode in a shower of gets. There are Necromorphs with a huge, explosive club-like arm, ones growing out of walls who’ll rip your head off if you get too close, and really annoying, fleet-footed ones that dash about behind cargo containers to distract you so another member of the pack can catch you off-guard. In most instances, your best bet is to keep your distance and sever their limbs but be warned as Necromorphs are more than capable of scurrying along the floor with half a torso and attack in swarms this time around, turning even simple sections into a bit of a gauntlet at times.
Larger, tougher enemies often take on a boss role, with the Marker itself being your final trial.
This appears to be the game’s way of making up for the fact that there really aren’t too many boss battles, in the traditional sense. Some of the larger Necromorphs substitute for bosses, and then will reoccur as larger obstacles you need to bypass. Large, plant-like Necromorph growths spit explosive projectiles at you when you’re in space, for example, and you’ll again have to battle large, ape-like brutes who charge at you wildly and need a taste of your Static to slow them down so you can target the weak points in their armour. A recurring larger Necromorph is the tripod variant; at one point, a whole bunch of these attack you as you’re riding an elevator, requiring you to blast at their joints to fend them off. You’ll also venture into their nest, where a gigantic, Lovecraftian mess of muscle needs to be blown apart using nearby fuel cannisters as the beasts attack you in an arena of sorts. One of the most memorable boss encounters is against the gigantic, spider-like Tormentor; you’ll need to blast its joints to free yourself from its grip before frantically running from it down a narrow corridor. When you get blasted out into space, quickly target the fuel cannisters surrounding it to finish it off before it pops you like a balloon! In the final section of the game, one of Dead Space’s most annoying enemies, the Regenerator Necromorph, reappears to pursue you; although you can slow and freeze it, this thing constantly regenerates anew to be a pain in the ass and there’s no way to destroy it permanently this time, so you’re better off dismembering it, freezing it, and running away. In the finale, you incur the wrath of Director Hans Tiedemann as the massive Marker goes haywire around you; simply mash A to wrench the arrows he shoots out of your body and then fire his gun back at him to finish him off. The final boss itself is more of a metaphysical battle between Isaac and his memories of Nicole; when she warps you to a grainy hellscape, she’ll one-shot you if you get too close and send glitchy Necromorphs to swarm you. However, concentrate your fire on her and she’ll vanish, exposing the Marker’s core for you to shoot; repeat this a couple of times and the game will be won in somewhat anti-climactic fashion, especially as you appear to have infinite ammo for this final challenge.
Power-Ups and Bonuses: Although all Isaac’s abilities from the first game return here, you’ll need to pick them up as you explore and fight through Dead Space 2’s morbid environments. You begin the game unarmed, strapped into a straightjacket, and must acquire a flashlight, your trusty Plasma Cutter, and the ability to use Kinesis and Static once again all in the opening moments of the game. From there, you’ll find ammo, credits, Med Packs, and more in crates and dropped by defeated Necromorphs. Credits, ammo, weapons, and coloured items can be sold at the various shops scattered throughout the game, often near save points. Here, you can shuffle your inventory, moving items out of your active inventory and unlock new suits and weapons to use by exchanging the schematics you find on your adventure. Each suit increases your armour, offers a discount, or reduces the cost of your abilities, but you can also upgrade these elements at the benches you’ll also come across. Here, you can spend Power Nodes on upgrading the capacity, reload speed, and damage output of your weapons, adding a special element to them (such as shots setting enemies on fire), and on increasing your health, air, and the duration of your abilities. Power Nodes can also be used to open special doors to areas filled with rare loot, and you can buy them at the shop as well if necessary. Isaac has an array of weapons available to him, each with an alternative fire mode, such as the arrow-firing javelin gun, the flamethrower, the detonator (which fires out proximity mines), the ripper (which spits out a spinning buzzsaw for gory up-close dismemberment), and the intense power of the contact beam.
Additional Features: There are fifty Achievements up for grabs in Dead Space 2, with about sixteen being easily acquired simply by playing through the story. You’ll get Achievements for buying suits, scoring a kill with every weapon in the game, upgrading one and then all the available weapons, severing 2,500 limbs, and killing fifty Necromorphs while they’re frozen. There are some oddly specific ones, such as impaling a Necromorph to a wall, cutting up a statue, and making use of the decompression mechanic to suck enemies into space, and other more predictable ones, such as beating the game on harder difficulty settings. At the start, there are four difficulty modes available, with even the easiest setting being a bit of a challenge at times; a fifth is unlocked after completing the game, as are a couple of new suits and a “New Game+” mode that carries over your progress to a new save. There are a bunch of audio logs to be found that flesh out the story, a specific piece of treasure to nab for an Achievement, and the game can be expanded through DLC packs that add eight extra Achievements in addition to a multiplayer component to the game. Finally, if you have a save file from Dead Space on your profile, you’ll gain access to a more powerful Plasma Cutter, for free, at the first shop you go to.
The Summary: I put off Dead Space 2 for way longer than I wanted to; I really enjoyed the first one thanks to its dark, gory, and oppressive atmosphere but life and my backlog meant it took some time to get to the sequel. However, I easily slipped back into this gritty and macabre world and was still able to appreciate the return to familiar, but changed environments from the first game. Conceptually, Dead Space 2 is definitely bigger; there are more locations available to you, ones that are more visually diverse than the first game and which continue to impress with their fantastic use of lighting and blood to make every area akin to a slaughterhouse. I wasn’t massively impressed by Isaac’s chatterbox demeanour but I do think it was necessary for the progression of his character and the story. Seeing him struggle with his mind, memories, and the influence of the Marker made for some effective jump scares and really helped to keep the atmosphere oppressive and dangerous at all times. The combat and Necromorphs continue to be a highlight; you get just enough resources to survive each encounter but it doesn’t take much to leave you relying on those survival/horror instincts as you regroup and reload what little ammo you have left. It seems as though a lot of the more frustrating elements from the first game have been removed or refined; the zero gravity and vacuum sections are far less aggravating, though the hacking mini games and abundance of vents got old pretty quickly. I was also a bit disappointed by the apparent lack of new enemy variants or big, gross boss battles but the abundance of enemies and the variety offered by most encountered meant that the difficult stayed at a fair but challenging level even on the easiest setting. In the end, Dead Space 2 offered more of the same, expanding on the first game visually and in the refinement of mechanics and combat, while delivering the same level of scares and mounting dread as you explore, solve puzzles, and slice up those screwed up zombie monsters.
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
What did you think to Dead Space 2? How do you think it compares to the first game and do you think it still holds up today? What did you think to the focus on Isaac’s mental instability and the use of jump scares? Were you also a bit disappointed by the weapon and enemy variety on offer? What did you think to the visuals of the game and the increased focus on gore? Which Dead Space game is your favourite, and would you like to see more from the franchise? What horror-theme videogames are you playing this October in anticipation of Halloween? Whatever your thoughts on Dead Space 2, drop them below or comment on my social media.
Released: 12 June 2007 Originally Released: 16 February 2007 Director: Mark Steven Johnson Distributor: New Line Cinema Budget: $110 million Stars: Nicolas Cage, Eva Mendes, Wes Bentley, Donal Logue, Sam Elliott, and Peter Fonda
The Plot: Motorcycle stunt rider Johnny Blaze (Cage) finds his past literally haunting him when the fiendish Mephistopheles (Fonda) calls upon a blood debt from Blaze’s youth. Transformed into the demonic Ghost Rider in the presence of evil, Blaze must hunt down Blackheart (Bentley), a rogue demon who seeks to acquire power to rival that of Mephistopheles!
The Background: Created by Gary Friedrich, Roy Thomas, and Mike Ploog, Johnny Blaze/Ghost Rider made his Marvel Comics debut in the pages of Marvel Spotlight #5 in 1972. He graduated to his own self-titled comic about a year later and was at the forefront of many supernatural adventures in one form or another. In addition to cameo appearances in various Marvel videogames, Ghost Rider has popped up in other avenues outside of the comics; he cameod in Marvel’s nineties cartoons and an incarnation of the character later featured in a semi-prominent role in the fourth season of Marvel’s Agents of S.H.I.E.L.D. (2016 to 2017). However, development of a live-action adaptation of the Spirit of Vengeance can be traced back to 1992, when Marvel tried to shop the idea around Hollywood. In 1997, Gale Anne Hurd and Jonathan Hensleigh were attached to the project but things really took off in late-2000, when writer David S. Goyer, director Steven Norrington, and stars Jon Voigt and Johnny Depp were all associated or involved with the film in some capacity. By May 2002, Columbia Pictures had purchased the rights; all previous associates dropped out of the project and Shane Salerno was brought in to rewrite Goyer’s script, but eventual director Mark Steven Johnson did his own script soon after being hired to helm the film. Life-time superhero fan and nineties action star Nicolas Cage won the title role and chose to portray the character not as a hard-drinking bad-ass but more as someone desperately trying to come to terms with the curse hanging over his soul. The character’s visual effects were the work of Kevin Mack and Sony Pictures Imageworks, who painstakingly animated Ghost Rider’s flames on a shot-by-shot basis, with one of their most difficult and time-consuming sequences being the first horrific transformation and the digital transformation of the iconic “Hell Cycle”. With its final worldwide gross falling just shy of $230 million, Ghost Rider didn’t exactly set the world on fire (pun intended) and this was reflected in the reviews; critics were left disappointed by the film’s focus on humour rather than horror, with the dialogue and Cage’s performance drawing the most criticism, though the special effects were praised and some have since re-evaluated it as an under-rated comic book film. Despite being labelled as one of the worst films of the decade, Ghost Rider not only received this extended edition on home media but was actually followed by a sequel…of sorts…in 2011, that was a critical and commercial failure which, coupled with Cage’s disappointment with the role and franchise and the rights being reacquired by Marvel in 2013, dashed any plans for a third entry.
The Review: Ghost Rider is another of those Marvel superheroes I’m not all that familiar with; unlike others like this, I can’t even say that I’ve been able to get a sense of the character and his incarnations and adventures as Marvel haven’t yet released one of their Marvel Platinum definitive collections for him and a lot of his classic collections are a bit overpriced for my tastes. I’ve always been drawn to the character, though, since he’s visually very striking and his powers and background really speak to me as a long-time fan of Al Simmons/Spawn, but the most I’ve experienced of him are his debut story and the Spirits of Vengeance: Rise of the Midnight Sons trade paperback (Cooper, et al, 2016), his appearances in Marvel cartoons and TV shows, and a few sporadic appearances in videogames. I’d love to read more of him, but I definitely wasn’t as clued up on the character as I usually am when I first went to see Ghost Rider. Hell, I wasn’t even (and still am not, really) a big fan of Nicolas Cage; I’d seen him in The Rock (Bay, 1996), Con Air (West, 1997), and Face/Off (Woo, 1997) but he never really clicked for me as an actor or personality because he always came across as being more than a little nuts. Thus, I originally went into Ghost Rider with quite low expectations; I was expecting an action-packed romp full of special effects and bonkers visuals and fights and that’s basically what the film delivers, though even I was hoping it’d lean a bit closer towards the dark connotations of the character and Ghost Rider’s more horror-themed elements.
Johnny’s deal with the Devil costs him his soul and his happiness that no amount of fame can assuage.
The film is immediately handicapped by an opening narration. I’ve talked about this a few times but this really is a cliché that’s hard to get right in cinema; it makes sense to want to clue the audience in early on to what’s going on and give some lore and context to the world being presented, but it ends up becoming redundant as Carter Slade/The Caretaker (Elliot) repeats it to Johnny later in the film so it’s just another example of narration for narration’s sake. Anyway, when we first meet Johnny Blaze, he’s just a kid (Matt Long) working as a carny stunt cyclist alongside his father, Barton (Brett Cullen). Although he enjoys the thrill of entertaining the masses with increasingly dangerous and ludicrous jumps (to the chagrin of his father, who chastises him for being a show off), Johnny is frustrated with the lifestyle and playing second fiddle to his father and is determined to leave it all behind and run away with his girlfriend, Roxanne Simpson (Raquel Alessi). When he spots a convenient letter detailing the seriousness of Barton’s cancer, however, Johnny hesitates; his concern and desperation for his father’s welfare are all the leverage Mephistopheles needs to convince Johnny into signing away his immortal soul to keep Barton from succumbing to his illness. Johnny’s elation at seeing his father rejuvenated is soon dashed when the slightest twitch from Mephistopheles causes Barton to die in a motorcycle stunt, leaving young Johnny wracked with guilt, devastated at losing the only family he has, and burdened by the debt he now owes to the conniving Devil, who promises to one day collect on his contract. Having lost everything and fearing for Roxanne’s safety, Johnny opts to abandon her and hit the road, eventually growing up into Nicolas Cage. The now-adult Johnny Blaze has become a media sensation; famous for his privacy and death-defying stunts, we catch up with him in the middle of a cross-country tour with his entourage, which includes best friend and impresario Mack (Logue). However, despite his best attempts to overcome his fear, Johnny is haunted by his past, which is annoyingly drummed home to us through constant flashbacks to events we just witnessed, as though we’d forget what happen less than a minute ago. Constantly questioning whether he’s actually as good as everyone says or whether it’s Mephistopheles’ influence keeping him successful and healthy, Johnny just about gives Mack an ulcer due to his insistence on pushing his stunts to the absolute limit to maintain his reputation as “Mister Invincible”
Johnny is cursed to transform into a flaming skeletal demon at night and in the presence of evil.
Though he forgoes alcohol and drugs, preferring to swig down cocktail glasses of jelly beans and sooth his anxiety with the Carpenters (amongst other weird traits), Johnny is a tortured soul who is forever trying to outrun the literal Devil. When he happens to cross paths with the grown-up Roxanne, he sees it as a sign that his days of living in fear are over; reinvigorated with a newfound zest for life, he regresses to a child in his attempts to impress and woo her and, despite being burned by him in the past and her better nature, the budding reporter agrees to give him a chance. However, right as he’s about to begin his new life, Johnny is approached by Mephistopheles once more; rather than claiming Johnny’s soul, Mephistopheles orders him to track down and kill his son, Blackheart, and imbues him with the power of the Ghost Rider to fulfil this mission with the promise of releasing him from his vow once the deed is done. Although Johnny has no interest in doing the Devil’s bidding, he’s horrifically transformed into a monstrous being, a leather-clad demon with a flaming skull for a head and a semi-sentient blazing motorcycle for transport. In a change of pace from most superhero movies, Johnny actually confesses to his curse and newfound duality to Roxanne but, naturally, she doesn’t believe him and he just comes across as a madman thanks to his awkward personality quirks and madcap nature. Ghost Rider is a tricky character, in many ways; a supernatural creature with near-unlimited power, it’s hard to put him in situations where he would be vulnerable, so the film lumbers him with the caveat that he can only appear at night and in “the presence of evil”. Even then, and when faced with other supernatural foes, the Ghost Rider is a formidable creature; practically impervious to pain and injury, his wounds heal abnormally fast, he exhibits superhuman strength and dexterity, and he can supernaturally ignite and extended his chain and conjure hellfire at will. His most powerful weapon is his “Penance Stare”, which forces a victim to relive all the pain and evil they’ve done and, presumably, be consumed by it. What’s not made immediately clear in the film, however, is whether or not the Ghost Rider is a separate entity from Johnny or if Johnny retains his personality when transformed. It seems like he does, and Johnny can fully recall everything he did while transformed, but other times the Ghost Rider talks and acts very differently, but there’s no mention of Zarathos in the film and the Ghost Rider doesn’t say much, so it’s a bit unclear as to what’s going on there. Even more ludicrous, however, is the part when Johnny just takes control of the “possessing spirit” after reading a single passage in one of his occult books and stating he wants control, which both skips over any kind of hardship he might have to face and undermines even the slightest but of duality between him and the Ghost Rider.
Neither Blackheart or his minions ever come across as a serious, monstrous threat.
Johnny (and the audience) are given some context through the Caretaker, a wizened and gruff old man whom Johnny stumbles upon after his first transformation. It’s the Caretaker who narrates the film and delivers the bulk of its exposition regarding Mephistopheles, Blackheart, the Ghost Rider, and the Contract of San Venganza, a binding note of a thousand damned souls which Mephistopheles covets and Blackheart seeks to acquire in order to gain the power necessary to overthrow his father. Mephistopheles is a bit of a contradiction as well; he can assume a human guise, affects the weather and environment around him simply by walking, can bargain for people’s souls, and grant unimaginable power to a human host…but is somehow rendered “powerless” to actively oppose Blackheart. Conversely, Blackheart has no such limitations; he can come and go as he pleases, lower the temperature through his sheer presence alone, drain the life and flesh from humans with a touch, and even enter hallowed ground without any consequences, to say nothing of being immune to his father’s influence while on Earth. Blackheart enlists the help of the Hidden, three Fallen Angels with elemental powers: Abigor (Mathew Wilkinson), Gressil (Laurence Breuls), and Wallow (Daniel Frederiksen), however we learn very little about them (or even Blackheart, for that matter, beyond his childish resentment towards his father and lust for power and conquest) and they mainly exist to give Ghost Rider someone to fight against. Indeed, despite Abigor being able to become practically intangible, Gressil transforming to earth and stone, and even Wallow having the advantage during an underwater skirmish with the titular Spirit of Vengeance, all three are dispatched by the Ghost Rider with relative ease (Johnny even offs Gressil mere moments after his first transformation, showing no hesitation or trouble with his newfound powers). Despite being fully aware of his father’s favouritism to the Ghost Rider, and showing a flicker of fear at the demon’s power, Blackheart is so arrogant that he expresses suprise when the Ghost Rider survives his futile attempts to kill him and bests his minions…even though he knows what the Ghost Rider is capable of so he should’ve known better. Blackheart puts up a bit more of a fight, but this is mainly because their final showdown happens at the onset of sunrise, thus dispelling the Ghost Rider curse, and because Blackheart “[has] no soul to burn”. Those who are familiar with the comic book versions of Blackheart and Mephistopheles will be left disappointed by their decidedly undemonic appearances; though both show signs of their true, monstrous nature and Blackheart eventually transforms into a dark-skinned demon referring to itself as “Legion”, neither appear as demonic forces, which is great for maintaining the actors’ likenesses and performances but not so good for matching the visually impressive Ghost Rider against similarly interesting enemies and leaves Blackheart resembling more of a try-hard emo than a menacing threat.
The Nitty-Gritty: This extended version of the film adds a paltry nine minutes to the runtime, which mostly translates into further fleshing out Johnny’s youth and his relationship with his father but is most notable in an altered meeting between Mephistopheles and Blackheart, which changes the location and placement of the scene but basically serves the same purpose as in the theatrical cut. Even with these extra scenes, Ghost Rider doesn’t really seem to know what it wants to be; in its drive to avoid being too dark and scary, it veers way too much towards awkward comedy and bizarre inclusions. While many of these are exemplified by Cage’s weird take on the character, they’re not exclusive to him: Roxanne bizarrely takes a Magic 8 Ball to her date, but Eve Mendes fails to really impress as an interesting or forthright character and is mainly here to look hot, chew Johnny out, and be a hostage for him to rescue. To make things worse, the always-aggravating Rebel Wilson hams up her cameo like she’s the film’s comic relief (a role Mack fills wonderfully), and Blackheart’s minions are robbed of any sense of menace by their over the top performances and line delivery. Wes Bentley is equally guilty of this, with every line being delivered with a spitting, deliberate campness that completely destroys any allure and threat his character might (and should) have. However, it’s Nicolas Cage who absolutely tips Ghost Rider over the edge with his truly bonkers ideas and performance: I’ll admit, it’s refreshing to not see another alcohol-dependent, tortured character but Johnny’s reliance on sweets, pop music, and daft clips just make him seem like an absolute goofball…and he doesn’t need any help in that department! From his drawly Southern twang, his childish antics with Roxanne and the way he greets the paparazzi, to his over the top screams of anguish and joy when first transforming into the Ghost Ruder, it’s hard to really get a sense of who Johnny is since he just seems like a cartoon character on acid or hyped up on sugar, bouncing from mood to mood, dramatically pointing at people and growling “You!”, and chastising Mack for “steppin’ on Karen” or trying to talk him out of jumping over a field of helicopters. All I can say is thank God for Peter Fonda, Sam Elliot, and the underutilised David Roberts (whose Captain Jack Dolan is more of a nuisance than anything and the film arguably would’ve benefitted from replacing the police pursuit of the Ghost Rider with more development of Blackheart and his cronies); these three carry the film, playing the straight men in a glorified comedy and adding a gravitas to even the most ridiculous lines and concepts.
While the film struggles with its identity, at least the Ghost Rider’s special effects look great.
Thankfully, the film is also bolstered by its impressive special effects; although many of these suffer from a lack of polish (Blackheart’s arrival, for example, where he appears out of flaming rain and randomly screams at the camera for no reason, his minions, and the finale haven’t benefitted from age), it’s clear that all of the time, money, and energy was spent on making the Ghost Rider himself look absolutely top notch and bad-ass. Although there’s been some debate over whether Cage’s abs were real or not, Ghost Rider is easily one of the most visually impressive comic book characters on the page and on the screen; garbed in a spiked leather jacket, wielding a flaming chain, and having a flaming skull for a head, seeing him rocket down roads, leaving a trail of fire and devastation in his wake, is quite the spectacle and the flame effects still hold up pretty well. Probably as a consequence of how difficult the character was to conceive and animate, the Ghost Rider doesn’t talk much, and his action sequences tend to be very blunt; it’s all about ending things quickly, with as much visual and dramatic impact as possible, rather than having overly choreographed fight scenes or dragging things out. This works in context as the Ghost Rider certainly has the power to shrug off knives, blows, and even a truck to the face, to say nothing of leaving Gressil a charred mess of stones with a single lash of his whip. Easily one of the best parts of the film comes when Johnny is locked in a cell full of criminals, where he manhandles the lowlifes and reclaims his bike to race through the city streets in a blazing inferno while Dolan frantically tries to chase him down. This results in cool shots like Ghost Rider idling on top of the Southbank Pedestrian Footbridge, emerging from water completely ablaze, and racing up the side of a building to reel in a police chopper using his chain. This is also where he fights with Abigor; despite the fact that the Wind Elemental can become nigh-on intangible, even this creature is no match for the Ghost Rider, who easily immolates the Fallen Angel by whipping up a flaming tornado. The movie then makes a big show of revealing that the Caretaker was Carter Slade, the Ghost Rider who kept the Contract of San Venganza, and then completely squanders it by simply having him wander off to his death after accompanying Johnny to the ghost town rather than heroically die in battle with Blackheart, which kind of makes the entire reveal pointless beyond a cool shot of the two riding through the desert to a cover of “(Ghost) Riders in the Sky: A Cowboy Legend”.
Johnny bests Blackheart and then keeps the Ghost Rider power since that’s something he can do, apparently…
For all his immense power and his lofty dreams of domination, Blackheart ends up being little more than a petulant child; he’s dangerous, for sure, and even Mephistopheles fears his ambition, but he’s really only seen as a threat to humans. Although he increases Johnny’s personal stake in the plot (as if saving the world from untold eons of darkness wasn’t motivation enough) by killing Mack, Blackheart loses a lot of credibility by taking Roxanne hostage to bargain for the contract. This is especially egregious considering Carter hid the contract in the handle of his spade, so Blackheart had the means to acquire it all along and just…didn’t…because he wanted to toy with his prey rather than be a little more thorough. The movie tries to escalate things in the finale by forcing Johnny to retreat to the shadows to summon his powers, but it just ends up seeming like the filmmakers ran out of money and couldn’t render Ghost Rider in his full glory for the final showdown. Blackheart doesn’t fare much better, either; after absorbing San Venganza’s damned souls, he gains a moderately more monstrous appearance but is actually less of a threat as he’s now filled up with a thousand souls for the Penance Stare to run through, leaving him a useless, catatonic lump of wasted potential for Mephistopheles to take back to Hell and punish for being a naughty boy. Despite the fact that all Mephistopheles has done is lie, it’s surprising when the Devil actually makes good on his promise of releasing Johnny from his curse but, rather than finally be free and live the life he’s always wanted with Roxanne, Johnny inexplicably vows to wield the Devil’s power as the Spirit of Vengeance. While this is treated like some big dramatic character moment and Johnny finally embracing his destiny, it’s another of the film’s many head-scratching moments: Mephistopheles can bestow the Ghost Rider power against a person’s will but can’t remove it against their will? It’s almost as if the film’s implying that the Ghost Rider is more powerful than the Devil himself (and, in actual fact, he is since Mephistopheles couldn’t touch Blackheart on Earth!) Of course, the real reason for this nonsensical ending is to set-up a sequel, but I’d argue we could’ve still gotten that while also offering something a little bleaker. Like, have Mephistopheles betray Johnny and say he’s still bound by his contract, but Johnny could still vow to put his powers to good use and to oppose Mephistopheles wherever possible. Instead, it just seems like Mephistopheles is all bark and no bite as he just throws a temper tantrum (clearly where Blackheart gets it from…) and promptly disappears to allow his greatest and most powerful creation to wander the Earth outside of his control.
The Summary: I think the biggest issue with Ghost Rider, even for someone like me who barely knows anything about the character, is that it’s just a bit of a disappointment from start to finish. It seems like the filmmakers thought the concept alone and Nicolas Cage’s star appeal would be enough for the film to compete against other blockbuster superhero franchises and didn’t really believe in the source material or the essence of the character’s horror roots. While I’m an advocate that 12/15-rated movies are more than suitable for most superhero properties, Ghost Rider definitely feels like it would’ve benefitted from being a smaller, more gritty horror vehicle rather than this bog-standard, over the top production. Considering the film is clearly pulling from classic horror movies like American Werewolf in London (Landis, 1981) and the Universal Horror movies, it’s a shame that it veers so far into the comedic and the absurd; everything from the acting, the soundtrack, and the overall corny nature of much of the movie constantly holds Ghost Rider back from being a more memorable picture, regardless of how good the titular character looks in the film. And he does look good, but the issue is the confusion regarding whether there’s any duality between him and Johnny, how ridiculously overpowered he is, and the vaguely defined powers of Mephistopheles and Blackheart. I can’t help but feel a smaller production, one more focused on Johnny Blaze struggling to cope with his monstrous curse, demonic alter ego, and his past mistakes while the Devil pulls his strings would’ve made for a darker, more unique horror piece but, instead, the film doubles down on its star power and visual effects rather than trying to give the Ghost Rider a tangible threat or tighten up the script. It’s definitely not the worst film I’ve ever seen, and has some fun and amusing and cool moments, but it’s far more akin to the disaster that was Spawn (Dippé, 1997) rather than a cross between The Crow(Proyas, 1994) and Constantine (Lawrence, 2005) or even something along the lines of Hellboy (del Toro, 2004), all far better movies that came out prior to this and which I feel are far more suitable to the tone of the Ghost Rider comics.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
Did you enjoy Ghost Rider? If you’re a fan of the comics, how do you think it worked as an adaptation and what would you have changed? What did you think to Nicolas Cage’s performance in the film and the changes made to Johnny Blaze’s character? Were you a fan of the special effects, and what did you think to the villains and their minions? Can you explain why Mephistopheles has such inconsistent powers when on Earth? What are some of your favourite Ghost Rider stories and moments? Whatever your thoughts on Ghost Rider, share them below and be sure to check out my other horror-themed Marvel content!
Released: 29 September 2023 Director: Kevin Greutert Distributor: Lionsgate Budget: $13 million Cast: Tobin Bell, Synnøve Macody Lund, Shawnee Smith, Renata Vaca, Octavio Hinojosa, Paulette Hernández, and Steven Brand
The Plot: With only two months left to live thanks to a malignant brain tumour, John Kramer (Bell) desperately searches for a cure to prolong his work as the infamous Jigsaw. When Cecilia Pederson (Lund) offers an unsanctioned operation that claims to save his life, John puts his unique brand of justice into motion after learning he’s been scammed by an elaborate hoax.
The Background: In 2004, Australian writer/director duo Leigh Whannell and James Wan brought us Saw, a low-budget horror affair inspired by the unexpectedsuccess of TheBlair Witch Project (Myrick and Sánchez, 1999). The film’s iconic death traps helped popularise the “torture porn” sub-genre and stir upsome controversy but its $103.9 million box office made it the most profitable horror film since Scream (Craven, 1996). This success naturally led to sequels, and soon a dense and popular horror franchise was born; however, while the box office of the Saw series remained strong, critical reaction soon became mixed as the concept was dragged out over numerous sequels and tie-in merchandise. Although Saw 3D: The Final Chapter (Greutert, 2010) was intended to be the final film in the series, Lionsgate twice tried to revive the franchise over the next decade or so, with mixed results. After Spiral: From the Book of Saw (Bousman, 2021) became the lowest-grossing film in the series and was blasted by negative reviews, Lionsgate decided to revive previous ideas for this tenth instalment. The film’s placement in the convoluted Saw timeline allowed star Tobin Bell to return and he was excited to be more heavily involved in the plot and production this time around, and he was joined by some returning cast and crew. Director Kevin Greutert was adamant about returning to Saw’s roots, including employing practical effects for the traps and death scenes, and ultimately decided against digitally de-aging the returning actors to retain their performances. As of this writing, Saw X has grossed over $60 million worldwide, making it the second-least-profitable of the franchise, though the critical reaction was largely positive; while the traps and gore were noticeablypraised, it was Bell’s performance that won the most acclaim amidst criticisms of the film’s plot and other characterisations.
The Review: I’ve always been a big fan of the Saw franchise; it’s a big claim to fame of mine to say that I saw every film in the series at the cinema (with the exception of Spiral; thanks, Covid!) and I’ve always taken a perverse pleasure in the unique blend of horror used in the series. There’s a dirty, gritty, frantic appeal to Saw, one that relies heavily on explicit and elaborate traps, but the franchise is just as appealing thanks to its alluring and contradictory main antagonist, John Kramer. Saw has never been a linear franchise; all the films have played with the timeline to come up with ways to flesh out John’s character even after his untimely death, but Saw X may be the most unique in that it takes place in a grey area between Saw, Saw II (Bousman, 2005), and Saw III (ibid 2006). This means that John is still alive, though gaunt and noticeably wizened from his inoperable brain tumour, which has numbered his days dramatically. John’s despair at his impending demise isn’t just because he’s not ready to die yet; it’s also because he has established himself as “Jigsaw”, a sadistic (and yet unnervingly fair) punisher of those who do not appreciate their lives. John is distraught at the idea of dying before he’s had a chance to “help” others with his work and finds little comfort in the pragmatic advice of his doctor (David Alfano) or the cancer support group he begrudgingly attends.
Desperate to prolong his life and his work, John turns to a groundbreaking miracle cure.
However, when a member of this group, Henry Kessler (Michael Beach), makes a miraculous recovery, John learns about Cecilia Pederson, daughter of world-renowned surgeon Doctor Finn Pederson (Donagh Gordon), and her off-the-grid clinic that claims to have developed a radical new procedure and drug concoction which has a 90% success rate in cancer patients. Despite being portrayed as one of the most intelligent and Machiavellian horror villains of all time, desperation sees John cling to this unbelievable hope, and he makes the trip out to Mexico to meet with Cecilia. He’s abducted and brought to an isolated villa where he’s introduced to Cecilia and her team: brain surgeon Doctor Cortez (Joshua Okamoto), anaesthesiologist Mateo (Hinojosa), nurse Valentina (Hernández), and two of Cecilla’s former patients, the kindly Gabriela (Vaca) and grateful Parker Sears (Brand). John is welcomed into the villa, which is also home to a former chemical plant that has been adapted into a makeshift operating theatre. In keeping with his intellectual superiority, John asks many questions and is both reassured and overwhelmed by Cecilia’s kindness, knowledge, and success rate. Since being diagnosed with brain cancer, John has made it his life’s work to teach others to appreciate their lives, putting them through horrendous physical and mental tests as Jigsaw to give them a chance at redemption and to show them the value of their comparative health and happiness. It’s all he’s lived for and has consumed him, costing him both friends and family, but Cecilia offers him a true opportunity to regain his life and to set aside this crusade, and John is completely taken in by her words and soon undergoing brain surgery to remove the tumour from his head.
Betrayed by his would-be-saviours, John enacts a gruesome revenge.
When he awakens, John is elated to learn that the operation was a success. He’s grateful beyond words to Cecilia and feels immediately reinvigorated by a new appreciation for life. Although he was transported to the villa in secret and Cecilia’s entire operation was performed under the radar to avoid reprisals from “big pharma”, John uses his astute intelligence to find the villa in a bid to express his gratitude and say goodbye to the friends he made there. Unfortunately, he finds the villa deserted and that the entire operation was a scam; they simply lured him in with false promises, drugged him, and pretended to perform surgery using an educational video to help sell the illusion. Previously depicted as a polite, learned, and grateful man who was desperate to regain his life, John’s demeanour immediately snaps upon learning he was scammed; he allows himself one brief emotional outburst before placing a called to his apprentice, Detective Mark Hoffman (Costas Mandylor), to help him track down those responsible for duping him was false hope, making a fool of him, and stealing $250,000 of his money. Given his frail disposition, he’s aided by his other apprentice, former drug addict Amanda Young (Smith), who delights in playing an integral role in abducting and tormenting Cecilia and her team. Although Amanda clearly looks fifteen years older than she should, it’s mostly covered by some make-up effects and the film spends a surprising amount of time fleshing out her relationship with John; she’s distraught by his impending death and angered at the scam, wishing to simply kill those responsible and begrudgingly allowing John to subject them to his tests due to his twisted moral code. She also shows an unexpected glimmer of humanity and hesitation since she feels a kinship to Gabriela, who was simply duped into Cecilia’s plot due to her addiction to drugs. However, John keeps Amanda focused on the task at hand and uses the entire situation as a learning opportunity for all involved; Amanda needs to learn to be dispassionate about the job she’s been primed to take on after his death and Cecilia and her team need to learn that their actions have consequences.
The Nitty-Gritty: One of the things I love about the Saw franchise is the complexity and hypocrisy of John Kramer. Jigsaw has always claimed (as he does in this film) that he’s not a murder; that he presents his subjects with a choice (“live or die”) and they are the ones who mutilate themselves or lose their lives by failing to follow his rules or lacking he will to live. For the longest time, Jigsaw’s campaign seemed methodical but ultimately impartial; his victims were people he observed and deemed unworthy of their fortune, so he put them to the test. Over time, though, this motivation has been skewed; Jigsaw has targeted doctors, lawyers, and police officers who have wronged or pushed too hard into investigating him and many of his victims have been those responsible for his greatest tragedies, be it the loss of his unborn son, not covering his medical bills, or diagnosing his condition in the first place. Saw X continues this hypocritical vendetta; John projects an emotional detachment to the “game” he subjects Cecilia and the others to, but has brief flares of emotion because of his personal attachment to the game and it’s obvious that the only reason they’re being targeted is because they wronged him. Saw X shows that John is always on the lookout for new subjects; he suspects everyone and not only sketches ideas for new traps but also envisions how those traps will work, showing a hyper awareness of his surroundings. It’s no wonder, then, that he’s so enraged by Cecilia’s deception and shows no mercy to her or any of her team, no matter how much they beg, and simply coldly advises them to “play [the] game” to show how much they’re willing to sacrifice to atone for their sins and continue living.
While a couple of traps are suitably horrific, many are disappointing or overly complex.
This is a major aspect of Saw X; after ten films in the franchise, it’s important for a new Saw movie to give us something new, and Saw X decides to do that by firmly casting John as the aggrieved protagonist. Previously, there was always a twisted logic behind Jigsaw; you could usually understand where he was coming from and even sympathise with him, no matter how twisted his games were, but Saw X explicitly asks you to root for him by casting him as a victim and presenting a character (Cecilia) who’s even more obnoxious and malicious since she lacks even his skewed moral code. This means that the traps presented have a different level of catharsis; usually, we’re supposed to root for his victims to survive, but this time you want to see them suffer and fail for taking advantage of so many desperate people. Unfortunately, I wasn’t too blown away by Saw X’s traps; I was hoping for the film to return to the more grounded traps for the first two films, but these are again pretty elaborate and complex considering how close to death John is. Things start off well with John subjecting a thieving orderly (Isan Beomhyun Lee) to a vacuum trap that sucks out his eyes if he doesn’t break his fingers, but this turns out to simply be a fantasy of John’s. When he tracks down Dr. Cortez (actually Diego, his taxi driver), he forces him to slice chunks out of his arm to remove two explosives, a gruesome task that Diego surprisingly survives. Valentina is forced to severe her leg and drain bone marrow to keep her head from being sliced off, which is extremely gory and harrowing and results in failure, while Gabriela is suspended by chains and must smash her wrist and ankle to avoid being roasted by radiation. Mateo is subjected to the most elaborate and bonkers scenario; he’s strapped to a chair and forced to cut into his brain to avoid being roasted by a heated mask, something he obviously struggles to do as he’s just a vet rather than a trained doctor.
The film primarily focuses on reframing John as a sympathetic and even heroic character,
I think what bugged me the most about these traps isn’t just how lacklustre a lot of them were, but also that John’s vengeance was flawed, as Amanda points out. Cecilia was the mastermind behind the whole operation and the others waste no time in selling her out, but to John they’re all as culpable as each other. However, I do think the traps would’ve worked better if Cecilia had been forced to take part in them. Perhaps she could’ve been strung up by chains like a puppet and forced to slice off Valentia’s leg; she also would’ve been better suited to perform Mateo’s makeshift brain surgery, and Gabriela’s trap could’ve been reworked so Cecilia could’ve taken part in it. Think Jeff Denlon (Angus Macfadyen) in Saw III; his test was to save others from a gruesome fate, and I definitely think this would’ve been a better fit here. Instead, there’s a lot of unnecessary waiting around; I like that John is front and centre for this game, directly interacting with his subjects and overseeing it from a control room, but there’s a huge gap between Valentina’s death and Mateo’s trap. This is, of course, all part of John’s plan but I think his larger plot would’ve succeeded without there being so much waiting around. At first, it seems there’s the hope of salvation for John’s victims and the possibility of a new recruit for John when Parker comes by angrily looking to confront Cecilia for scamming him. Subdued by Amanda, Parker briefly acts as a witness to John’s sadistic game and seems conflicted; like John, he wants to see Cecilia and the others punished for their misdeeds, but his vengeance extended simply to getting his money back and yelling at the con artists, not witnessing their brutal dismemberment. His presence is particularly unnerving to Amanda, to whom the entire ordeal is an additional test of her will; unfortunately, a lot of this tension is exhausted since we know Amanda’s fate, but it’s interesting seeing her as a flawed but devoted follower of John’s.
Despire seemingly being outsmarted, John finds a way to triumph through sheer force of will.
Parker is so horrified by what he’s witnessing that he disobeys John’s rules, retrieves his gun, and interrupts the game; nonplussed by Parker’s threats, John calmly agrees to free Cecilia and barely flinches when Parker is revealed to have been in on it all (largely because Diego spilled the beans on the whole operation earlier). It’s here where Saw X takes a weird turn; freed from her shackles, Cecilia forces John and Amanda to lock themselves in and delights in lording her superiority over the legendary “Jig-fucking-saw”. Rather that force John and Amanda to endure her test, Cecilia takes young Carlos (Jorge Briseño) hostage when he wanders past and forces him to join John in a particularly dreadful trap. John and Carlos are held down on a seesaw like platform by chains and waterboarded with blood; the only way to survive is for one of them to pull on a lever, subjecting the other to the torture. Although John begs Carlos not to pull the lever and is prepared to endure the torture himself, Carlos shows incredible resolve and takes his fair share of the punishment. This whole trap casts John in an extremely different light; earlier, he showed kindness to Carlos and he’s clearly conflicted and disturbed at an innocent child (and “unexpected” victim) being caught up in his plot. Indeed, the film paints John in a heroic light as he’s willing to sacrifice himself to spare the boy, though both are ultimately spared when Cecilia and Parker retrieve their cash and set off another trap. This disables the waterboard trap, allowing John, Amanda, and Carlos to escape, and sets off a corrosive gas in the control room. Cecilia and Parker are forced to fight for the death to reach a ventilation hole only big enough for one of them, a fight the cruel Cecilia wins by stabbing Parker, though her fate is left ambiguous as John, Amanda, and Carlos simply leave her there.
The Summary: Even I, as a big Saw fan, must admit that the franchise quickly became quite derivative; even now, I struggle to remember which film is which and I can see how a lot of the entries are very similar and stretched the premise way too far. In hindsight, I think the producers made a mistake killing Jigsaw in Saw III; they could’ve left him alive for a couple more films and done a bit more with him, since he’s one of the most compelling aspects of the franchise. In Saw X, John is front and centre, but this lands in such a weird way; here’s a morally reprehensible guy, a villain for all intents and purposes, and we’re asked to sympathise and root for him. In this context, he’s justified in seeking retribution (even if he denies this is his obvious motive), but it’s an interesting way to present him. In many ways, I would’ve liked to see this format used for previous Saw movies; take John and have him use his skills in interesting ways against people who wrong him, kinda like when arrogant mobsters unknowingly incite the wrath of the likes of John Wick (Keanu Reeves). As a character study of John, Saw X sheds a little more light and humanity on him, but again it’s not really anything we didn’t learn from the myriad of flashbacks across the other films. Normally, a Saw movie compensates for its paper-thin plot with gore and traps; however, while Saw X has plenty of gore, the traps are just as ludicrous as ever, which is a shame as I would’ve liked to see a grittier, more realistic bent to the traps given John’s more personal vendetta here. Ultimately, Saw X is like a love letter to the series; it puts the focus squarely on Jigsaw, giving him one last swansong, and contains some fun cameos and fan service here and there, but it was lacking something for me to really rate it much higher. It’s interesting seeing John be scammed like this, but I really don’t think he would’ve been; even at his most desperate, he was always ten steps ahead of everyone, so the premise was flawed for me from the start and the execution of the game failed to impress, despite how interesting John’s characterisation is throughout.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
What did you think to Saw X? Did you buy the John would be so easily fooled by Cecilia’s scam? What did you think to the traps and the execution of John’s game? Were you surprised that Amanda has such a big role in the film? Did you see the twists coming in the finale? Where would you rank Saw X against the other films in the franchise and do you think you would survive one of Jigsaw’s games? Whatever you think about Saw X, and Saw in general, leave a comment below.
Story Title: “Ghost Rider” Published:30 May 1972 (cover date: August 1972) Writer:Gary Friedrich Artist:Mark Ploog
The Background: In 1967, Marvel Comics’ Dick Ayers, Gary Friedrich, and Roy Thomas introduced readers to Carter Slade/Ghost Rider, a Western gunslinger heavily based on Ray Krank and Dick Ayers’ horror-themed character of the same name. The character later took the moniker of the Phantom Rider and was surpassed by his successor, the entirely different but similarly named Spirit of Vengeance. A few years later in 1972, Thomas (then editor-in-chief of Marvel Comics) wished to introduce a villainous Ghost Rider as a foil for Matt Murdock/Daredevil. It was Friedrich who convinced Thomas to expand on the character, artist Mike Ploog asserts that he gave the character his trademark flaming skull, and the legendary Stan Lee dreamed up the name Johnny Blaze for the character’s alter ego. By 1973, this strange supernatural anti-hero had been upgraded to his own self-titled comic and, over the years, the mantle has passed to manyothers. Ghost Rider has been involved in many high-octane, demonic adventures: he’s battled the hordes of Hell, been split in two, aligned with other supernatural characters as the Spirits of Vengeance, and even flirted with mainstream success thanks to cameo appearances in Marvel’s nineties cartoons, poMovie Night: Ghost Rider: Spirit of Vengeanceorly-received live-action adaptations, and even featuring in a semi-prominent role in the fourth season of Marvel’s Agents of S.H.I.E.L.D. (2016 to 2017).
The Review: I should note first and foremost that I’ve had very little experience with Ghost Rider’s comics; hell, my experience with the character in general is pretty much exclusively from what I’ve seen in movies, cartoons, videogames, and the odd Marvel crossover here and there. Yet, I find the character visually and thematically appealing thanks to my love of the gothic and the macabre and I’d love to read more stories of the character if Marvel ever get their fingers out their asses and make his classic tales more readily available in print. His debut story opens on the rainswept streets and finds the titular flame-headed demon riding through the night; the first thing you might notice here is that the Ghost Rider is riding a fairly standard chopper rather than his iconic Hellcycle, but his visual appeal is hardly diminished because of this thanks to his tight leather outfit and his flaming skull for a head! Another thing that sticks out is that the Ghost Rider happens to pass by as a couple of thugs are gunning a man down in the streets but he chooses not to intervene or punish the gunmen, instead preferring to stay on the move to keep anyone from seeing his gruesome visage. However, fate has other plans for the demonic rider and the thugs give chase, determined to ensure that there are no witnesses to their crime. Interestingly for me, someone with little knowledge of how the Ghost Rider’s transformation and symbiosis works, the Ghost Rider’s internal monologue is that of a desperate man looking for solitude and privacy rather than conflict, and he only stops to confront the gunman when he’s left with no other option. Startled by the rider’s appearance (yet convinced that he’s simply wearing a flashy helmet or pulling some kind of trick), the thugs load up to face off with their ghastly witness, only to find the Ghost Rider is capable of spawning flames from the ground to cut them off and summoning Hell-fire to boost over their heads and escape to safety. Finally free from persecution, the Ghost Rider finds further relief in the rising of the sun, which dispels his demonic appearance and returns him to the agonised human form of Johnny Blaze.
Tormented stunt rider Johnny Blaze sold his soul to save his adopted father.
Desperate to take his mind of his nightly curse, Johnny tries to focus work; as one of the world’s most celebrate stunt cyclists, he is due to attempt the “world jump record” at Madison Square Garden that afternoon, but his thoughts continuously drift back to the past and how he was struck by his demonic dual life. His father, Barton Blaze, was also a daredevil motorcyclist and, after he died in an explosive accident, Johnny was adopted by fellow stunt cyclist Craig “Crash” Simpson and his beautiful daughter, Roxanne (or “Rocky”, as she’s affectionately known). Over the years, young Johnny overcame his fear of motorcycles and ended up taking to the sport like a fish to water; unfortunately, when he was fifteen, he watched his adopted mother die in a freak accident involving an exploding motorcycle. Heartbroken, he vowed to follow her last request and never ride again, though apparently never told this to Crash and Rocky as both of them believe he’s simply afraid to ride and shun him for it into his adulthood. Although he’d promised not to ride before an audience, Johnny secretly keeps up the hobby in his spare time, and he and Roxanne have an emotional reconciliation when she discovers how good he is and the promise her made to her mother. Taking solace in the life of a grease monkey now that he has the beautiful Roxanne by his side, Johnny and Rocky are overjoyed to learn that their show’s been booked for Madison Square Garden; unfortunately, this elation is short-lived as the cantankerous Crash drops the bombshell that he’s only got a month to live, at best, thanks to “the disease”. When Johnny refuses to go back on his vow and take Crash’s place, both his adopted father and Rocky brand him a coward and disown him; desperate for a solution to this problem, Johnny does the only logical thing possible and turns to occult tomes to call upon the dark powers of Satan!
Johnny’s bargain backfires when he’s forced to become a demonic figure at night.
Performing a macabre ritual and speaking ancient incantations, Johnny successfully summons the crimson devil and willingly agrees to serve Satan for all eternity if Crash is cured from his disease. Ol’ Scratch agrees to the deal and, the next day, Crash insists on performing the death-defying stunt, despite Johnny and Rocky’s desperate pleas. Sadly, Barton’s killed in his courageous and pig-headed attempt to ride his bike over twenty-two cars, and so outraged, so brief-stricken by the sudden and explosive death of another father, Johnny randomly decides to make the jump after all. However, Rocky is infuriated that he would steal her dad’s thunder like that mere moments after his death and spitefully walks away, leaving Johnny with only his regrets…and the Devil, arriving to claim that which was promised to Him and cursing Johnny to transform into his flame-headed alter ego as Satan’s emissary whenever night falls. Rocky happens to walk in on him during this ghoulish spell and, conveniently, is also well versed in the occult and is able to ward Satan off. Although Rocky’s presence is enough to quell Johnny’s woes during the day, his dark transformation is unstoppable at night and, agonised by his fiery transformation and monstrous visage, the Ghost Rider flees, bringing us full circle. Tormented by his nightly curse, Johnny struggles with his newfound duality, which sees him rearranging his work and social schedules to explain his nightly disappearances and exhausting himself through fear and worry. When he reads a newspaper headline stating that the gunmen he captured fingered a “Ghost Rider” for their plight, Johnny prepares to leave New York City to avoid being hunted by the police but is compelled to transform into his demonic other half when he loses track of time and distraught by the Faustian bargain that has doomed him to forever carry the burden of being the Ghost Rider.
The Summary: It’s interesting finally reading the Ghost Rider’s debut appearance and origin story after primarily being familiar with the character from the Nicolas Cage movies. I can see why the films simplified Johnny’s origin to have him sell his soul in exchange for Barton’s life as it was a little convoluted to have young Johnny witness his dad die, only to grow up wary of motorcycles and then swear off them after his adopted mother’s death, and then have to watch another father perish in a blaze of tragedy. The flashbacks to Johnny’s past are quite weak in a lot of ways; it’s weird that we don’t find out what disease Crash is suffering from, and that he’s not really said to have actually been cured before he dies in a motorcycle accident, and it’s even weirder that Johnny was compelled to complete the jump before Crash’s body was even cold. Strangest of all, though, is that Johnny (and Rocky) have a keen interest in the occult; the story very much hand waves this as though it was some passing fancy of his, but he has books and scripture that detail the exact rituals and incantations to summon Satan. Not Mephisto, but Satan Himself! So, in his original depiction, Johnny makes a conscious decision to seek out dark forces and willingly offered his soul to cure his adopted father; there was no deception, no underhanded deal, no manipulation or anything like that. Hell, Johnny’s assumption that Crash’s accident was a result of Satan’s influence, however right he may be (and it’s not explicitly said that he is), is quite the leap here so his shock at Satan going back on His word doesn’t have the same impact as it does in other depictions of the story where Mephisto preyed on Johnny’s desperation and played him for a fool.
Sadly, there’s very little Ghost Rider action here as the focus is on Johnny’s plight.
Ironically, if you’re looking for some classic, bad-ass Ghost Rider action, you won’t find it in “Ghost Rider”. I’ve often wondered how the character works when he’s transformed; like, is Johnny merely a puppet for a demon to use? Is he conscious or in control of his actions as the Ghost Rider or is he merely a passenger from the demon that dwells within him? Here, it very much seems as though Johnny is fully aware of himself when transformed; when he scares the gunmen with his flames and theatricality, it’s said to be him putting on a show to terrify them (though I guess you could infer that the demon is influencing his speech and actions here), but we don’t really get a sense of what the Ghost Rider can actually do. In the context presented here, the Ghost Rider is more of a nightly affliction; Johnny is forced to become a gruesome flaming skeleton at night, transformed into a monster for Satan’s amusement, rather than being the Devil’s bounty hunter or seeking out evil do-ers or whatever. He exhibits some control of Hell-fire to conjure flames and give his bike a boost, but he doesn’t oppose criminals or seek vengeance or retribution against the wicked; instead, he simply tries to avoid being seen when transformed, something he would achieve much easier if he simply stayed inside rather than riding off every time he transforms. Ultimately, then, “Ghost Rider” is presented more as a fantastical twist on the classic Faustian tale of a desperate man bargaining his soul to the Devil and coming to regret it; a macabre, dark tale of a flawed man trying to save the only family he has and ultimately driving away the few loved ones he has left and being cursed to become a monster every night. It’s an intriguing tale, but one sadly lacking in action, visual spectacle (a huge appeal of the Ghost Rider is his unique appearance and he’s barely in this story), and littered with a number of oddities that keep it from being as appealing as it could be.
My Rating:
⭐⭐
Rating: 2 out of 5.
Could Be Better
What are your thoughts on Ghost Rider’s debut story? Did the character impress you with his appearance or were you put off by how convoluted his backstory was? What did you think to Johnny’s summoning of Satan? Were you disappointed that we didn’t get to see more of what the Ghost Rider is capable of? Which incarnation of the Ghost Rider is your favourite? What are some of your favourite Ghost Rider stories or moments? Whatever your thoughts on Ghost Rider, share them below and be sure to check out my other Ghost Rider content.
Long considered to be an unlucky daydue to superstitions involving the number thirteen and religious connotations, Friday the 13th is perhaps equally as well-known as being the title of a long-running series of slasher movies. As a result, this is clearly the best opportunity to take a look at the Friday the 13th(Various, 1980 to 2009) horror series and to commemorate this unlucky and dreaded date.
Released: 13 April 1984 Director: Joseph Zito Distributor: Paramount Pictures Budget: $2.6 million Stars: Kimberly Beck, Corey Feldman, Joan Freeman, Crispin Glover, E. Erich Anderson, Barbara Howard, and Ted White
The Plot: Immediately after Friday the 13th Part 3(Miner, 1982), masked maniac Jason Voorhees (White) escapes from a morgue and returns to Crystal Lake to continue his killing spree. His victims include a fresh batch of teenage vacationers, secretive hiker Rob Dier (Anderson), and locals Tracy Jarvis (Freeman), Trish (Beck), and young son Tommy (Feldman), who must make a desperate last stand against the deformed murderer.
The Background: Hot on the heels of John Carpenter’s Halloween(Carpenter, 1978), which essentially gave birth to the “slasher” genre of horror cinema, Friday the 13th (Cunningham, 1980) became an unexpected box office success. Despite producer/director Sean S. Cunningham distancing himself from the franchise and continued negative reviews, both Friday the 13th Part 2 (Miner, 1981) and Friday the 13th Part 3 were financialsuccesses. However, Paramount executives began to be embarrassed by their association with the shlock franchise and, after their initial plans to end the series with the third film fell through, actively planned to close the book on Jason for good with this fourth film. Director Joseph Zito came onboard after receiving compensation for both writing and directing duties, but secretly worked with writer Barney Cohen on the script, which featured not just two survivors instead of the traditional one but also a child protagonist and a relatable family unit at the heart of the horror. Special effects maestro Tom Savini returned to work on the film’s make-up and practical effects, giving him the chance to not only redesign Jason once more but also kill the character off in gruesomely spectacular fashion. Up-and-coming child actor Corey Feldman won the role of Tommy Jarvis, and his character’s love of special effects was a homage to Savini, but Jason actor and stuntman Ted White reportedly didn’t get along with his young, bratty co-star during filming. Though the actor rarely talks about his involvement and only took the job for a pay cheque, the film also gained notoriety for actor Crispin Glover’s absolutely bonkers dance routine and for a lost alternative ending that was only recently partially restored. With a final box office gross of $33 million, Friday the 13th: The Final Chapter made less than the third film but more than the second, and still significantly more than its $2.6 million budget, making it a commercial success. The film was equally lambasted by scathing reviews that branded it a by-the-numbers retread of its predecessors that focused on gore and sex more than telling a coherent story, but many consider it to be one of the best (if not the best) entries in the entire franchise. Tommy Jarvis went on to be regarded as Jason’s archenemy and became a recurring character in the films that followed as, surprise surprise, this “Final Chapter” was nothing of the sort and a fifth film came out just one year later.
The Review: As many Friday the 13thfans will be aware, these classic slashers are generally divided into a couple of categories: there’s the classic human Jason era (which spans the first four films), the zombie era (which covers the rest of the series), and then sub-categories like the aborted attempt to continue the series without Jason and the remake (and probably even the New Line Cinema movies since they were so bizarre). Although I was aware of Jason as a horror icon, my introduction to him was actually Friday the 13th Part VI: Jason Lives(McLoughlin, 1986) so I have a preference for zombie Jason, an unstoppable supernatural force of nature, and this meant that I ended up working my way backwards through the previous films to see how he got to that point. After being disappointed by the first film, surprisingly entertained by the second, and somewhat bored by the third, I have to say that I (like many) consider Friday the 13th: The Final Chapter one of the best in the franchise, and clearly the best of the human Jason films until the remake. Like the last two movies, The Final Chapter opens with flashbacks to the previous films to remind audiences about Jason’s origins, his mother’s rampage, and some of the best kills so far and, crucially, that Jason has survived extreme wounds and trauma. Once we’re all caught up, the film picks up immediately after the end of Friday the 13th Part III; although we don’t get much indication of the fate of Chris Higgins (Dana Kimmell), Jason’s body is bagged up and taken to the morgue after he took an axe to the face, which strongly indicates that Chris hallucinated being attacked by Pamela Voorhees’ decomposing corpse (Marilyn Poucher) since Jason’s body was still in the barn. The details of Jason’s rampage are thus primarily related using footage of Paul Holt’s (John Furey) campfire story rather than the likes of perverted coroner Axel Burns (Bruce Mahler) and his antics are certainly not common knowledge to our newest crop of horny twenty-somethings teenagers (despite Part III’s events making it to the local news).
A fresh batch of horny teens arrives at Crystal Lake, with Ted and Jimmy being the stand outs.
While our new bunch of victims may not be the most interesting group, they’re certainly more likeable than those in Part III and are made up of just enough personalities to not be completely paper thin, disposable meat bags. What we have here are two sets of couples – Paul Guthrie (Alan Hayes) and Samantha Lane (Judie Aronson), Doug Bell (Peter Barton) and Sara Parkington (Barbara Howard) – and friends Ted Cooper/Teddy Bear (Lawrence Monoson) and Jimmy Mortimer (Glover). Sara stands out somewhat from the others (and her counterparts) in that she’s a shy and awkward virgin; despite being in a relationship with Doug, she’s unsure of herself and nervous about having sex, which is in stark contrast to Sam, who is a fully self-confident lover. However, there’s no animosity between them; they have a heartfelt discussion about the matter, and what it means to have a sexual reputation, and Sam is constantly encouraging Sara to be more carefree. Doug doesn’t make much of an impression beyond being a pretty patient and caring kinda guy; he doesn’t pressure Sara into sex or cheat on her, and is probably the most unremarkable as a result. Not that Paul fares much better; despite being with Sam, he’s easily swayed once twins Tina and Terri Moore (Camilla and Carey More) are absorbed into the group. He completely misses that Tina’s flirting with him, upsetting Sam and causing her to take an impromptu skinny dip in the lake and end up butchered as a result, and he’s fittingly impaled through the groin with a harpoon after he finally realises that he’s neglected his lover. Of the group, it’s Ted and Jimmy who make the most immediate impression; Jimmy has just been dumped and is feeling both lovelorn and horny, while Ted is an overconfident jokester who believes his wit and smart mouth are irresistible to girls. Ted riles his friend up by branding him a “dead fuck” and tries every trick in his playbook to get into the pants of both Tina and Terri, only to be rebuked at every opportunity and end up cackling at old timey pornography while high off his nut. It’s Jimmy who ends up coming out more successful in his endeavours; after Paul realises he’s been a dick and ditches her, Tina turns her attentions to Jimmy (despite his outrageous dance moves) and his sexual prowess is finally vindicated, much to his delight, though his joy is short-lived as he is killed by Jason soon after, leaving him a literal dead fuck.
The local Jarvis family is targeted by Jason’s wrath, leaving Trish and young Tommy to fend him off.
This gaggle of colourful characters are only half the story, however, for they rent a cabin that neighbours the home of the Jarvis family, a loving family unit consisting of doting mother Tracy, tomboyish daughter Trish, and mischievous Tommy. From a throwaway piece of dialogue between Tracy and Trish, we can infer that the family recently went through a divorce or, at the very least, a trial separation as their patriarch is nowhere to be seen and relations between him and Tracy are frosty, at best. Thankfully, there’s no tension, resentment, or bickering between these three; Tracy chastises Tommy for playing Zaxxon (SEGA, 1983) too loud and for needing a haircut, but it’s nothing overbearing or controlling. She compliments his mask-making skills, encourages Trish to visit her father to keep their relationship alive, and, if anything, the three are a bit too sickly sweet with their healthy affections for each other. While Tracy and Trish regularly jog together and Tracy is happy (if a little perturbed) for her daughter to socialise with others her age, Tommy is the stand out of the family. Not only is he the quintessential eighties kid (he loves videogames, horror movies, and has a passion for mask and model making that exceeds his youth), Tommy’s also a budding mechanic, regularly being called upon by Trish to fix her unreliable car, and (like many young boys) is transfixed by the rampant female nudity and sexual activity right on his doorstep, much to his mother and sister’s chagrin. While a cheeky smart aleck who’s a little too smart for his own good at times, Tommy is basically a good kid who cares for his mother and sister, and is left scared out his mind when the bodies start piling up next-door and cinema’s most famous hockey-masked killer comes literally crashing into their house. While Trish risks her life trying to lure Jason away to protect her kid brother, Tommy makes the bold decision to use Jason’s past against him, quickly shaving and cutting his hair so that he resembles the hulking murderer as a small boy and then finally ending the fiend’s life with repeated maniacal swings of his trademark machete.
Jason is stronger and madder than ever, easily overpowering and cutting down even his most driven victims.
Indeed, while Jason is more powerful than ever before and none of the main group of teens has any hope of fending him off, he actually comes up against not one but two relatively formidable foes here. We see an interesting new side to Jason’s actions in this film; The Final Chapter opens with cops and coroners cleaning up his crime scene and, when his supposedly dead body is being wheeled to the morgue, we see grieving families to really hammer home that these characters we so often see as disposable actually have lives and families, which is best exemplified in Rob, a nomad with a working knowledge of Jason’s past, his mother, and his killing spree thanks not only to researching the killer but also because he’s the brother of Sandra (Marta Kober) from Friday the 13th Part 2. Although he comes across as quite shady at first, both Tommy and Trish take a shine to the hunky stranger; Tommy jumps at the chance to show off his monster masks and Trish is horrified to learn that so much bloodshed haunts her hometown. Rob’s mission to track down and kill Jason and avenge his sister is an admirable one but, though he comes physically and intellectually armed, he’s ultimately no match for the killer and is bludgeoned to death in overly comical fashion when surprised by Jason in the basement. While Trish very much fits the mould of a “Final Girl”, having largely avoided Jason’s rampage, stumbling upon the bloodied corpses he’s left in his wake, and being the last “man” standing by the finale, it’s actually Tommy who steps up as an unexpected hero in the end. Jason really isn’t messing around this time; at this point, he’s been on a rampage for about three days and it’s clear that he’s getting more and more pissed off at all the horny teens stomping around his grounds. Whenever he spots one, he goes for them without hesitation, stalking from the shadows and striking with a noticeable brutality; he’s much more apt to use his superhuman strength to crush and manhandle his victims this time around, and his body language screams unbridled rage. He explodes through the Jarvis’s window, crushes skulls, and skewers kids all over the place, but is also smart enough to both take advantage of the darkness and rain to surprise his prey and cut off their phone lines, making for an exceptionally driven and ferocious version of the famous killer.
The Nitty-Gritty: Thankfully, unlike Part III, which opted for a weird disco track in place of the classic Friday the 13ththeme, Harry Manfredini refocuses on the iconic musical beats and the “ki-ki-ki-ma-ma-ma” so synonymous with the series, but bolsters it with a faster, more action-packed tone that delivers probably the best Friday the 13th score so far as it has the right mixture of dread and adrenaline to keep you engaged with the tension or bloody action onscreen. While every Friday the 13this full of sex and violence, The Final Chapter offers some different takes on the former: Axel is a horny coroner more interested in perving over girls both dead and alive than he is about showing any kind of compassion, and his fixation on the female form makes him an easy victim once Jason awakens; Sam is nervous about her first time but nonetheless excited to actually have the moment happen; Jimmy is fixated on his sexual performance and as desperate to get laid as Teddy but benefits from Tina being a bit of a slut and happy to settle for him after being rejected by Paul. There’s a bit of a parallel here between Tina and Sam; earlier, Sara alluded to Sam having a reputation, but she was perfectly happy being exclusive to Paul, whereas Tina unashamedly throws herself at Paul and only settles for Jimmy after Paul turns her down, and even then she puts Paul’s baseball cap on Jimmy’s head and has sex with him in Paul’s bedroom (though she seems legitimately into him after they have sex). This brazen sexuality indirectly leads to both Paul and Sam’s death, and both Jimmy and Tina are targeted by Jason soon after, but even a loved-up couple like Doug and Sara (and Terri, who doesn’t engage in any sexual activity) also pay the price for even being associated with such debauchery.
The Final Chapter has some sudden and brutal kills that shine even with the mandatory cuts.
The Final Chapter is bolstered by some of the best-looking kills in the series thanks to special effects wizard Tom Savini, who had really honed his craft since the first film. While much of the gore and violence was disappointingly cut to secure a marketable rating, we’re still left with some brutal kills that really reinforce Jason’s newfound rage and cruelty. Axel may not get his head twisted around by Jason’s bare hands, but a hacksaw to the throat is a pretty horrific way to go and Jason is far more interesting with a surgical scalpel than his Halloween counterpart. Previously, Jason slaughtered anyone who ventured onto his territory, but he initially has to make his way back to Crystal Lake and thus makes short work of a frustrated hitchhiker (Bonnie Hellman) by stabbing her through the next with a spear; there’s no finesse to Jason in this movie, he’s all about blunt, brutal, efficient kills and has really mastered taking his victims by surprise. While out on the lake, frustrated that Paul didn’t immediately follow her and at risk of hypothermia, Sam is caught completely unawares when Jason pops out of the water and pays homage to his mother by skewering her through the belly with a spear. After freaking out upon discovering her body, Paul desperately swims to shore only to get impaled through the groin by Jason’s spear gun and, in a perfect example of just how powerful Jason is now, he’s lifted clear off the ground for the killer to fire the spear for the coup de grâce. Easily the lamest kill is Tracy’s, which isn’t even shown as the film opts for a jump cut instead; even Terri and Tina fare slightly better than this and they’re simply framed by a flash of lightning and a brief shot hitting the house and thrown from a window, respectively. Two of the film’s most memorable kills are Rob’s exaggerated bludgeoning after finally coming face-to-face with his sister’s killer and Jimmy’s fruitless search for a corkscrew, which sees him impaled though the hand by said tool and then whacked in the face with a meat clever in a death somewhat reminiscent of my favourite kill from Part 2. Teddy ultimately ends up stabbed in the back of the head through a projection screen, which is a pretty sudden and simple kills, while Doug gets his head crushed against the bathroom tiles and Sara takes a wicked axe right to the chest!
Tommy puts an end to Jason’s massacre, and his life, but is left traumatised by the experience.
Friday the 13th: The Final Chapter, by accident or design, adheres very closely to the formula of its predecessors while also turning it on its head a bit. The addition of a normal, everyday family alone mixes things up and offers a contrast (and a refreshing break) from all the usual slasher depravity we know and love, and having a character like Rob, someone who knows all about Jason and is fixated on ending him once and for all, had a lot of potential. Sadly, Rob doesn’t live up to this, ending up as another red herring, but we’d actually see Tommy later fulfil a similar role when he returned in Jason Lives. When Trish is reduced to a panic-stricken, screaming, rainswept mess for the finale, tripping over bodies and running for her life, it seems as though we’re in store for pretty much the same climax we’d seen three times before but The Final Chapter takes a leaf out of Part 2’s playbook by having a character manipulate Jason using his past to render him temporarily stunned. Being stabbed in the neck, having a television smashed over his head, and taking a machete to the hand Jason can shrug off without much more than an annoyed growl but whip on his mother’s jumper or shave your head to evoke his childhood and the hulking brute is left perplexed. This leaves him wide open for Trish’s counterattack, but rather than repeat the beheading sequence of the first film, Trish succeeds only in knocking off Jason’s mask and exposing his ugly mug once more. For a moment, it almost seems as though Trish is going to break the trend and end up being killed by Jason, but Tommy surprisingly takes up the bloody machete and drives it right into Jason’s head! The impact of this wily little kid suddenly ramming a blade into one of cinema’s most notorious killers is shocking enough, but the way Jason’ falls to his knees and then lands face-first on the floor, driving the machete right through his skull, his eye twitching sickeningly as his head is split open, makes for one of the most gruesome kills in the entire series! In a testament to Jason’s relentlessness, even this isn’t immediately fatal and, when Tommy spots the killer’s claw-like hand twitching, he goes to town on Jason, screaming “Die! Die! Die!!” over and over as the film fades to white (a common trope often used to indicate death in the series and which usually accompanied the brutal murder of Jason’s other victims). There’s no question here that Jason is dead, hacked to bloody chunks by his own weapon, and the ending is about as definitive as you can get for the hockey-masked-killer, but The Final Chapter can’t resist giving us a last minute stinger as Tommy hugs his sister and shoots a look at the camera which suggests that he’s been fundamentally traumatised by the events he witnessed and his surprisingly brutal bloodthirstiness. As much as I enjoy Tommy as a recurring heroic figure, I often find myself wondering what would’ve happened to the franchise if he had become the new killer and taken up Jason’s mask and machete, but sadly we’ll never really know as Jason’s marketability was just too strong to replace him.
The Summary: It’s not always easy being a Friday the 13th fan. Have you ever sat down and watched all the films back-to-back? It can be exhausting, especially with the first five films as they’re all so similar and very rarely deviated from the pacing and standard set by the first film. Sure, the kids were different, the kills got better (or were more cut), and some wrinkles were added here and there to expand upon (and contradict) Jason’s backstory, but it’s easy to see how formulaic the franchise was even back then. Still, Friday the 13th: The Final Chapter is a breath of fresh air that’s as enjoyable as the second film; thanks to not being burdened by a pointless 3D gimmick like Part III, the film can focus on giving us some fun and interesting (if, naturally, a little one-dimensional) group of new victims and delivering on the promise of sex and gore that these films offer. The movie mixes up the formula with both the vengeful Rob and the Jarvis family, two elements which add a little extra spice to the plot and showcase the devastating consequences of Jason’s killing spree. This is easily my favourite version of human Jason before the remake came along; brutal and unrelenting, he’s more of a force of nature than ever, pouncing upon his victims and ending them with a merciless rage that becomes palpable by the finale, where he’s just tossing bodies through windows, ripping bloodied corpses from walls, and crashing through windows to get at the Jarvis’s. Having Jason meet such a definitive end not by the hands of Rob or a Final Girl, but by a child (one who impersonates Jason, no less) was a brilliantly unexpected twist and, even now, it’s clear that the filmmakers wanted this to be the final end to the killer’s massacre and I still wonder where the franchise would be if they’d actually followed through with that. Some fun, if outrageous, performances by the likes of Crispin Glover and Lawrence Monoson help make the kids more than just disposable victims, but by this point audiences we here for two things: Jason and the kills, and The Final Chapter has both well covered thanks to the work of Tom Savini. Overall, this is easily my favourite of the human Jason era of the franchise; it’s as cliché and formulaic as its predecessors at times, but mixes things up just enough to be far more engaging and I’ll never get tired of seeing that machete sink through Jason’s skull over and over!
My Rating:
⭐⭐⭐⭐
Rating: 4 out of 5.
Great Stuff
What did you think to Friday the 13th: The Final Chapter? How do you feel it holds up against its predecessors and its many sequels? Which of the new characters was your favourite and why, and were you a fan of Tommy? Would you have liked to see more from Rob? Which of the kills was your favourite, and were you shocked to see Jason killed off here? Would you have liked to see Tommy take over as the new killer? Which of the Friday the 13th movies is your favourite? Do you consider Friday the 13th to be unlucky? Are you watching a Friday the 13th movie today? Whatever your thoughts on Friday the 13th (the movie, franchise, and day), go ahead and leave them down below and be sure to check in again for more horror content in the near future!
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