Back Issues: Hellboy #1-4

Story Title: “Seed of Destruction” (Part One to Four)
Published: March 1994 to June 1994
Writers: Mike Mignola and John Byrne
Artist: Mike Mignola

The Background:
Born in Berkeley, California, artist and comic creator Mike Mignola grew up with a fascination of monsters and a love of gothic, Victorian fiction. Mignola started his career as a comic book artist working for The Comic Reader before bringing his trademark dark, moody art style to mainstream publications DC and Marvel Comics. After years of working for hire, Mignola teamed with legendary writer and artist John Byrne for his first creator-owned comic book, Hellboy. Hellboy’s visual appearance evolved over Mignola’s career, beginning as a drawing for the 1991 Great Salt Lake Comic Convention booklet before eventually becoming the “World’s Greatest” gruff and witty paranormal investigator. Hellboy’s adventures began with these four distinctively Lovecraftian, widely successful issues and expanded into a wealth of further comics, spin-offs, and crossovers thanks to Mignola’s unique blend of folklore, horror, and pulp adventure. Hellboy has also seen not inconsiderable success beyond the comic books, featured in a handful of largely mediocre videogames, some well-regarded animated ventures, and some amazingly detailed action figures. Hellboy also made a splash on the big screen, especially in Ron Perlman’s peerless portrayal of the character in Guillermo del Toro’s cult favourite films. While Hellboy’s subsequent silver screen ventures was somewhat divisive, he remains one of the most enduring and visually iconic cult comic characters whose adventures have seen him effortlessly jump between multiple genres.

The Review:
Hellboy’s story begins in 1944 at the tail end of World War Two where a special squad of Army commandos, representatives from the British Paranormal Society, and costumed adventurer Paul Gibney/The Torch of Liberty gather in a remote village in East Bromwich to tackle a lingering Nazi threat known as “Project Ragna Rok”. While First Sergeant George Whitman is sceptical, Professor Malcolm Frost, “paranormal Wiz Kid” Trevor Bruttenholm/Broom, and medium Lady Cynthia Eden-Jones believe that Adolf Hitler’s “spook squad” are experimenting with black magic to raise the dead. Thanks to Broom’s meticulous research and Cynthia’s clairvoyance, the squad learns that maniacal mage Grigori Rasputin is performing a dark ritual powered by a mystical incantation and bizarre equipment, including two hefty gauntlets worn by Rasputin. Although Klaus Werner von Krupt is unimpressed by Rasputin’s light show, Broom and the others are surprised by a sudden burst of supernatural fire and the appearance of a child-like demon. Despite Professor Frost wishing to kill the creature, Broom accidentally names it “Hellboy” and the demon is adopted by the regiment, spending the next thirty-five years being raised by Broom, whom he sees as a surrogate father. Thus, Hellboy is pained to see his mentor aged and struggling with his memory of the “Cavendish expedition”. Thanks to Hellboy’s encouragement, Broom recalls that he accompanied the renowned Cavendish explorers to the ruins of an ancient temple. There, flanked by a statue of the monstrous, cephalopod-like Sadu-Hem, Broom discovered Rasputin in deep hibernation. Barely escaping from or remembering the carnage that followed, Broom summoned Hellboy for aid, only for his adopted son to watch in horror as a plague of frogs herald the arrival of a vicious frog-like monster, which kills Broom and attacks the enraged Hellboy.

When his father is murdered, Hellboy investigates a cursed family and uncovers an apocalyptic threat.

At a disadvantage in the dark, Hellboy is disarmed and wounded by the creature’s caustic tongue, so Hellboy gives the frog-thing a taste of his mysterious, stone-like right hand and sends it crashing into a sarcophagus. When the creature tries to flee, Hellboy puts it down with a single shot from his pistol, stunned when the monster disintegrates. Concerned, Hellboy calls the Bureau of Paranormal Research and Defense (BPRD), receiving condolences from Doctor Thomas “Tom” Manning and ordered to assemble a team to investigate. Hellboy recruits pyrokinetic Elizabeth “Liz” Sherman and fish-man Doctor Abraham “Abe” Sapien to accompany him to the decrepit Cavendish Hall to question Lady Emma Cavendish about her sons. Welcoming their direct questions, Lady Cavendish relates that her family were keen explorers for nine generations and that their fortune was built by Elihu Cavendish, who cursed his bloodline seeking the temple Broom found in the mountains. While she offers them sanctuary, the trip seems to be a dead end and the group are unaware that Rasputin is manipulating Lady Cavendish from the shadows, promising to return her sons for her co-operation. While the group rests, Hellboy’s inner monologue provides some background on Liz and Abe, revealing that Liz accidentally killed her family and several others before mastering her pyrokinesis with the BRPD and Abe was discovered in an abandoned basement of Saint Trinian’s Hospital on the day President Abraham Lincoln died. After Abe and Hellboy ponder Lady Cavendish’s butler, who seems familiar to them, Abe takes to the water to scout around and is horrified when Liz mentions frogs being in her room. Rushing to her aid, Hellboy finds only a smouldering cigarette and the aforementioned butler, who turns out to be a frogman in disguise! While Hellboy fights and ultimately defeats the creature, Abe discovers only “old death” beneath the flooded mansion and Hellboy is distraught to find Lady Cavendish has been killed in the same manner as his father.

Overpowered, Hellboy’s forced to endure Rasputin’s many monologues and rabid boasts.

While mourning the old lady, Hellboy is approached by the enigmatic Rasputin, who takes credit for bringing him into the world and demands he kneel in his presence. When Hellboy naturally declines, he’s suddenly ensnared by a gigantic tentacle and dragged into the darkness to fulfil what Rasputin calls his “destiny”. Hellboy is deposited in a dark, cavernous pool beneath the house, which Rasputin declares is rich with the screams of those sacrificed to the “Serpent”. For eight centuries, mortal men sought to free the unknowable “Seven Beasts”, the Ogdru Jahad, who whispered to Rasputin (through his dreams) the means to release them. Though Rasputin claims to be able to command Hellboy, the demon blasts him in the head with his pistol, only to be sent reeling from an incantation by the seemingly immortal wizard. Stunned, realising the talismans he’s collected over the years have been neutralised, Hellboy opts to stall Rasputin until he can think of a solution. This leads to another long monologue about how Rasputin has constantly evaded death thanks to the Ogdru Jahad, who wish him to cause the apocalypse. Hellboy is then attacked by another, even bigger frogman, one of the Cavendish twins hideously transformed by black magic, and is hopelessly manhandled. While Abe follows the trail left by the other frogmen, the battered Hellboy learns of Rasputin’s travels to Europe, how he researched Ragna Rok and allied with the Nazis to gain the resources to enact the Ogdru Jahad’s plot. Though disheartened after Hitler’s death, Rasputin took solace in knowing he’d summoned Hellboy and was drawn to the temple where, while hibernating, he learned from the Sadu-Hem that the horrific Ogdru Jahad is actually seven creatures imprisoned beyond our understanding and longing to avenge themselves upon the Earth.

Though Hellboy triumphs with some help from his allies, he’s left shaken by Rasputin’s words…

After untold years of planning and preparing, Rasputin prepares to fulfil his master’s wishes using Liz’s raw power, much to Hellboy’s dismay, alongside the restored (and enlarged) Sadu-Hem. While using the enchanted Liz as an unwilling a conduit, Rasputin offers Hellboy the chance to join them in death and destruction, which Hellboy naturally rejects despite being near-paralysed from the frogman’s saliva. As Rasputin begins his incantations, Hellboy forces himself to retrieve a concussion grenade from his belt and stuffs it down the frogman’s throat, obliterating it. Rasputin’s dark magics see the Ogdru Jahad slowly awaken and attack their prison, but his mad plot is suddenly interrupted by Abe, who’s possessed by Elihu’s vengeful spirit and first impales the wizard on a spear before releasing Liz from his grasp, sparking an inferno. As Sadu-Hem and the Cavendish estate erupt in flames, the restored Abe rushes Liz to safety, leaving Hellboy behind as he insists on finishing the wraith-like Rasputin. Despite Rasputin boasting incredible power, Hellboy easily trounces the wizard, rejecting him and his offer to know the truth of his origins and shattering Rasputin with his mighty stone fist. From the ruins of Cavendish Hall, Abe relates his confusion about his possession, which Hellboy believes was the old man’s way of putting things right and avenging the many years of losses suffered by his family. While Liz also doesn’t remember much from her time under Rasputin’s spell, she feels an inexplicable relief at having unleashed her full power for once. Though Abe and Liz show concern for Hellboy, he keeps quiet about Rasputin’s final words and his own doubts about himself, and the story ends with the awakening of Rasputin’s old allies, Ilsa Haupstein, Karl Kroene, and Leopold Kurtz, in an abandoned Nazi laboratory…

The Summary:
I’ll be the first to admit that my primary source of exposure to Hellboy comes from the movies and cartoons. In fact, “Seed of Destruction” is the only Hellboy story I’ve ever read as of this writing, which may or may not be blasphemy. It’s not that I don’t like the character and his world, which has a fun, gothic horror aesthetic that speaks to the Lovecraft fan in me. My hesitancy is largely because of my dislike of Mike Mignola’s art style which, again, is probably sacrilegious. I liken Mignola’s heavy use of shadows and simplistic forms to Frank Miller, who made a career out of exaggerated shadows and sketches. It’s a very eccentric and unique art style, for sure, and don’t get me wrong: it really works for Hellboy. However, it’s just not very visually appealing for me so I tend to veer away from Mignola’s works. That’s a “me” thing, obviously, as like I say the art really adds to this unique comic book world. Mignola clearly has a reverence for horror, gothic architecture, the arcane arts, steampunk-style technology, and Lovecraft, seeping every panel and page in dark, brooding inks, sparingly using bold colours and relying on silhouettes and murky darkness to create a constantly foreboding atmosphere. Mignola’s writing is also far better than a lot of Miller’s, if I’m comparing the two, with Hellboy being a somewhat snarky, eccentric character who’s respectful to Broom and treats his associates with respect but isn’t afraid to talk a bit of trash to his enemies. Hellboy’s inner monologue reveals a half-human creature fully aware of his flaws (his quick temper, rash decisions, and poor marksmanship chief among them), somewhat curious about his true origins, and with fifty-odd years of paranormal investigating under his belt.

While the unique Hellboy makes a visual impression, he’s a largely mysterious figure in his debut.

Unlike the films, where he’s portrayed as an unruly child at times, Hellboy is largely professional here, calling in situations for the BRPD to investigate and largely conducting himself well while at Cavendish Hall. While Liz admonishes his curt demeanour, Lady Cavendish welcomes the discourse and, most notably, shows no fear or panic when met by a literal demon. While it doesn’t play a big role in this story, it’s clear Hellboy and his allies are far more public figures in the comics and have been accepted by society. Interestingly, the only person who shows any fear or suspicion of Hellboy is Professor Frost; everyone else accepts, respects, and shows concern for him. While Hellboy and Liz have a purely platonic relationship here, unlike in the films, he seemingly admires her for overcoming her traumatic past and she asks if he’s okay in the finale, showing they’re more than just colleagues. Hellboy is seen to be closer to Abe, discussing their suspicions and the case, and these three have clearly worked together in the past. Interestingly, Broom is offed very early on and his relationship with Hellboy isn’t as deep as in the movies. Sure, Hellboy thinks of him as a father figure and is seen to be angered by his murder and driven to track down those responsible, but he’s noticeably more blasé about it, even in his inner monologue. Similarly, Hellboy seems to either be not bothered by his true origins or hiding it extremely well, sparing little thought of where he came from and what his true purpose is. Although Rasputin inspires him to think differently about this, the true extent of Hellboy’s origin and purpose is merely alluded to here, with him said to have a part in the end of the world but it’s not clear what that is. Hell, Rasputin doesn’t even use him in his summoning ritual, instead focusing his power through Liz, leaving me with a sense of intrigue regarding Hellboy’s true purpose in the comics.

The horror and Lovecraftian themes are an undeniable highlight in this intriguing introduction.

Indeed, we learn more about the maniacal Rasputin that we do Hellboy, which has its pros and cons. The pros come from maintaining a sense of mystery about Hellboy to be explored in subsequent issues, while the cons come from having to suffer through panels and panels of exposition and monologuing from the depraved mage as he rambles on about his past. It’s somewhat necessary as it shows just how long the Ogdru Jahad have been influencing him and longing for their release, and how many others have tried to free them through less refined rituals and means, but it does get a bit tedious after a while. I liked that the Ogdru Jahad are kept largely mysterious despite Rasputin’s many words, appearing to be interdimensional, alien, demonic, or even divine monsters trapped within a crystalline prison somewhere beyond our comprehension. They establish a foothold on Earth through the equally monstrous Sadu-Hem (a similarly Lovecraftian beast that barely factors into the plot as it just looms there, grabs Hellboy, and then bursts into flames) and Rasputin, who’s revealed to be unnaturally long-lived and partially undead. Wielding incredible arcane magic and having manipulated the Nazis into providing him the resources to summon Hellboy, Rasputin is obsessed with being the linchpin for the apocalypse, delighting in deceiving others into doing his bidding and giddy at the thought of his masters raining destruction upon the Earth (though, again, it’s unclear what role Hellboy would play in this apocalypse). I feel it might’ve been better to have Rasputin merge with Sadu-Hem rather than take Liz hostage, or as well as using her powers, to give a bit more punch to the ending. It was interesting seeing Elihu get his revenge through Abe, but it did mean Abe and Liz played diminished roles in the finale. Still, while this isn’t a perfect story, I enjoyed this introduction to Hellboy, the familiar elements I recognise from the films, and I am interested in reading more of his adventures…I’m just not sure where to go from here.

My Rating:

Rating: 3 out of 5.

Pretty Good

Were you a fan of Hellboy’s first four issues? Did you pick these up at the time or did you discover Hellboy later, as I did? Do you think I’ve committed blasphemy by criticising Mike Mignola’s art style? What did you think to Hellboy’s appearance and demeanour? Which Hellboy stories are your favourite? Whatever you think about Hellboy, feel free to leave your thoughts below, check out my other horror-related content on the site, and donate to my Ko-Fi to suggest other Hellboy stories for me to review.

Movie Night: Terrifier

Released: 15 May 2018
Director: Damien Leone
Distributor: Epic Pictures Releasing
Budget: $35 to 55 million
Stars: David Howard Thornton, Samantha Scaffidi, Jenna Kanell, Catherine Corcoran, and Matt McAllister

The Plot:
After being creeped out by a lewd, mute clown named Art (Thornton) on Halloween night, Tara Heyes (Kanell) and her best friend, Dawn Emerso (Corcoran), are hounded and brutalised by the sadistic killer.

The Background:
Coulrophobia (or the fear of clowns) is a common trope not just in horror, but in everyday life. Personally, I’ve never found clowns to be scary but the media is full of examples of “Evil Clowns”, with two of the most notable being the Joker and Stephen King’s It. It’s this fear that writer director Damien Leone tapped into when he made his directorial debut with The 9th Circle (2008), a short film that introduced the first prototype of Art the Clown (Mike Giannelli). Though only a supporting character, Art proved popular with audiences and Leone revisited the character in his next short film, Terrifier (2011), and the feature-length anthology All Hallows’ Eve (2013). Afterwards, Leone decided to make an entire film focusing on the character, one that would pay homage not just to slasher film icons and franchises, but to Giallo and splatterpunk cinema. Primarily geared towards showcasing gory, practical effects at the expense of characterisation, Leone put a lot of care into his kill scenes, ensuring Catherine Corcoran’s safety in what became one of the film’s most notorious moments. Seeking to create a truly iconic slasher villain for a new millennium, Leone recast Mike Giannelli as Art the Clown after being impressed by David Howard Thornton’s physical awareness and penchant for improvisation. After premiering at the 2016 Telluride Horror Show, Terrifier released in a handful of cinemas and made a modest profit considering its low budget. Reviews were largely positive, praising the performances and the jaw-dropping gore, However, while Thornton’s portrayal of Art was lauded, some felt the film didn’t quite live up to its potential, a sentiment Leone agreed with and aimed to address in the sequel. Indeed, Terrifier impressed enough not just to earn a critically and commercially successful sequel in 2022, but to kick-off a whole new slasher franchise (for better or worse).

The Review:
Terrifier establishes a few things right from the opening sequence, in which shots of Art applying his makeup and getting dressed for a jaunt on the streets are interspersed with talk show host Monica Brown (Katie Maguire) interviewing a severely disfigured woman. This sets the stage for how creepy and off-kilter Art is; he seemingly purposely adopts a clown-like guise to unsettle his victims and disguise his cruel intentions. These shots of Art getting ready and hauling his bin bag full of tricks echo the opening of A Nightmare on Elm Street (Craven, 1984), a clear influence given the reference to “Craven’s” Halloween supplies and Art’s depiction as a silent version of Freddy Kruger (Robert Englund). Next, this opening establishes that the film isn’t going to be pulling any punches as Monica’s guest is horrendously disfigured after surviving an attack from Art a year previously, to the point where she chooses to isolate since her appearance is so horrifying. Finally, this opening shows that there’s a mean streak in Terrifier that extends beyond its mysterious and silent killer. While Monica appears sympathetic and attentive on-air, she ridicules her guest to her boyfriend after the cameras stop rolling. The embodiment of beauty and drive, Monica arrogantly dismisses her guest’s suffering and expresses disgust and even fear at even being sat with her. Luckily, it turns out Monica was right to be afraid as her guest pounces on her, brutally maiming Monica’s face and cackling like a witch as she lays a bloody, equally disfigured mess on the floor. Therefore, within around ten minutes, we learn everything we need to know about Terrifier: it’s going to be an unsettling spectacle of gore and depravity featuring somewhat unlikeable characters being torn apart in ways that may shock and disgust.

Fun loving Dawn and sensible Tara run afoul of a cruel-hearted and vicious killer clown.

As a long-time horror fan, I’m here for it. I’ve become largely desensitised to a lot of horror and much prefer it when movies don’t hold back. And Terrifier certainly isn’t holding back at times. Unfortunately, it does suffer from an uneven pace and comes across more like an extended proof of concept for what Damien Leone and his instantly iconic killer are capable of. Although the film’s set on Halloween night, the spooky season is primarily used to semi-explain Art’s clown-like appearance. It is the perfect excuse for Tara and Dawn to hit the town and get wasted, however. Clearly long-time friends, these two are an incorrigible duo, teasing each other and having a fun rapport. Dawn is the more promiscuous and reckless of the two, joking about her sexual lusts, drunkenly accosting Mike the Exterminator (McAllister) to let Tara pee, and insisting on a selfie with Art when they spot him leering at them in a pizzeria. While Tara is instantly creeped out by Art, Dawn brushes off her worries and chastises her for being a buzzkill, lamenting that Tara always has to be the “good girl” and overthink things. Rattled by the encounter in the pizzeria, Tara’s anxiety only increases when they find Dawn’s tyres slashed. Luckily, Tara calls her sister, college student Victoria (Scaffidi), who heads out to pick them up, and Tara convinces Mike to let her pee inside the house he’s spraying for rats. Unfortunately, Tara’s concerns about Art catch up to them when he attacks and subdues them both. Strapped and bound to a chair, Tara can only watch helplessly as Dawn is strung upside down and sawed in two from her crotch to her head with a rusty hacksaw! Though Tara shows some fighting spirit and manages to escape and even attack Art, she’s slowed by a severe injury to her ankle and unceremoniously executed by multiple gunshots when Art surprises her with a pistol.

In a film full of underdeveloped characters, Victoria might be the least fleshed out of them all.

Thus, Leone pays homage to Psycho (Hitchcock, 1960) by spending a good half-hour or so building up Tara as the film’s plucky, underdog “Final Girl” only to abruptly kill her off and switch the focus to her sister, Victoria. It takes Victoria some time to reach Tara’s destination and, when she does, she’s too late to help and is distraught to see Dawn’s remains and her sister’s mutilated corpse set up to taunt her. A college student studying for her midterms, Victoria drops everything to help her sister but is extremely out of her depth when confronted by Art, who delights in mocking and tormenting her. When Victoria stumbles upon what she believes is her sister’s injured body, her first thought is to call for help, but she’s horrified when it turns out to be Art in disguise, having ripped the scalp and much of the torso off a deluded resident (Pooya Mohseni). This disturbed but ultimately harmless lady shared a moment with Tara and tried to offer Art a mother’s comfort to spare her baby, a simple child’s doll, only to be left a gory mess. After Art relentlessly shreds her body with a cat-o’nine-tails, Victoria is saved by Mike, who survived a mallet to the face and gets her to safety, finally calling the cops. However, Mike gets his head literally caved in when Art renews his attack, leaving Victoria to desperately try and escape the building and the crazed maniac pursuing her. Although Tara’s characterisation is pretty paper-thin (she’s a fun loving but ultimately sensible young girl), I think it’s a lot better than Victoria’s. We don’t learn much about Victoria except that she’s studying for her midterms (we don’t even know what her major is) and that she’s loyal to her sister. Beyond that, she’s just a vessel to follow and witness and react to Art’s brutality and honestly has less appeal than Tara because at least she was dressed in the Halloween spirit. Horror films, especially slashers, aren’t generally known for their compelling victims but the “Final Girl” is usually more well-rounded and memorable. Sadly, Victoria and her fellow victims are simply window dressing in Art’s first outing, failing to really make much impact until the film’s twist is revealed.

Art’s cruelty and unpredictability make him an especially dangerous and bloodthirsty killer.

Therefore, Terrifier lives and dies through the depiction of its mean-spirited killer. Art barely tries to mask his creepiness, sporting a leering grin, crooked nose, and mangled teeth and setting people on edge simply by walking into a room. To make matters worse, he follows this with some truly disturbing physicality, beaming at Tara with an upsetting sneer and creeping her out by presenting her with a ring. While Steve (Gino Cafarelli) from the pizzeria is aggravated by Art’s nonchalant stare and refusal to speak, he’s incensed to find the clown defecated all over the toilets and throws him out, much to Art’s feigned chagrin. Of course, the slighted Art has the last laugh, hacking Steve’s head off with a hatchet and leaving it burning on the counter like a jack-o-lantern for Steve’s fellow employee (or possible his brother?) Ramone (Erick Zamora) to find. Lugging a bin bag full of hacksaws, knives, ammo, and other implements, Art’s unpredictability is as shocking as his brutality. You never know what weapon he’s going to whip out next or what he’ll do with it, leading to him hacking Ramone’s hand in two with a clever, sawing through and then ripping off another exterminator’s (Michael Leavy) head, and drawing a pistol to repeatedly blast Tara in the face. We learn nothing about Art except that he’s on a killing spree and that he relishes in torturing and maiming his victims. He never utters a single word, not even a cry or breath, though his visible frustration at being out of bullets and his agony when stabbed or beaten is clear thanks to Thornton’s masterful physical performance. What really seals it, however, is that Art will silent cackle when assaulting his victims, toying with them and mocking their suffering while delighting in the arterial spray and steaming organs spilling to the floor. At one point, it seems Art is subdued by a mother’s touch, however this proves only a temporary reprieve and Art is truly depicted as a chaotic force without mercy who tortures and kills for the sheer fun of it.

The Nitty-Gritty:
I can respect this approach. Although horror is full of iconic killers, many lose much of their mystique when too much of their backstory is revealed, humanising them and making them sympathetic. There is absolutely nothing sympathetic about Art, who gleefully mocks his prey, smears his faeces over walls, and chortles manically (but silently) when sawing Dawn in half. Still, there’s something to be said about giving some hint about who Art is and what drives him. He’s clearly mortal, since he bleeds and reacts to pain, and clearly a nomad, holing up in whatever filthy squalor he finds and seemingly targeting people at random. He’s capable of anger, since he flips Victoria off when she stabs him and spitefully maims anyone who dares to fight back. He also appears inhumanly strong, taking a beating from Tara and manhandling his victims at times. Despite appearing a very childish and immature figure, Art is cold, calculating, and vindictive, slashing Dawn’s tyres and drugging Tara and even texting Victoria to lure her into the building. Consequently, Terrifier presents what little narrative it has as a series of random and shocking events that could’ve happened to anyone. This is where the film’s true horror lies as while Art’s murderous acts are enough to traumatised unsuspecting audiences, they’re so over the top that they’re less scary and more disgusting. While none of the actors give particularly stirring or award-winning performances, they’re depicted as normal, everyday folk who unwittingly attract a depraved serial killer and I think the random nature of this is far more (dare I say it…) terrifying than all the hacksaws and knives. The idea that you, or anyone, could just be walking the streets and be set upon by such a crazed maniac is unsettling, to say the least, and Art only serves to heighten this fear by brutalising his victims in ways that would make Ed Gein blush.

Terrifier supplants characterisation with shocking splattergore and unapologetic brutality.

Yes, you shouldn’t really go into Terrifier expecting some game-changing plot or emotionally charged characters. I like the three female leads but there isn’t much to them and, let’s not mince words, it’s clear that Terrifier is simply an excuse to show off incredible and revolting gore and unsettling practical effects. Things start strong with Monica’s host appearing more like a mincemeat skeleton than a person, sporting an emaciated grin and one barely functional eye. She leaves Monica in an even worse state, clawing at her face and leaving her a gibbering mess of bloody, meaty chunks, and Tara is repeatedly stabbed in the ankle, hobbling her to keep her from running at full speed. While we only see Steve’s burning head, we get to watch Art hack up Ramone on the pizzeria floor and see in gory detail when he crushes Mike’s had under his heel. Tara’s death is easily the film’s weakest and least creative kill, but there’s something shocking about the cold-hearted nature of her being mercilessly shot to death. The other exterminator, Will, gets a more spectacular end as he’s stabbed in the skull before he can even react and then has his head partially sawn off before Art nonchalantly kicks it away. The doll-pampering resident pays for her kindness by getting scalped and having most of her skin torn off; Art then parades around in her flesh, clearly enjoying his new look. However, it’s Dawn’s death that’s the showstopper. Strung upside down by chains and hanging completely nude, she’s sawn in half and we (like Tara) are forced to watch as her guts spill to the floor and Art silently cackles maniacally. It’s a truly sadistic and brutal moment made more uncomfortable by where he starts sawing, and the sheer shock of the sequence is enough to keep you from questioning how a simple hacksaw easily cuts through flesh, bone, and muscle.

Art somehow reanimates after blowing his brains out and Victoria’s left a mangled mess.

Although Tara fights back, she lets rage cloud her judgement and is caught off-guard when Art pulls out a pistol, leaving her writhing helplessly on the floor as he blasts her face full of bullets. When Victoria arrives, she discovers a full-blown massacre, with bodies strewn everywhere and Art relentlessly pursuing her. Unprepared and overwhelmed, the grief-stricken Victoria can only run, scream, and cower as Art targets her next. Though she exhibits some of the same fighting spirit as her sister, Victoria’s ultimately more reliant on Mike to help fend off the psychotic clown. Unfortunately, Art quickly recovers from Mike’s attack, kicking and finally crushing Mike’s skull with his oversized clown shoes. Victoria manages to squeeze through a locked door to safety, only to be mercilessly taunted by Art as he swipes at her and blows a clown horn in her face. Although she appears to have escaped him, Victoria is blindsided when Art suddenly drives Mike’s van through the doors and into her, knocking her unconscious. Luckily, Mike got through to the cops and a couple of officers (Jason Leavy and Steven Della Salla) show up to apprehend Art. Clearly frustrated at being interrupted, Art toys with the cops and then whips out his gun. However, rather than fire at the cops, he instead shoots himself in the head rather than be arrested. Art’s mangled body and those of his victims are then bagged and taken to the county coroner, Seth Bolton (Cory Duval), who begrudgingly agrees to process the corpses in return for a bacon sandwich. However, after unzipping Art’s body bag, Seth’s perplexed by a sudden and mysterious power outage. Though he shrugs it off, he’s horrified when Art suddenly springs to life, a disgusting grin on his face, and starts choking him. This cliff-hanger ending then cuts to a hospital, where Victoria was taken after surviving Art’s assault. Unfortunately, Art decided to eat her face, leaving her with a mangled and hideously disfigured visage and revealing that she was the mutilated guest who attacked Monica at the start of the film…!

The Summary:
Terrifier is, perhaps, the most notable independent horror of the last ten years. Shot and styled very much like a “Grindhouse” picture, the film wears its influences on its sleave and is very much a celebration of the splatterpunk and slasher genres. While this is a positive, it also works against it, particularly in the characterisation of its leads. Damien Leone has since stated dissatisfaction with these elements and I’m forced to agree. While I didn’t mind Tara, Victoria was essentially a blank slate and many performances were questionable, at best. It’s irrelevant, in many ways, however, since Terrifier is just an excuse to show off some depraved gore and showcase its sadistic serial killer. Accordingly, it’s no surprise that David Howard Thornton steals the show as he throws his all into Art, embodying the character with manic glee and showcasing a range of emotions simply through body language and facial expression. Art’s unlike many horror icons as he’s silent but entirely expressive, cruel and vicious and yet wholly unpredictable and spontaneous. His entire visage is his gimmick rather than any one weapon and he kills simply for the thrill, and the mindlessness of his character and actions add not only to Terrifier’s allure and mystery, but its horror. It’s increasingly all-too-easy to imagine some sick fuck stalking the streets, accosting young women and engaging in deplorable acts and the random nature of Art’s killing spree is just as unsettling as his gore-drenched kills. And damn, does Terrifier deliver on the gore! Leone’s twisted imagination is a joy to see; even if the effects stretch the limits of physics and logic at times, it all comes together as a celebration of the genre. However, I do feel Terrifier was lacking in some regards that keep it from being a true classic. It certainly gave the genre a kick up the ass and it’s worth a watch, but Terrifier views more as an extended pitch for a bigger, more refined movie, especially in retrospect having seen the sequels. I’m therefore not as impressed or awed by the film as I would like as it’s lacking in some basic filmmaking areas, resulting in a special effects and physical acting showcase whose soul appeal are the disturbing gore and instantly iconic serial killer.

My Rating:

Rating: 3 out of 5.

Pretty Good

Did you get a kick out of Terrifier? What did you think to Art and David Howard Thornton’s performance? Were you also disappointed that his victims were largely forgettable? Did the gore make up for these moments or did you find it a bit too depraved and over the top? If not, which of Art’s sickening acts was your favourite and what did you think to these effects? Would you have liked to learn more about Art or do you think it’s better he stayed mysterious? Which of the Terrifier films is your favourite and how are you celebrating horror this month? Share your thoughts about Terrifier down in the comments, support me on Ko-Fi, and go check out my other horror content!

Movie Night: Bram Stoker’s Dracula

Released: 13 December 1992
Director: Francis Ford Coppola
Distributor: Columbia Pictures
Budget: $40 million
Stars: Gary Oldman, Winona Ryder, Keanu Reeves, Richard E. Grant, Billy Campbell, and Anthony Hopkins

The Plot:
Having renounced God after the suicide of his love, ruthless vampire Count Vlad Dracula (Oldman) travels to London to seduce her lookalike, Mina Harker (Ryder), indulging his bloodlust and inspiring a rag-tag band of would-be vampire killers to stand against him.

The Background:
Inspired by Irish folklore and age-old vampire myths, Bram Stoker’s Lord of Vampires undeniably popularised the vampire as we know it today and inspired many critical and academic discussions. About thirty years after the book was published, World War I infantryman Bela Lugosi first embodied the role of Dracula for a stage production, eventually transitioning to the silver screen for Tod Browning’s horror classic before the legendary Christopher Lee made the role his own in 1958. After decades of reinterpretations and filmic appearances, Dracula lived again in 1992 thanks to the efforts of star Winona Ryder, who brought James V. Hart’s screenplay to director Francis Ford Coppola as a project for them both. Attracted to the haunting, disturbing sensual nature of the material, Coppola agreed and Gary Oldman jumped at the chance to work with the prolific director, who spared no expensive crafting the film’s ornate costumes. Veteran production artist Mentor Huebner and even comic book writer and artist Mike Mignola worked on the film’s extensive storyboards while hair and makeup designer Michèle Burke crafted Oldman’s signature look. After Christian Slater turned down the Jonathan Harker role, Keanu Reeves stepped in, though his hard work to convey a British accent drew much criticism. Oldman apparently lost himself in the sexuality and intensity of the role so completely that fell out with Ryder for a while and Coppola’s eccentric demands drew some criticism at the time. Finally, Coppola also insisted on utilising practical, in-camera, and old-school special effects technique utilising forced perspectives, miniature effects, and matte paintings. Opening at number one at the US box office and with a final gross of over $215 million, the award winning Bram Stoker’s Dracula was largely praised as a visual masterpiece. While many criticised some of the performances and its overly dramatic elements, just as many praised it as a tragic, alluring mixture of romance and horror, lauding Oldman’s performance and the tangible nature of its presentation.

The Review:
Bram Stoker’s Dracula mixes folklore, fiction, and history to present the titular Lord of Vampires as having started life as a Vlad III Drăculea, a warrior for the Romanian Orthodox Church, a commander and soldier so ruthless and bloodthirsty that he single-handedly slaughtered many in the Ottoman Empire and impaled their bodies and heads on pikes as a way to destroy their moral. Back in 1492, Dracula’s campaign against the Turks was seen as a righteous one, fought to defend his church in the name of almighty God, who Dracula praised and devoted himself to above all else save his beloved wife, Elisabeta (Ryder). However, while Dracula was successful in slaughtering his enemies, Elisabeta took her life after receiving false reports of his death, unable to face living life without her husband. Upon discovering this, and learning that Elisabeta’s suicide had damned her soul, Dracula cursed and renounced God, desecrating the chapel and drinking a strange blood spewing from its altar. In the process, Dracula became the first vampire, an undead thing with powers over the elements (he conjures great storms and winds), dominion over the “children of the night” (wolves, rats, and such), and the ability to transform into a monstrous bat-like form, mist, and rats. Contrary to most popular depictions, Dracula is merely weakened by sunlight, though he does draw strength from the cursed soil of his homeland, Transylvania, and renew himself by drinking the blood of his victims. Yet, Dracula spends four centuries isolated in his decrepit, ominous castle on the outskirts of a nearby village with only his lustful, ravenous concubines (Florina Kendrick, Michaela Bercu, and Monica Bellucci) for company, presumably terrorising and feeding upon the locals whenever the thirst or fancy takes over. When the film jumps ahead to 1897, however, visits to Transylvanian to liaise with the mysterious Count have driven solicitor R. M. Renfield (Tom Waits) insane, leaving him in the care of Doctor Jack Seward (Grant), who’s both disgusted and amazed by Renfield’s hunger for flies and mad rantings about his “master”.

When Dracula pays a visit to London, he terrorises the aristocracy with his perverse lusts.

Since Dracula wishes to purchase properties around London and represents a substantial investment, Renfield’s duties are passed to fresh-faced, well-spoken, and somewhat frigid solicitor Jonathan Harker (Reeves). Though his fiancée, Wilhelmina “Mina” Murray, is saddened to hear he will be gone for some time, eager to consummate their marriage, she recognises that this is a big opportunity for Harker and takes solace in his frequent correspondence. Though well-mannered and good-natured, Harker is unnerved by Transylvania, where wolves freely wander, darkness looms ominously, and his client is prone to bizarre outbursts. Dracula treats Harker as a guest, welcoming and feeding him and expressing his desire to be amongst civilisation once more, but is erratic and eccentric, lamenting his cursed family bloodline, driven to a frenzy by the sight and smell of blood, and generally testing Harker’s civil nature. While I love Keanu Reeves, he is dreadful in this role, delivering perhaps the worst British accent I’ve ever heard and appearing lost and confused. This is a case where it might’ve been better to let him use his natural accent, if only to make his line readings less awkward, but that wouldn’t have helped with his awful haircut/wig and robotic tone. Harker’s effectively held prisoner in Dracula’s castle, feasted upon by his brides for at least a month before he finds the willpower and courage to escape and being left severely traumatised. While pining for her love, Mina takes solace in the courtship of her dear friend, the promiscuous Lucy Westenra (Sadie Frost), giggling over sex acts while Lucy flits between her suitors, Dr. Seward, wealthy Lord Arthur Holmwood (Cary Elwes), and gunslinger Quincey P. Morris (Campbell). Though she settles on Holmwood (presumably for the financial security, accustomed as she is to such a lifestyle), the other two continue to hang around and curry her favour, forming first a dysfunctional friendship and then a rag-tag group of vampire hunters when the peculiar Professor Abraham Van Helsing (Hopkins) alerts them to the vampire’s threat.

While Mina succumbs to Dracula’s charm and Harker’s tortured, Van Helsing offers his expertise.

Betrayed by his faith, Dracula is presented as a far more tragic and sympathetic figure. Upon seeing Mina’s photograph, Dracula alters his plans for London to include seeing his reincarnated love, mercilessly slaughtering the crew of the Demeter to restore his youth. Unlike other adaptations of Dracula, where he integrates into London society and socialises with Dr. Seward and the others, Dracula is a largely enigmatic figure once he reaches Ol’ Blighty. Appearing as a peculiar foreign prince, Dracula stalks Mina through the streets, using his hypnotic and persuasive powers to entrance her and slowly unearth her forgotten memories of their past life and love. Though initially rude towards him, Mina comes to be captivated by Dracula and begins a love affair in Jonathan’s absence, naturally unaware that her handsome prince has been feeding upon Lucy in the night as a wolf-beast. However, when she receives word of Jonathan’s condition, Mina goes to him, encouraged by her sick friend, to rekindle their love and get married, though it’s obvious that her feelings have changed and that her thoughts constantly drift to her passionate and mysterious prince. When Lucy’s condition worsens and defies Dr. Seward’s expertise, he calls Van Helsing for aid, only for the outlandishly blunt priest to conclude that she’s been targeted by Nosferatu, a subject he’s well versed on. Although Van Helsing tries to stave off the infection with a questionable blood transfusion, Mina’s beset by a fever, constantly wandering off in a daze, and undergoes radical personality changes, resembling Dracula’s ever-horny, ever-hungry brides and quickly making believers out of Lucy’s bemused suitors.

Dracula is depicted as a demonic, yet ferociously tragic and aggressively sexual romantic figure.

Jonathan’s return to London confirms Van Helsing’s worst fears, that Dracula himself is amongst them, and he leads the fledgling vampire to hunters to “where the basturd sleeps” so they can destroy Dracula’s cursed soil. However, Dracula is agonised when Mina breaks off their tryst, conjuring violent winds and fully transforming Mina into a vampire out of spite. This process sees her rise as an undead seductress with the same unnerving taste for children as Dracula’s concubines. While Dr. Seward, Quincey, and Holmwood falter against Lucy’s monstrously sexual transformation, Van Helsing leads the charge, wielding a holy cross and easily placing Lucy into a vulnerable slumber so she can be staked and decapitated. While Jonathan is startled about how blasé Van Helsing is about this, he eagerly joins their cause to deal a measure of revenge against Dracula, who murders Renfield for running his mouth to Mina before appearing before her, all pretence dropped. Although Mina is horrified and angered to learn that her lover murdered her best friend, she cannot deny her feelings for him or the strength of her vague memories and begs to be with him, forever. While elated to hear this and desperate to inflict his curse upon her to be reunited with his lost love, Dracula hesitates at the last second, unable to bring himself to watch her suffer from eternal torment as he has. However, horny little minx that she is, Mina refuses to listen and gladly, hungrily drinks his blood in an explicitly sexual act that sees her undergo a similar transformation to Mina. This means that she constantly interferes with the hunters’ attempts to intercept and destroy Dracula when he flees to Transylvania, attempting to seduce Van Helsing and even holding her husband at bay with a rifle to defend her dying love, having willingly sacrificed her humanity for some real passion in her life.

The Nitty-Gritty:
Since I haven’t read the original book, I’m not really qualified to comment on how accurate an adaptation Bram Stoker’s Dracula is. However, from what I’ve heard, it’s one of the most faithful retellings and I did like that the film incorporated voice overs and diary entries to mimic the book’s epistolary nature. Dracula is undeniably a vastly different character to other, more popular depictions, appearing as a once proud and seemingly noble (if ruthless) soldier who slaughtered armies in the name of his God. He cherished Elisabeta more than anything in the world and felt betrayed when the church turned on him after his many years of faithful service, renouncing God since he’d forever be denied his love even in death due to her damning her soul through suicide. His quest to London thus becomes a desperate desire to reunite with Elisabeta, who’s seemingly been reincarnated in Mina, and he wastes no time in captivating and wooing her. Whereas Jonathan is reluctant to give in to carnal desires, Dracula is an extremely passionate man whose romantic way with words entrance Mina as much as his hypnotic gaze and the shadows of her former life. While he’s overjoyed to reunite with his love, Dracula hesitates to subject her to his curse, knowing it cannot be undone and will lead to eternal earthly damnation for them both. Interestingly, he doesn’t spare this same concern for his other concubines or show mercy to the children he regularly feasts on, but these are apparently secondary concerns for the lovelorn Mina, who’s so desperate to get laid that she gleefully renounces her humanity. And make no mistake about it, Bram Stoker’s Dracula is the horniest, sexiest adaptation of the text you’ll ever see! Lucy is super horny for all her suitors, Dracula’s many attacks are framed as blatantly sexual acts, the vampire brides all exude succubus energy, and then there’s the scene where Mina drinks Dracula’s blood and he reacts with orgasmic pleasure!

Despite some impressive visuals, the monster designs are questionable, at best.

Bram Stoker’s Dracula may also be the most visually impressive version of the book. It’s clear that the filmmakers spared no expensive on the elaborate costumes and sets, with the woman, especially, being strapped into extravagant gowns and the men all dressed in their finest regalia. While I dig Dracula’s beehive hairdo and opulent robes, I do question the design of his blood red armour, which seems awfully devilish for a man of God and also looks far too much like heavy leather for my tastes. The film uses practical effects and traditional optical trickery to fantastic effect to overlay miniatures with backgrounds and diary entries and project Dracula’s gaze into the storm clouds. The film is surprisingly sparing with the gore, but it makes quite an impression when it does appear, with arterial spray drenching drapes, Lucy spewing up blood when Van Helsing shoves a cross in her face, and heads flying after being severed by the vampire hunters. Dracula has quite a few forms here, though some are better than others. His aged, withered appearance is one of my favourites, though his youthful guise makes the girls wet and his unnerving mist proves suitably deadly to the rabid Renfield. Sadly, Dracula’s monstrous forms leave a lot to be desired, his man-bat form is the superior of the two, but even this looks awkward and uncomfortable, especially as his arms are literally bent-back wings. His wolf-man form is even worse, however, appearing very fake and shaggy looking, with only the facial prosthetics and his unsettling sexual attack saving it from being ludicrous. Dracula’s decaying appearing in the finale is far more striking, as is his mysterious horseman and the techniques used to show him and his concubines moving with unnatural grace. Unfortunately, little of this keeps the film from being an absolute slog to sit through. At just over two hours long, Bram Stoker’s Dracula sure does drag things out, inflating its runtime with bizarre editing choices and unnecessary cutaways and perhaps sticking a little too close to the text for its own good.

Thankfully, the entranced Mina ends Dracula’s torment, and mine, by ending this dull movie.

Thanks to Jonathan, Van Helsing and the others destroy all but one of Dracula’s boxes of earth. When his seduction of Mina is interrupted, Dracula’s forced to flee to Transylvania in his last box, his powers fading and his appearance quickly degenerating, to regain his strength. Van Helsing leads his group in intercepting Dracula, bizarrely taking Mina with them despite her being less of a liability in London. While Harker and the others try to cut off the gypsy slaves transporting Dracula’s carriage, Van Helsing and Mina head directly for his castle, with the eccentric vampire expert desperately fending off the brides with his flaming torch and subduing Mina with a communion wafer when they try to seduce and bite him. When the brides kill their horses, Van Helsing takes a swift revenge and claims their heads before joining up with the others at Dracula’s castle. Although Quincey is fatally stabbed in the hectic fracas, he does stab the decaying Dracula through the heart and Harker gets a measure of revenge by slitting the Count’s throat. However, Mina stops them from finishing off the monstrous abomination and Harker and Van Helsing reluctantly allow her to get Dracula into the chapel where he once turned his back on God. There, the demonic Dracula shares a kiss with his beloved and is amazed when the chapel undergoes a supernatural restoration; the candles ignite and the cross he disgraced repairs itself, restoring Dracula to his youth. However, he’s still mortally wounded and, with his dying breath, Dracula begs Mina to bring him peace. Although she’s heartbroken, Mina agrees to end his suffering and stake shim through the heart before decapitating him, undoing the curse inflicted upon her and seemingly allowing Dracula to reunite with Elisabeta in the afterlife.

The Summary:
I’m going to be honest and say I’ve never liked Bram Stoker’s Dracula. I never watch it because I remember it being a long, boring, overly stylised affair with some atrocious performances. And that isn’t just a knock against Keanu Reeves, either, as Winona Ryder and Sadie Frost are just as bad with their accents and delivery. Hell, even Gary Oldman and Anthony Hopkins are hamming it up, though I at least give them credit for bringing a Shakespearean gravitas to this tediously dull movie. While I’m sure Bram Stoker’s Dracula is exceedingly faithful to the book, there’s something to be said for condensing the text when making an adaptation. For example, did we really need Dr. Seward, Holmwood, and Quincey all in the film? I feel it would’ve been far simpler to combine them into Dr. Seward for the sake of brevity. Additionally, we spend way too long in Dracula’s castle with him, Harker, and the brides. Like, I get it; Dracula’s manipulated Harker and imprisoned him there, but this sequence goes on for what feels like an age and yet the Demeter scenes are a glorified montage? I did like how tragic and human Dracula is, with him depicted as a disgraced former believer who’s spent centuries yearning for his lost love and yet hesitates to afflict her with his curse as it’s been such a tortured unlife for him. Paradoxically, Dracula is still a monstrous fiend who feasts upon innocent souls (and children) to prolong his life and make others suffer for his own amusement. While the film is undeniably beautiful and the old-school filmmaking techniques are appreciated, giving the film a tangible quality that makes it seem like a big-budget stage play, Dracula’s monstrous forms leave a lot to be desired. His man-bat form is a major disappointment and the man-wolf effects are laughable, though it is intriguing how sexually aggressive the film is, explicitly depicted Dracula’s attacks as sexual misdeeds. It may be the most faithful adaptation of Stoker’s text, but Bram Stoker’s Dracula is just too tedious for me to rate much higher. I dreaded revisiting it for this review and hoped my opinion would’ve changed, but it’s just as dull and painful to sit through as ever, despite its strong visuals and atmosphere.

My Rating:

Rating: 2 out of 5.

Could Be Better

Are you a fan of Bram Stoker’s Dracula? If you’ve read the book, how faithful is this adaptation and would you say it stuck too close to the text in some areas? Do you agree that the film is too long or were you captivated by the gothic atmosphere? What did you think to Gary Oldman’s performance and Keanu Reeves’s atrocious accent? Which adaptation of Dracula is your favourite and how are you celebrating Halloween this year? Tell me I’m wrong about Bram Stoker’s Dracula in the comments, read my other horror reviews, and donate to my Ko-Fi if you want to see more Dracula content.

Movie Night: Dracula (1931)

Released: 14 February 1931
Director: Tod Browning
Distributor: Universal Pictures
Budget: $341,191
Stars: Bela Lugosi, Helen Chandler, David Manners, Dwight Frye, and Edward Van Sloan

The Plot:
When R.M. Renfield (Frye) travels to Transylvania to oversee the purchase of a London abbey to the enigmatic Count Dracula (Lugosi), he unwittingly facilitates the malicious vampire lord’s trip to London, where he terrorises beautiful maiden Mina Harker (Chandler).

The Background:
In 1897, the literary world was introduced to Count Dracula, Lord of Vampires, courtesy of Irish author Bram Stoker. Inspired by Irish folklore and long-standing vampire myths, Dracula undeniably popularised many characteristics of vampires that are still used to this day. Dracula also inspired many critical and academic discussions regarding its narrative and subtext, becoming a literary classic, and was said to be a big hit at the time, despite its controversial content. About thirty years later, Dracula was adapted for the stage, with former World War I infantryman Bela Lugosi first assuming the role that would make (and haunt) his career. Though the production was a hit, Lugosi wasn’t the first choice for the role when Universal Pictures began producing a feature film adaptation and only got the part after accepting a significantly lower salary. Although Browning’s film was the first official film adaptation of Stoker’s novel, Nosferatu: A Symphony of Horror (Murnau, 1922) owed its existence to Dracula, to the point that Stoker’s widow sued the filmmakers and ordered all copies to be destroyed. After acquiring the rights to the property, Universal Pictures funded what was said to be a disorganised shoot, with Lugosi alienating some cast members and Dracula stage veteran Edward Van Sloan expressing displeasure with the film. Despite some apprehension surrounding the film, Dracula was bolstered by reports of audience members fainting and it was well received by critics. Of course, nowadays, Dracula is regarded as a classic of the silver screen, with Lugosi’s portrayal being the quintessential standard of all subsequent screen Draculas. Its success not only led to additional big-screen outings for the count and a slew of horror releases from Universal Pictures, but also defined the titular character for generations.

The Review:
I think it’s important to preface this review by saying that I’ve never gotten around to reading Stoker’s Dracula. My experience with the Lord of Vampires is all based on movies and other media rather than books, so I can’t speak to Dracula’s status as an adaptation. If I had to guess, it seems it’s more an adaptation of the original stage production than the epistolary text, but I’m sure a lot of the most prominent elements of the book are represented here. Dracula is initially the story of Renfield, a painfully polite and well-to-do Englishman who travels to a morbidly superstitious town in Transylvania to oversee the sale of Carfax Abbey. Respectful and courteous to the locals, Renfield insists on meeting a midnight carriage, as arranged by his client, Count Dracula, only to be warned off by villagers. In a lengthy, awkward opening scene with many obvious insert shots, the locals react with horror at Renfield’s plan to meet Count Dracula and insist he carry a crucifix to ward off the vampires they believe live in the ominous, gothic castle. Undeterred by superstition and enthusiastic about closing the deal, Renfield maintains his composure even when Dracula’s carriage driver vanishes, his luggage is left behind, and the enigmatic count appears to pass through an enormous spider’s web. Renfield enjoys Dracula’s hospitality, complimenting his home despite it being quite dilapidated and eagerly partaking of his food and wine, only to be duped by the charismatic vampire, who easily hypnotises him with his alluring glare and then samples his blood to turn Renfield from a chirpy and pleasant solicitor into a grinning, cackling nutjob with a taste for insects and an unwavering devotion to his “master”. With Renfield’s help, Dracula not only legally secures Carfax Abbey, but also loads crates of his home soil onto the Vesta, ensuring he can maintain his full strength on the journey to London and while hobnobbing about the city as an eccentric aristocrat.

Vampire lord Dracula corrupts Renfield and heads to London to target an innocent young lady.

Once Dracula enslaves Renfield, the film juggles between the alluring count and Doctor John Seward (Herbert Bunston) and his inner circle. A renowned physician, Dr. Seward operates the sanatorium that sits alongside Carfax Abbey and where Renfield is committed after being discovered as the crazed sole survivor of the Vesta. Dr. Seward lives with his beautiful daughter, Mina, who’s engaged to his protégé, Jonathan Harker (Manners) and best friends with Lucy Weston (Frances Dade). The four are rarely seen apart, enjoying the opera together when they’re first introduced to Count Dracula, who shuns Harker and takes a shine to Lucy. Captivated by the count’s charisma, Lucy jokes to Mina of her attraction to him but quickly becomes his next victim when he enters her room and feast on her blood. Despite Dr. Seward’s best efforts, Lucy dies and Mina is left devastated, haunted by terrifying nightmares of wolves and bats. As Renfield keeps mysteriously leaving his cell, perplexing bumbling attendant Martin (Charles K. Gerrard), and ranting about all kinds of nonsense, Dr. Seward has his colleague, polymath Professor Abraham Van Helsing (Van Sloan), analyse the madman’s blood. Van Helsing concludes that Renfield has been bitten by a vampire and constantly exposits folklore about Nosferatu, who assume various animal forms, drink blood, and cast no reflection. While Harker is sceptical, Mina takes them to heart and they’re seemingly proven true when Renfield reacts violently to wolfsbane, a vampire repellent. During a tense meeting with Dracula, Van Helsing reveals that the count has no reflection and deduces that he’s their vampire, though Dr. Seward and the others are only convinced to do something other than just stand around discussing the threat after Dracula easily coaxes Mina into the garden for another suck session, eventually leading Van Helsing to give her wolfsbane for her protection.

Despite his allure and incredible powers, Dracula is surprisingly vulnerable if you know his weaknesses.

Of course, the main draw of Dracula is the titular count, played masterfully by the magnetic Bela Lugosi. A charming, gracious man with a silver tongue, Dracula oozes charisma but is as unnerving as he is appealing thanks to his raspy accent and peculiar behaviour. Dracula relishes the sound of wolves, the sight and taste of blood, and particularly enjoys getting close to his quarry, captivating with his steely gaze and wooing with his words. Van Helsing instantly distrusts Dracula and they have some tense face-offs, with the professor’s willpower resisting the count’s hypnotism and his knowledge of vampires giving the protagonists the edge. Since Dracula is vulnerable to sunlight and needs Transylvanian soil to maintain his strength, he rests in a coffin of dirt during the day but easily enters Dr. Seward’s residence by becoming the fakest bat you’ve ever seen. Dracula showcases superhuman strength but his greatest assets are his charming personality and alluring gaze, though his brides (Cornelia Thaw, Dorothy Tree, and Geraldine Dvorak) flinch at his command and he clearly instils fear in the locals. This fear isn’t felt by Dr. Seward and the others since they see him as a polite, if eccentric, foreign count, and isn’t felt by Van Helsing, who’s clearly wise to the vampire’s tricks. Unfortunately, many of these are kept offscreen, merely told by Harker and Renfield, because of the limitations of the time. I was also a bit unclear about what Dracula’s endgame was. He buys Carfax Abbey and targets Dr. Seward and his wards, but I’m not sure why? I guess to spread his wings beyond his stuffy old castle but it’s not clear why he targets Mina beyond enjoying torturing Harker and turning something innocent into an abomination, as he did Renfield, who spends the film conflicted and wrestling with his loyalties and his wish to die without blood on his hands. Lugosi plays the role so well that it’s easy to forget these criticisms, but it was frustrating seeing everyone just standing around or him just glaring at people or randomly being inserted into shots to show him lurking on the grounds.

The Nitty-Gritty:
I usually cut black and white films a lot of slack. It was a different time with many limitations compared to today, where almost anything is possible in cinema. Therefore, I can forgive the obvious sets and painted backgrounds, and the slight imperfections in the camera movements and film quality. This extends to the few special effects, such as cutting to Renfield’s reaction rather than showing Dracula pass through the web, having Harker describe the wolf running across their grounds, and Renfield’s mad rant about the “thousands … millions!” of rats promised to him by his master. Dracula’s bat form is silly, for sure, but the effort put into Lugosi’s costume and lighting his eyes is impressive, even if his close-ups often feel awkward and out of place. Dracula gets ambitious by using a passable model ship for the Vesta’s trip (though some water effects over Lugosi would’ve helped sell the sequence) but strangely relies on voice overs to describe the massacre Dracula leaves on the ship. I did like how theatrical the whole production was, which isn’t surprising considering the time period and Lugosi’s experience portraying the role on stage, with the actors (especially Dwight Frye) largely overacting and chewing the scenery. I do feel Dracula suffers from a lack of music, though, as the film basically has no soundtrack and some scenes would’ve greatly benefitted from some ominous tunes. Dracula, especially, needed a haunting theme accompanying him and some ambient music would’ve really helped to liven up the film’s many dull exposition scenes.

Dracula’s brief and confusing rampage is easily ended when Van Helsing stakes him in his sleep…

Despite Van Helsing’s best efforts, Mina falls under Dracula’s spell, confessing to Harker that she’s becoming a creature of the night and breaking off their engagement. While Van Helsing is unflinching against Dracula’s threats, Mina’s maid (Joan Standing) is easily coerced into removing the wolfsbane from the entranced girl and spiriting her away. Luckily for her, Harker and Van Helsing spot Renfield fleeing to Carfax Abbey (although, honestly, where else would Dracula be?) and they pursue the crazed lunatic. This leads to a tragic end for Renfield as Dracula is incensed that his witless minion has betrayed his location (though…again…that should be the first place anyone would look!) and, despite Renfield begging to be tortured or punished, the sad fool is nonchalantly tossed down a flight of stairs to his death. While you might expect a tense showdown between Dracula and Harker, or perhaps a battle of wits between the count and Van Helsing, with the two perhaps buying time to expose Dracula to the rising sun and turn him to ash, the finale is far more disappointing. Dracula flees into Carfax Abbey with Mina in his arms and Harker and Van Helsing muddle about in search of him, knowing full well that he must rest in his coffin to avoid the rising sun. Van Helsing also knows that the only way to kill a vampire is with a wooden stake through the heart, so he improvises such an implement from the dilapidated abbey and the two stumble upon a coffin. While Mina isn’t inside, Dracula is, already fast sleep despite mere minutes passing, allowing Van Helsing to easily stake him to death with no resistance or the count’s death even being shown onscreen. Harker then finds Mina, who conveniently returns to normal, and the film abruptly and anticlimactically ends with the firm belief that Count Dracula has been destroyed forever.

The Summary:
Dracula’s never really been a favourite of mine. Out of all the classic gothic horror novels and all the Universal Monsters films, I can think of at least three others I’d rather watch or read than this one. Dracula lives and dies by the allure of its main star, the enigmatic Bela Lugosi, who brings an unmistakable gravitas to the role (and the screen) every time he appears. The man embodied the role so perfectly that it set the standard not just for future portrayals of Dracula, but most vampire characters (especially their leaders). Charming, sophisticated, and with a glare that can chill to the bone, Lugosi’s Dracula commands the screen and effortlessly woos all around him. Except, of course, for Van Helsing, played with stoic confidence by Edward Van Sloan as the natural foil to the malicious count. Honestly, I wish we’d gotten more interactions between these two in a battle of wits and wills as Van Helsing employed his vast knowledge to reveal Dracula’s true nature. Instead, we get a lot of sitting and standing around as characters describe stuff I would’ve loved to see, reiterate the plot or discuss vampire lore, or wonder what’s to do in their quirky, oh-so-British way. Dracula is visually impressive at times, especially the Castle Dracula set, though obviously its effects and techniques are painfully dated these days. The film touches upon the fear of the unknown, of being preyed upon by a conniving and manipulative, lustful predator, and Dracula’s tortured immortality but never fully commits. Similarly, the film’s ending seems to be very different and far less grandiose than the book’s, which definitely hurts it as it just…ends, leaving you unfulfilled. Ultimately, no one (least of all me) is denying the cultural significance of Dracula, but I absolutely feel it’s lacking in ways other Universal Monsters movies aren’t. Watch it to witness history but don’t expect much to hold your attention, especially if Lugosi isn’t on the screen.

My Rating:

Rating: 2 out of 5.

Could Be Better

Are you a fan of the 1931 big-screen adaptation of Dracula? If you’ve read the book, what did you think to the changes it made and the elements it brought to life? Do you agree that the film drags in the middle or were you as captivated by the narrative as Mina was by Dracula? What did you think to Bela Lugosi’s performance and would you agree that he’s the standard all Draculas should be compared to? Which adaptation of Dracula, or Universal Monsters movie, is your favourite? How are you celebrating Halloween this year? Let me know your thoughts on Dracula down in the comments, go read my other horror reviews, and donate to my Ko-Fi if you want to see more Dracula content.

Game Corner: Doom (2016; Xbox Series X)

Released: 4 August 2020 
Originally Released: 13 May 2016
Developer: id Software 
Also Available For: Nintendo Switch, PlayStation 4, PlayStation 5, Stadia, Xbox, Xbox One, Xbox Series S

The Background:
First-person shooters (FPS) existed before Doom (ibid, 1993), but that celebrated title popularised the genre with its online “Deathmatches” and multiple ports. Although sparking much controversy, Doom was incredibly successful and this translated into a bigger, equally successful Doom II (ibid, 1994). It then took ten years for id Software to release Doom 3 (ibid, 2004), a more story-focused title that was celebrated for its claustrophobic atmosphere and gory combat. Following this, id Software tried to launch a new FPS series with Rage (2011) and outsource a fourth Doom as they had with their Wolfenstein franchise (Various, 1981 to 2019), a difficult proposition that Bethesda Softworks revised after purchasing id Software. Originally set on Earth as a spin on Doom II, Doom 4 struggled to build momentum and was eventually retooled into a series reboot. Now simply titled Doom, the game sought to emphasise fast-paced combat rather than story, taking inspiration from the bloody action/horror movies of the 1980s and rewarding bloodthirsty players. Lauded as one of the best games of 2016, Doom received top scores from critics, who praised the gory visuals, heavy metal soundtrack, and action-orientated gameplay. Doom was further bolstered by three packs of downloadable content (DLC) that added extra content to the uncharacteristically divisive multiplayer mode, all of which was later bundled alongside the first three games in one handy collection. Having successfully revitalised the franchise, Doom was followed by an even bigger, widely praised sequel in 2020 and a fantasy-orientated prequel in 2025.

The Plot:
In the far future, crippled Union Aerospace Corporation (UAC) researcher Olivia Pierce opens a portal to Hell to enslave humanity, prompting UAC cyborg scientist Doctor Samuel Hayden to awaken the legendary Doom Slayer to combat the invading demons.

Gameplay and Power-Ups:
Unsurprisingly, Doom is a first-person shooter in which you assume the role of the legendary Doom Slayer, a mute, violent warrior greatly feared by the demons of Hell. Before beginning Doom, you may wish to tweak the game’s settings. Alongside the standard difficulty modes, you can change the heads-up display, crosshair, compass and objective display, and even the position of your weapons. Naturally, the game’s controls are equally adjustable, but the default settings are perfectly fine. You jump with A (eventually upgrading to a double jump), crouch with B, and switch to the chainsaw or Big Fucking Gun/BFG with X and Y, respectively, once you acquire them. Pressing the left stick activates photo mode to share your bloody accomplishments, while pressing the right stick interacts with consoles, switches, map stations, etc. The Right Bumper switches your weapon; holding it opens the weapon wheel and you can toggle whether you want to automatically switch to new weapons. The Right Trigger fires (no need to worry about reloading here and there’s even aim assist), the Left Bumper uses items (typically a grenade), and the Left Trigger activates your weapon’s currently equipped modification to deal additional damage. You need Medikits of different sizes and special stations to replenish health and armour pick-ups to reduce the damage you take.

Blast, tear, and slaughter your way through hordes of demons.

Health and ammo are further replenished by slaughtering demons with the chainsaw (though fuel is limited) and performing “Glory Kills”. Shooting enemies eventually stuns them, which is your prompt to press the right stick and tear them to shreds with your bare hands. Similarly, you occasionally find more traditional power-ups (Berserk, Haste, Invincibility, Quad Damage, etc) to temporarily empower you. The Doom Slayer begins with a simple pistol that boasts unlimited ammo and a charged shot modifier. You soon grab a shotgun (which can be modified with either a charged or explosive shot), the heavy assault rifle (which can be modified into a sniper rifle or to fire cluster missiles), a plasma cannon (which can emit a stun or heat blast), and my personal favourite, the Super Shotgun (which fires two shots at once). You’ll also grab a massive chaingun (which can become a sentry turret), the Gauss Cannon (a heavy-duty laser cannon that I struggled to aim), and the ever-reliable rocket launcher (which can fire homing missiles). You can toss frag grenades, siphon grenades (which replenish your health at the cost of your target’s), and distract enemies with a hologram. Enemies also attack each other, especially in Hell, and you can shoot explosive barrels to thin out their numbers. Of course, the most powerful weapon is the BFG, acquired quite late in the game, which obliterates all nearby enemies. Weapon modifications are purchased from field drones and applied using Upgrade Points earned from completing various Mission Challenges (such as finding secrets or killing certain enemies in certain ways). To master a weapon, you must perform specific kills on certain enemies (such as 50 headshots with the sniper function). Furthermore, you occasionally find dead UAC soldiers who yield Praetor Tokens that upgrade your suit to increase your resistance to environmental damage, better spot secrets, and reduce weapon charge time, amongst other buffs.

Conquer Rune Trails, activate switches, and complete tricky platforming sections.

You also find UAC crates containing Argent Cells that increase your maximum health, armour, and ammo. Various datapads contain lore about each area, weapon, and monster, and you download map data to locate secrets, such as Doom Slayer figurines. Eventually, the game introduces hidden Rune Trails that warp you to Hell and challenge you to defeat enemies or destroy barrels or other timed tasks. Completing these earns your demonic Runes; you can eventually equip and upgrade up to three of these, which offer buffs like increasing your pick-up rate, performing faster Glory Kills, and negating ammo cost when you’re at full armour. These are worth seeking out and, like each mission, can be replayed from the main menu (which also carries over your upgrades and weapons). You’ll often venture onto the rocky wastelands of Mars, but you thankfully won’t have to worry about zero gravity sections or maintaining your oxygen supply. To counteract this, you must frequently destroy demon nests to spawn increasingly difficult demons fought under lockdown. As in the classic games, you search for coloured keys and skulls and activate switches, though thankfully I never had trouble navigating even the more confusing areas. Mostly, you must simply kill everything in your way, but you’re often forced to perform some awkward platforming (without fall damage, but at risk of bottomless pits) and clambering ledges to higher areas. You must avoid being cut to ribbons by the BFG’s laser grid system, a puzzle that took me way too long to figure out (get to safety and shoot the power nodes on the energy ring…and don’t fall!) Otherwise, you’ll activate portals, overload power cores, lay demonic souls to rest, and destroy specific targets to progress. Occasionally, you use the right stick to muscle open doors or grates and be forced to battle increasingly difficult waves of seemingly never-ending demons without a checkpoint, which can get tiresome.

Presentation:
Doom wisely drops the obsession with flashlights and nigh-impenetrable darkness that dogged the third game. Every area is nicely lit and makes effective use of shadows, steam, flickering lights, and darkness to create a foreboding atmosphere. Even when you enter slick, clean, futuristic facilities, it’s not long before you see dismembered corpses, blood tails, or gripping gore plastered everywhere. These, alongside pentagrams, altars with still-beating hearts on, skewered bodies, screaming skeletons, and a bloodbath of carnage, make Doom a gore-fest for the eyes. The Doom Slayer is entirely mute and never seen in full; windows are conveniently smashed and you barely catch a glimpse of his visage, which is great as I’d much rather have a silent killer than a generic Jarhead. He’s aided by the cybernetic Dr. Hayden, who gives directions and exposition over the comms, though the Doom Slayer rarely listens to his advice. Demonic whispering and screaming add to the creep factor, while rocking music kicks in whenever demons appear. Unfortunately, while Doom runs incredibly smoothly, with short load times and highly detailed, gory environments, textures sometimes take a second to render properly, which surprised me for such a top-tier title. Still, the over-the-top gore makes up for it. Even the Doom Slayer’s death scenes see his entrails or limbs blowing off, and you’ll see demons get blown to bloody chunks with each shot, which makes the combat very satisfying.

Gore is everywhere but the game’s gothic, cosmic horror excels in the underworld.

The game’s story is as simple as the original games, but also amusingly convoluted thanks to Dr. Hayden’s constant exposition, Dr. Pierce’s manic desire to unleash Hell, and even the moments where you learn the lore of Hell. These are easily ignored in favour of the action, however, and I enjoyed the attention to detail in each area. The developers clearly drew inspiration from sci-fi/horror classics when putting the UAC facilities together, and their Mars outpost features all kinds of laboratories, offices, a monorail system, and more. Sometimes, you’ll rip limbs and even torsos off bodies to access high-level areas; you’ll activate turbines, overload the reactor core in the frigid cooling room, encounter Nests in storage facilities, and traverse large vertical shafts, hopping to gantries and walkways as you desperately try to curb the demonic infestation. While many UAC areas are still brightly lit, others are in utter disarray. Darkness and jump scares (like steam vents, pop-up holograms, and flickering consoles) make it more terrifying when enemies suddenly appear from behind walls or portals. Things take a turn towards the industrial as you venture to the less refined areas of the Mars base, encountering pistons, chasms, and more rundown areas. You’ll often be transported to Hell, like Doom 3. Hell is a desolate, warped environment made up of rocky structures, floating boulders, chains, medieval dungeons, and depraved scenes of torture and agony. With a tumult in the flaming clouds and demons lurking around every corner, Hell is where Doom really shines, especially with its gigantic skeletal remains, looming stone statues, and ominous demonic structures imbedded with depictions of Hell’s finest, like the Icon of Sin. Acid pits, tricky platforming, and torture chambers are the order of the day, with demons fighting and constantly swarming each area to keep you on your toes.

Enemies and Bosses:
As near as I can tell, all the classic Doom enemies are back and looking better than ever. Common enemies include the zombie-like Possessed, who shamble about and swipe at you, and their more demonic counterparts, the Unwilling, who are functionally the same cannon fodder. The Possessed can be soldiers and security forces wielding bio-organic hand cannons, the security variants hide behind energy shields, some are missing arms, and others have explosives strapped to them that you can use to take out multiple enemies. Imps scurry up walls and ceilings, tossing fireballs while their armoured cousins, the Hell Razer, fires concentrated energy beams. The ever-annoying Lost Souls fly at you in a shrieking kamikaze attack and are as frustrating as the bulbous Cacodemons, which float about spitting energy blasts and biting you and, for some reason, I found far more difficult to deal with in this game. You’ll also encounter the equally frustrating Summoner, a regal and effeminate demon that teleports about, fires energy waves, and must be prioritised to keep it from spawning more demons. The screaming, skeletal Revenants are also back, still packing missile launchers on their back and now leaping and flying about using a jet pack. Pinkies (and their invisible counterparts, the Spectres) are also back and equally aggravating, charging at you from behind and taking a lot of shots to be put down. These enemies are bolstered by some bigger, tougher demons who are initially introduced as mini bosses, of sorts, but quickly become regular enemies. The most common are the Hell Knights, large, brutish demons who leap in with a slam and run at you like a rhino.

Gigantic demons and near-endless swarms represent a significant difficulty spike.

Hell Knights are often joined by a Mancubus or two and their cybernetic variants; these rotund ghouls pack arm cannons that spew flames, push you back with an energy wave, or fire toxic blasts. And then there’s the Baron of Hell, a massive, horned, goat-legged monster who tosses green energy balls and stomps about. These larger enemies will have you switching to the BFG or employing a fully fuelled chainsaw, or madly spitting rockets, and make each encounter a fight for survival. It’s a good thing you’re constantly tearing through these hordes as Doom only has three boss battles. These all occur in Hell and feature big, stubborn health bars. The Cyberdemon is initially fought in the Lazarus Labs and then finished off in Hell. This gigantic demon pelts you with rockets, charges a big laser cannon, and throws energy waves that must be ducked or jumped over. It also traps you in stone walls and, like all bosses, can be stunned with the BFG and will drop resources to aid you. The Hell Guards guard the Crucible and are invulnerable within their shields, attack with a staff, erratically spin and throw fireballs, or swing a massive hammer for a gruelling two-stage fight. The damnable Spider Mastermind slashes with its metallic claws, fires a chain gun, sweeps the area with laser, erects pillars, electrifies the floor, and psychokinetically tosses boulders. Its skull-like face is its weak point, and you’ll want to stun it with the BFG and blast it up close with the Super Shotgun, keeping your distance otherwise and hoping you get lucky with its frequent and damaging attacks.

Additional Features:
Doom yields fifty-four Achievements, with six awarded simply for playing the main campaign. You can easily snag a few more by performing 200 Glory Kills, killing fifty enemies with a chainsaw, 100 more with explosive barrels, and by upgrading any of the Praetor suit categories. You’ll get additional Achievements for finding and upgrading all Runes, completing all Mission Challenges, and mastering first one and then all weapons. You can play on harder difficulties and take on the game’s more casual ‘Arcade’ mode, earning medals and Achievements for your performance, and even create and publish your own levels using the ‘SnapMap’ option (though you need an Xbox Live subscription to do this). Similarly, there is no couch co-op or multiplayer here; you need to get online to play the various deathmatches. This version includes all the DLC, allowing you to play as demons (including the new Harvester variant) and use different weapons in this mode. I couldn’t play it so I can’t speak to it, but I imagine the multiplayer offers the standard free-for-all, king of the hill, and team-based slaughter popularised by the original Doom. Finally, every stage contains a hidden room modelled after the classic Doom, old-school graphics and all, which are fun Easter Eggs even if there are no Achievements tied to these beyond finding every secret in the game.

The Summary:
After being disappointed by Doom 3, I was hesitant to get into Doom, despite hearing nothing but praise for it and its sequel. However, I was wrong to hesitate as this is a phenomenal first-person shooter that perfectly marries old-school sensibilities (an action-orientated focus) with modern gameplay mechanics. I was so relieved to find I could see what was going on, that I wasn’t wandering a pitch-black maze, and that the focus on searching for keys and alternate paths was put to the side. The focus on gory action was very satisfying; it’s fun ripping demons apart with your bare hands, shredding them with a chainsaw, and blowing them to bloody chunks with the Super Shotgun. However, it’s true that I did find the mindless combat tiresome at times. When you’re forced to fight waves of increasingly difficult demons with no checkpoints between them, it can become aggravating. However, the satisfaction of getting better skilled at dispatching these enemies and using nearby power-ups or the benefits of the chainsaw and BFG can’t be understated. I loved the gore-infested environments; it truly seemed like these idiot scientists had unleashed the furies of Hell and had their entrails painting across the walls for their efforts. The demons were monstrous and many, sporting little quirks like fleeing from you or fighting each other, and I enjoyed that you were constantly earning upgrades or motivated to master your weapon’s abilities. While the Doom title might seem derivative, it’s incredibly fitting as Doom really felt like a modern reimagining of the original games. Retaining that arcade-style accessibility with the constant euphoria of bloody combat made me happy to push on past the more troublesome sections and made this a bloody good time that I’d be happy to revisit to mop up the remaining Achievements.

My Rating:

Rating: 5 out of 5.

Fantastic

Were you a fan of Doom? Did you enjoy its modern reimagining of the original game’s simplicity? Which weapon was your favourite, and did you ever master them all? What did you think to the outrageous gore and the Glory Kills? Did you also struggle against the demon hoards and the Spider Mastermind? Did you ever play the multiplayer and, if so, how does it hold up? Whatever your thoughts on Doom, or FPS games in general, drop a comment below and go check out my other Doom reviews.

Movie Night: Spawn

Released: 1 August 1997
Director: Mark A.Z. Dippé
Distributor: New Line Cinema / Todd McFarlane Entertainment
Budget: $40 to 45 million
Stars: Michael Jai White, John Leguizamo, Martin Sheen, Melinda Clarke, and Nicol Williamson

The Plot:
United States Marine Force Recon Lieutenant Colonel and Central Intelligence Agency (CIA) operative Al Simmons (White) is betrayed and murdered by his employer, Jason Wynn (Sheen), and his enforcer, Jessica Priest (Clarke). After agreeing to lead Hell’s armies, Simmons returns heavily-scarred and bound to a symbiotic suit, but determined to avenge himself.

The Background:
After cutting his teeth in the comic book industry with Coyote, avid artist Todd McFarlane made a name for himself by revitalising The Amazing Spider-Man with his signature art style. However, McFarlane grew dissatisfied with his lack of creative control at Marvel and formed his own independent comic book publisher, Image Comics, alongside other Marvel creatives, in 1992. At the forefront of this was Spawn, a hellborn anti-hero first sketched by McFarlane as a teenager. Spawn #1 was an immediate hit; its 1.7 million sales set records and made it the most successful creator-owned comic of all-time. Naturally, Hollywood was eager to capitalise on this success, with McFarlane eventually selling the rights to New Line Cinema for a mere $1 in exchange for creative input and merchandising rights. New Line president Michael De Luca, himself a comic book fan, was eager to remain true to the source material while reaching a wider audience with a PG-13 rating and brought in Alan B. McElroy to pen the script. Attracted to Simmons’ tragic backstory, martial artist-turned-actor Michael Jai White eagerly signed on, enduring hours in the make-up chair and stuck in uncomfortable prosthetics. He didn’t suffer alone though as co-star John Leguizamo suffered from claustrophobia and heat exhaustion to be transformed into the Violator’s diminutive Clown form. Most of the film’s budget was naturally spent on digital effects, courtesy of Industrial Light & Magic, which included a digital rendition of Hell, digitally bringing Spawn’s living cape to life, and the creation of both an animatronic and CGI representation of the Violator’s true, demonic form. Unfortunately, a box office return of just over $87 million meant Spawn failed to match the success of the comic book. The movie was widely panned, criticised for its muddled plot and overreliance on special effects, though Leguizamo’s performance and some visual aspects have been praised. Michael Jai White was dissatisfied with the film, and a sequel was quickly halted. Since then, rumours of a reboot have persisted, with McFarlane constantly claiming that an R-rated reimagining is in the works, only to run into dead ends each time.

The Review:
Spawn immediately gets off to a bit of a bad start by presenting a chronological tale. One of the appeals of the original comic was its disjointed narrative; Simmons was dumped on Earth with fragmented memories and slowly pieced together his background over many issues. Hell, new revelations were being revealed and retconned in years after he first appeared, which added extra layers to his character and tragedy. Instead, Spawn spends some time with Simmons, a callous and deathly efficient CIA operative who meticulously and ruthlessly eliminates his targets. However, Simmons isn’t some cold-hearted killing machine; he has a conscience and is enraged when his latest mission causes the deaths of innocent bystanders. Later flashbacks show that his beloved wife, Wanda Blake (Theresa Randle), feared his life as a glorified assassin was slowly stripping him of his humanity and this, coupled with Director Jason Wynn’s increasing disregard for collateral damage, drives Simmons to bluntly state his intentions to resign his commission. While his rival, the sadistic Jessica Priest, scoffs at this and mocks Al’s decision, Wynn seemingly accepts his resignation on the condition that he completes one last mission for A-6, the counterterrorism offshoot of the CIA that Wynn commands. This mission sees Simmons sent to North Korea to destroy an extremely dangerous biological weapon. However, he finds the facility has already been rigged to blow and is blindsided by Wynn and Priest. Wounded and doused in flammable liquid, Simmons is helpless to keep the two from blowing the factory and spreading their pathogen to a nearby town, infecting and killing thousands to engineer “Heat-16”, a particularly aggressive virus that Wynn plots to use to manipulate the world’s governments into bowing to his every whim.

Assassin with a conscience Al Simmons is resurrected as a warrior for Hell.

In a flash of burning fire, Simmons awakens in a dank, filthy alley – Rat City – wracked with pain and covered in horrendous burns. Here, he’s immediately accosted by young Zack (Miko Hughes) and the mysterious Nicholas Cogliostro (Nicol Williamson). Confused and disoriented, Simmons heads home, only to discover that five years have passed and that Wanda is now married to his best friend, Terry Fitzgerald (Sweeney), who now acts as A-6 public relations correspondent. Wanda and Terry also have a young daughter, Cyan (Sydni Beaudoin), and have found a happiness that no longer includes Al. Tormented by heartbreak and agony, Simmons is hounded by the rancid Clown (Leguizamo), who delights in Al’s pain and takes great pleasure in jogging his memory by transporting him to his gravesite. Simmons learns he was burned alive and blown up by Wynn and, for his many murderous actions, sent to Hell. There, the gigantic demon, Malebolgia (Frank Welker), promised to “let [him] see Wanda again” if he agreed to lead Hell’s armies against the forces of Heaven. Desperate to be reunited with his love, Simmons readily agreed, only to miss out on five years and be bonded to a symbiotic, “Necroplasmic” armour. This painfully emerges from his scarified skin and sprouts chains, a ridiculously large CGI cape, and heals any wounds near instantly. Dubbed “Spawn”, Simmons is left festering with rage at Wynn’s betrayal and immediately arms himself to get revenge, despite Cogliostro warning that giving in to anger and Hell’s whims will only make things worse for him (and, indeed, the entire world). True to the source material, Simmons struggles to reconcile his newfound life. He angrily rejects Zack and Cogliostro (while also being disgusted by the Clown) and even accuses Terry of betraying him, only to eventually learn that he’s part of a far bigger (and unnecessarily convoluted) plot by Hell to bolster their forces. Michael Jai White does a decent enough job in the title role; he certainly looks the part, especially in his comic accurate suit. However, his line deliveries often leave a lot to be desired and the nature of the suit means he gets few opportunities to show off his fighting prowess, so Spawn’s fantastical abilities are often disregarded in favour of simple gunfights.

Spawn struggles to reconcile his past with his new cursed destiny.

Although he prefers to work alone in his vendetta, Spawn has some allies to both steer him in the right direction and appeal to what’s left of his humanity. Zack, a homeless child left scrounging through rubbish for rotting food alongside his abrasive father, Glen (Michael Papajohn), immediately offers Simmons aid and tries to befriend him. While Spawn repeatedly rebukes him, he defends Zack when Glen gets a bit too handsy and eventually opens up to the boy, entrusting him to care for his dog, Spaz, and is guilt-ridden when his battle with the Clown’s true demonic form, the Violator, causes Glen’s death (among others). Spawn is mentored by vague former Arthurian Knight turned Hellspawn, Cogliostro, a wise (if cryptic) old man who pleads with Simmons to let go of his anger, and his former life, and embrace his new destiny as Spawn, while also turning that hell-born power against his demonic creators. While he mainly observes and offers ambiguous advice, Cogliostro has enough Necroplasm left to conjure a sword and even fights alongside Spawn in the finale. Pained to see Wanda, Terry, and Cyan as a loving, happy family, Simmons largely distances himself from them both because of his horrific appearance and because he’s determined to kill Wynn. Still, he befriends Cyan, finding her sympathetic to his plight, and Terry aids him by association by using his high-ranking position to earn Wynn’s trust and obtain incriminating evidence regarding his Heat-16 plot. Still, Simmons is haunted by memories of and his love for Wanda; flashbacks portray them as a loving couple, and he literally sells his soul just to see her again. However, as attractive as Melinda Clarke is, she’s easily the weakest part of the film. In the five-year time skip, Wanda has been advocating to help the children affected by the incident in North Korea, but her address is so dry and her delivery so robotic that it impacts her relationships with other characters. Sydni Beaudoin is similarly cringe-worthy as Cyan but I can forgive a young child for struggling and, ironically, the relationship between Wanda and Cyan was the only one I believed in. She has little onscreen chemistry with Al or Terry, meaning the core emotional hook of Spawn’s journey fell flat for me and left me with an angry, stubborn soldier wielding incredible powers.

The forces of Hell hatch a convoluted plan to commit mass genocide.

Spawn’s target is Jason Wynn, the gruff, boisterous director of A-6 with designs for world domination. He colludes with the Clown to kill off Simmons, his best operative, and create Heat-16, a pathogen he uses to strong-arm governments into joining his “consortium” but which Hell plans to unleash to wipe the Earth clear for conquest. At Clown’s suggestion, Wynn has a heart monitor installed, ensuring that he cannot be assassinated without unleashing the virus, though he’s unaware that the Clown is purposely riling Spawn up specifically so that he’ll kill Wynn and set off the bomb. Why, exactly the Clown doesn’t kill Wynn or set off the bomb himself is beyond me but Wynn, for all his authority and intellect, unquestionably follows Hell’s orders, believing he’ll rule the world for his obedience. He’s joined by Priest, a highly killed assassin in her own right, but she’s quickly felled by Spawn when she defends Wynn. Thus, Spawn’s greatest physical challenge is the Clown, a belligerent and vile creature who constantly badgers Spawn, spitting threats that Simmons laughs off until the squat antagonist transforms into a towering, slobbering demon and attacks him in Rat City. Seemingly able to teleport and showcasing superior physical strength and durability, the Violator easily trounces Spawn, leaving him impaled on a railing, and promises to kill him if he ever steps out of line. The Clown is jealous of Spawn’s high standing in Hell’s army and wishes to prove himself superior in Malebolgia’s eyes, though acquiesces to his demonic overlord’s orders out of fear of reprisal, which only fuels his antagonistic relationship with Simmons. Leguizamo is the film’s highlight, relishing the Clown’s sadistic, spiteful demeanour with a devilish glee and chewing the scenery at every opportunity. Malebolgia is correctly positioned as the mastermind behind the film’s events, but has little direct influence on Earth; instead, he acts through the Clown, who in turn manipulates Wynn. While the Violator is the Devil’s primary agent on Earth, Simmons openly opposes and rejects Malebolgia. However, it takes him some time to realise that, while he thinks he’s acting independently in targeting Wynn, he’s actually playing right into Malebolgia’s hands and needs to choose a different path to make the most of his hell-given powers.

The Nitty-Gritty:
If, for some reason, you’re confused by Spawn’s premise, the movie has you covered. The unnecessarily mysterious Cogliostro is on hand to provide both an opening and closing narration, interludes, and even describe what’s happening onscreen at various points. Then, he and the Clown and even the Devil himself, constantly reiterate both the plot, the details of Spawn’s powers, and the deal Simmons made to be returned from the underworld. After a while, it feels a bit like padding and gets quite insulting. After all, the premise is extremely simple (former soldier is betrayed, murdered, sent to Hell, and returns with funky powers) so it baffles me that we need so much exposition. The film’s pacing is woefully disjointed; I can’t help but think the narrative would’ve been better served by telling the story out of sequence, like The Crow (Proyas, 1994). Skipping Cogliostro’s obnoxious narration and opening with Simmons awakening in Rat City, only to be tormented by fragmented memories of his former life and then experiencing more complete flashbacks as the film progresses, would’ve better captured the mystery so prevalent in the source material. The film is also shot like a music video; while the kinetic editing calms for exposition, the camera is all over the place during action scenes. Insufferable jump cuts and a barrage of demonic imagery are thrown at the viewer for scene transitions or tossed in whenever we need another reminder of what happened to Simmons and what his motivations are. Characters also not only routinely narrate their actions, but Terry even interacts with a touchscreen computer that helpfully displays and announces his surreptitious actions. Some scenes also appear to be missing from the final film, resulting in Spawn speeding through Cogliostro’s training without so much as a montage and Wynn inexplicably sporting a broken wrist for the finale.

Occasionally, the film brings McFarlane’s art to life with striking visual fidelity.

It’s a shame as there are some instances where the film really impresses, at least visually. Rat City is suitably desolate, rainswept, and gothic, perfectly capturing Spawn’s unkempt dwellings from the comic books. Spawn himself also looks fantastic and, thankfully, spends most of the film garbed in his slick, sticky armour. While he looks best when his glaring mask envelops his scarified face, the make-up effects used to bring Al’s burns to life are very impressive and make the actor barely recognisable. Unfortunately, as good as Spawn’s suit looks, its abilities aren’t featured all that much. Mostly, he sprouts spikes and chains as a defensive measure and his cape is entirely absent except in dire emergencies or to give us bad-ass (if dated) shots of Spawn brooding or sweeping into action. There are a few offhand warnings that draining his power will kill Spawn, but no visual indicator of how limited his abilities are like in the comics. Simmons breezes through Cogliostro’s training and quickly masters the suit, conjuring solid armour during his explosive motorcycle chase with the Clown rather than the suit instinctively hiding him or flying him from danger. When in Hell, Spawn unleashes a barrage of Necroplasmic lasers to eliminate most of Malebolgia’s forces and even uses eye beams to extract Wynn’s heart monitor, but it appears the effects budget ran out at this point as these are poorly executed. Similarly, Hell itself is an unsightly mishmash of flaming rocks, lava plumes, screaming Hellspawn hoards, and an absolutely abhorrent CGI rendition of Malebolgia that apparently replaced a far more impressive puppet. The Devil’s mouth doesn’t even move, for God’s sake, and the film just looks like an early PlayStation cutscene whenever the action shifts to Hell. Again, it’s a shame as the Violator looks fantastic (thanks, in part, to also having an animatronic counterpart). The Clown’s transformation is suitably gruesome and it’s clear more time, effort, and money went into animating the Violator, which looks like Todd McFarlane’s artwork come to life. Sadly, he’s only onscreen for one brief fight scene in the alley, a confusing acid trip of a Hell fight, and a surprise jump scare at the end.

Though triumphant, Spawn’s victory is tainted by some ugly-ass CGI.

So, yeah… Hell’s plot was to recruit Simmons before “the other side” since he somehow has the largest kill count in human history and is the perfect candidate to lead Malebolgia’s armies. Malebolgia then immediately ensured Spawn would defy him by screwing him over, then had Clown manipulate Wynn into creating a genocidal pathogen that they want Spawn to unleash by taking his revenge, for some reason. It’s all a bit confusing, needlessly so, but the thrust is that they’re trying to foster Spawn’s hatred and anger and strip him of his morality and humanity. Although he tethers on the edge of fulfilling this destiny, Spawn is pulled back from the brink by Cogliostro, Zack, and the happiness Wanda and Terry have found with Cyan. Still, his love for Wanda is so strong that he speeds to her house to save her from the Clown, who shows up with Wynn to take the Fitzgeralds hostage. There, Wynn threatens Wanda at knifepoint to force Simmons into reaffirming his allegiance to Hell and stabs her when he hesitates, causing Spawn to fly into a rage. Despite having seen the love of his life killed, Spawn opts not to kill Wynn and simply removes and destroys his heart monitor, ending his threat. However, it turns out to have been another double cross as the Clown was masquerading as Wanda and gleefully pulls Spawn and Cogliostro into Hell for a big, blurry CGI fight scene. There, the two Hellspawn fend off the Violator and Spawn finally rejects Malebolgia, eradicating most of his army and fleeing in a burst of Necroplasm, only for the Violator to appear one last time to try and bite Spawn’s head off. However, thanks to Cogliostro’s training, Spawn skewers the Violator and then beheads him with his chains, reducing the Clown to “a little head” and sending him back to Hell. Finally accepting that his old life is gone, Spawn seemingly agrees to take up Cogliostro’s fight, returning to Rat City and watching over the city like a dark protector, ready to oppose Hell should it ever try to resurface.

The Summary:
My first introduction to Spawn was when I was a pre-teen; a friend of mine randomly had a Violator action figure and the design obviously stuck with me because I recognised it in the Spawn trailer and was super excited to see the film at the cinema at the time. I remember enjoying the film as a kid and, for the longest time, I had a soft spot for it due to my deep love for the character, but Spawn hasn’t aged well at all. The visual effects are all over the place (and, I suspect, too ambitious even at the time), presenting a cartoonish version of Hell and a horrendous representation of Malebolgia that drags the film down considerably. This is juxtaposed with a fantastic recreation of Spawn’s suit and an impressive CGI and animatronic Violator. I can even defend Spawn’s terrible CGI cape, but none of these aspects make up for the shoddy CGI elsewhere. Even if the effects were up to scratch, the pacing and narrative is all over the place. Often resembling a frantic music video, Spawn is an almost insulting barrage of visuals and exposition that spells everything out to the audience like they’re children. The performances are similarly disjointed: John Leguizamo is the obvious standout, embodying the role with a rancid glee, and Martin Sheen desperately tries to elevate the material. But Michael Jai White falters as a leading man and Theresa Randle fails to impress as Wanda. I just didn’t buy into their chemistry or their relationship, which is the entire crux of Spawn’s motivation. It’s a shame as the film is a pretty accurate adaptation of at least the early days of the comic book and occasionally brings Todd McFarlane’s artwork to life with impressive fidelity. The rocking soundtrack fits with the quasi-gothic/urban setting and I enjoyed seeing Spawn in action but seeing him rely on toothless gunfire and stumble through what should be emotionally impactful moments hurts my enjoyment. In the end, it’s a decent effort but relies too much on nonsensical, explosive action, terribly dated CGI, and frantic, disjointed editing, bombarding the audience with clunky exposition and failing to hold together under close (or even cursory) scrutiny.

My Rating:

Rating: 2 out of 5.

Could Be Better

What did you think to Spawn? Were you a fan of the character back in the day? Did the constant exposition and barrage of visuals also put you off? Were you also disappointed by some of the performances? Do you think the plot was needlessly convoluted and muddied? What did you think to Spawn’s suit, the Violator effect, and John Leguizamo’s turn as the Clown? Do you think we’ll see a live-action reboot before the heat death of the universe? Whatever you think about Spawn share your thoughts in the comments and take a look at my other Spawn content.

Back Issues: Spawn #1-4

Story Title: “Questions” (Part One to Four)
Published: May 1992 to September 1992
Writer / Artist: Todd McFarlane

The Background:
Born in Calgary, Alberta, Canada, artist and comic creator Todd McFarlane started drawing at an early age and cut his teeth in the comic book industry working on Coyote before getting his big break illustrating Batman: Year Two (Barr, et al, 1987). After jumping to Marvel Comics and working on The Incredible Hulk, McFarlane made a name for himself for his dynamic and kinetic work on The Amazing Spider-Man. Bringing new life to Spidey through his art and his hand in creating popular anti-hero Eddie Brock/Venom, McFarlane eventually became dissatisfied with his lack of creative control over stories and, alongside other Marvel creatives, quit the company and formed their own independent comic book publisher, Image Comics. To spearhead this new venture, McFarlane revisited an old sketch from his teenage years and revised the concept into Al Simmons/Spawn, a former mercenary reborn as a brooding warrior for Hell’s army. Spawn’s debut issue became a record-setting release; selling 1.7 million copies, it was the most successful creator-owned comic of all-time. This success put Image Comics on the map and, aside from a few slumps here and there, Spawn has remained a popular and successful publication for the upstart publisher. This success catapulted McFarlane to new heights, leading to a successful line of action figures, solo and guest spots in videogames, a cult hit animated series, crossovers with DC Comics, and even a muchmaligned live-action adaptation in 1997.

The Review:
The saga of Spawn begins with Al Simmons, fittingly, tormented by questions. Although Al’s aware of some aspects of what’s happened to him (he died and made a deal to return), he doesn’t know what compelled him to come back from the beyond and feels separated from the mortal realm. His memories are fragmented, giving him flashes of a life he can’t quite recall. He remembers he was in love, though he can’t picture her face; he remembers there’s someone he hates, though he can’t recall his name; and he remembers that he was a good and loyal soldier for his country. Crucially, he’s haunted by the grinning visage of a skull and the feeling of being betrayed and brutally murdered. The more Al broods on his disparate memories, the more scant images come to mind. He pictures a beautiful woman, one who he was so desperate to return to that a wicked demon granted his request but on his terms, dumping him back on Earth with incredible power and an awesome costume but with no idea who he is or what any of his memories mean. Confident that the beautiful woman he sold his soul for will remember him and fill in the blanks, Spawn heads into the night to find her and the one who betrayed him, his thoughts already turning to revenge. Of course, we get scant clues to his true origin through McFarlane’s employment of media reports relating to Al’s decorated career, his untimely death, and Wanda Blake’s grieving process. These are presented in a very Dark Knight Returns (Miller, et al, 1986) format, showing reporters and pundits addressing the reader next to blocks of text, all accompanied by a mysterious countdown that we later learn tracks Spawn’s current power supply. Such interludes are juxtaposed with our first introductions of detective duo Sam Burke and Maximillian Williams/Twitch, who are currently baffled by gruesome murders that’ve left the victims without their hearts.

The tormented Spawn finds only further pain and questions at every turn.

Spawn’s journey across town takes a detour when he spots a gang of lowlifes attacking a woman. Though he effortlessly dispatches the punks, Spawn terrifies the young lady when he’s suddenly bombarded by memories. The woman’s face taunts him and bleeds into memories of his funeral, where his disembodied soul cried out in anguish only to be ignored by his love. Thanks to the girl he rescued comforting him and bringing him back to reality, Spawn slowly realises that the woman he’s been seeing was his wife and that he’s been gone for five years. Desperate for answers, he claws away his mask and talon-like gloves, horrified to find a scarified body beneath his skin-tight leather and chains. While Spawn weeps in the dank alley and Sam and Twitch stew over reports of a costumed figure in a red cape and chains taking out street punks, the wicked, horned demon Malebolgia relishes in Spawn’s pain from his burning inferno. As Spawn broods, questioning his humanity and feeling comforted by his costume and defending the innocent, he ponders the limits of his powers. Focusing his will, he turns his power on himself to restore his human visage and is aghast to find he’s been transformed into a bleach-blonde surfer dude instead of his true form as a Black man. Enraged, realising that he’s being toyed with, Spawn explodes with anger, trigging a fresh set of memories. He puts a face to new name of his employer and mentor: Jason Wynn moulded him into the perfect soldier, only for them to clash when Simmons took issue with Wynn’s increasingly brutal and cold-hearted ways. Overcome with emotion, Spawn collapses in the alley, where he’s approached by a comical, clown-like figure. Spawn had spotted this squat, colourful individual earlier and readers were treated to him dramatically introducing himself and all the ways he plans on torturing and humbling Spawn to appease his boss, the aforementioned Malebolgia. The clown, introducing himself as the Violator, piques Spawn’s interest when he dubs him a Hellspawn and quickly blows his cover.

Spawn’s outrage at having his life stolen is preyed upon by the demonic Violator.

The Violator goes on a tirade, listing all the ways he could slaughter Hell’s newest soldier. Naturally, given the clown’s diminutive stature, Spawn scoffs at his threats and walks away, completely missing the clown’s transformation into a large, horned, slack-jawed demon, the same creature that’s been ripping the hearts out of mafia bosses all over town. Still, for now, the Violator is content to let Spawn go, primarily because Malebolgia gets off on making his creation suffer. As he aimlessly wanders, Spawn is elated to finally remember his wife’s name. He also remembers having parents and brothers and the location of the Central Intelligence Agency (CIA) headquarters and an armoury. He stops by the CIA skyscraper first, accosting creep Billy Miller and threatening him to keep his hands to himself and pay his child support, and retrieves Wanda’s file. However, Al’s distraught to learn she’s moved to Queens and engaged to his former best friend, Terry Fitzgerald. With no other choice, Spawn assumes his blonde visage and heads over there with the vague hope of convincing her to see past his façade, only to be left speechless by her beauty and the unexpected presence of a child, Cyan. The added realisation that he was the problem when it came to giving Wanda a child adds to Spawn’s mental anguish and causes him to black out. Wanda and Terry tend to him and he shares some of his pain with them, only to be met with warmth and kindness. Retreating back to the alleys, Spawns rages, openly challenges the being that’s toying with him and fed up with playing games. Luckily for him, the Violator answers his challenge and, this time, Spawn witnesses the clown’s transformation into his true, horrific form. Caught completely off-guard, Spawn is powerless to keep the Violator from plucking his still-beating heart from his chest. However, the crude, leering demon is stunned when Spawn gets up, a burning hole in his chest and all fired up for a scuffle.

Malebolgia interrupts his “children’s” squabbling to torment and punish them.

This leads into the final issue of this four-part arc, which finds the Violator incensed to learn that Malebolgia lied to him about Spawn’s powers. Fully expecting to have killed the Hellspawn with his attack, apparently unaware that humans are being gifted powers greater than the denizens of Hell. After expending energy reattaching his heart and healing from the damage, Spawn launches a blast of hellfire at his foe, returning the favour by blasting a hole right through the demon. However, the Violator easily survives the attack, boasting of his superiority, and manhandles Spawn. To the Violator’s frustration, Spawn meets his arrogance with disrespect and the two start shamelessly mutilating each other over a two-page spread consisting solely of dismembered limbs and sound effects. The mindless battle grows so intense that Malebolgia himself manifests in the alley to break them up, chastising such pointless escapades. Addressing the two as unruly siblings, Malebolgia lays out his grand plans to storm the gates of Heaven and go to war with God, a concept baffling to a lifelong atheist like Simmons. Still, Malebolgia emphasises that God is now Spawn’s enemy and details that Spawn’s past life as a hired killer made him the perfect candidate to become a Hellspawn. Malebolgia also explains that Spawn’s power, though vast, is not infinite and relishes in giving him a simple choice: bow to Hell’s whim, expend his power killing “bad guys” and accelerate his return to Hell while bolstering Malebolgia’s armies, or do nothing and watch innocents suffer. Malebolgia then fully heals Spawn, reattaching his arm so as not to waste any more of his energy, and angrily rebukes the Violator when he takes exception to this. Malebolgia punishes him by banishing him to Earth, removing his ability to switch forms, and returns to Hell. Insulted and frustrated, the Violator storms off in a huff, leaving Spawn to brood over his newfound lot in life. Meanwhile, across town, Wanda awakens from a terrible nightmare in which she sees Al begging for help and it’s revealed she’s as haunted by her memories and love for him as he is of her.

The Summary:
I mean…first things first, let’s talk about Todd McFarlane’s unparalleled artwork. Every page, every panel, is so detailed and full of edgy, moody visuals. Barely a scene takes place in the daytime, bathing New York City, its depressing alleys, and, crucially, Spawn himself in oppressive darkness and shadow. Thus, when Spawn goes to Wanda’s in his forced guise of a blonde, white man, the juxtaposition of colour is like a slap in the face. It clearly shows that a normal, human, happy life is now far beyond Spawn’s reach and he stands out, despite his seemingly normal appearance, due to his jagged and distorted speech bubbles, hammering home that he doesn’t belong in that world any more. Spawn himself makes an immediate visual impression. Sure, there’s a lot of Spider-Man, Venom, and Danny Ketch/Ghost Rider in his design but he’s actually more like Bruce Wayne/Batman since he’s mainly brooding or dramatically standing rather than web-slinging across the city. Garbed in a sleek, black costume, Spawn casts an intimidating figure with his burning green eyes and flowing, blood-red cape and McFarlane never wastes an opportunity to depict him against gargoyles, crosses, cutting through the air like a tiger, or seeped in darkness. Considering his monstrous visage is hidden behind his mask for most of these issues, Spawn expresses a lot of emotion. Tormented by memories, he cries out in pain and anguish and lashes out at every opportunity, unaware that even by doing good he’s fuelling Malebolgia’s will since he’s either expending his finite energy or sending more despicable souls to Hell. While the news report sections are less visually engaging for me and simply a copy of Frank Miller’s narrative style, McFarlane makes up for it with his depiction of demons. The Violator and Malebolgia are horrific, gruesome creatures with a constant cackling visage and they represent an explicit, external personification of the dark power Spawn now wields. This, as much as anything else, is what angers the Violator so since he believes humans are unworthy of such vaulted positions in Malebolgia’s ranks.

Spawn and his demonic adversaries shine thanks to McFarlane’s merticulous artwork.

These first four issues set a precedent that would continue throughout Spawn’s publication, creating a constant air of mystery around the titular anti-hero. Simmons walks the alleys with fragmented memories, barely remembering anything of his past life and being tormented by scattered faces, feelings, and recollections of a previous life that eludes him. This brings him great torment and is the design of Malebolgia, who delights in torturing his “child”, fostering his dark ambitions, and humbling him. Malebolgia gets off on spoon-feeding Spawn memories and information, never once letting him forget who he really serves, and takes great glee in explaining that Spawn serves him no matter what action or inaction he takes. Malebolgia’s chief agent on Earth is, of course, the rancid Violator, a boastful little sprite with a chip on his shoulder. He seeks to spread chaos throughout the city by tearing the hearts from his victims and inciting a gang war, confident in his Hell-born power being greater than Spawn’s and eager to showcase his worth to his master by maiming and killing his newest recruit. Instead, the Violator finds himself in a brutal deadlock, with neither he or Spawn able to land a killing blow. Of course, neither thinks to go for the head and this isn’t strictly true as Spawn would inevitably lose due to his reckless use of his powers. At this point, Spawn barely understands what he is let alone the nature of his “Necroplasm” so he expends his energy without thinking. Healing wounds, firing energy blasts, and transforming his appearance all cause the helpful countdown to decrease, showing the reader just how close Spawn is to ending his new unlife and returning to Hell. Malebolgia explains these rules to him, leading to Spawn constantly considering his energy cost in future issues, but it does give a taste of what Spawn’s capable of since we see him reattach his heart, blow a hole through the Violator, and alter his appearance using his dark magic.

These issues perfectly set the scene for Spawn’s subsequent battle against the dark forces.

Sam and Twitch are also introduced in these issues and offer a fun side plot to Spawn’s constant brooding and rage. Essentially a reimagining of Commissioner James “Jim” Gordon and Detective Harvey Bullock, the two couldn’t be more different: where Sam is loud, gruff, and obnoxious and a lot like the Violator, Twitch is quiet, subdued, and methodical. The two are baffled by the Violator’s brutal murders and somewhat at odds regarding the caped vigilante stalking the streets, since Sam is far more lenient regarding Spawn as he doesn’t have to worry about due process. Spawn’s path doesn’t directly cross with these two here, but they’re nicely set up as supporting characters, as are Wanda and Terry. Again, we don’t learn too much about them at this point, especially Terry, but the story does a decent job of emphasising Wanda’s beauty and Al’s undying love for her. He’s haunted by her face, in agony at being denied her and being able to give her a child, and torn between wanting to confess everything to her and stay away from her idyllic new life. These emotions only fuel his anger and Malebolgia’s glee, driving him to chastise others who so freely take their blessings for granted or brutalise rapists and demons alike to vent his frustrations. While I admit the first issue doesn’t have much going on and largely exists to whet the reader’s appetite and the fourth issue devolves into an exposition dump from Malebolgia, there’s a lot to like in these first four issues. The mystery surrounding Al’s life and death is nicely set up, leaving breadcrumbs regarding Wynn and Al’s killer, as is the uncertainty regarding Spawn’s powers. The artwork is the main reason to delve into these issues, and all of McFarlane’s work, but the narrative is intriguing and strong, appealing to the brooding, edgy nineties kid in me. All the key players make a great first impression through McFarlane’s stunning and visceral art and the stage is set from a dramatic and explosive exploration of the dark path Spawn will eventually follow as he tries to piece together his past, have his revenge, defend the innocent, and defy his demonic master.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Spawn’s first four issues? Did you pick up a copy of issue one? What did you think to Spawn’s costume and powers? Are you a fan of Todd McFarlane’s art style? What did you think to the demonic antagonistic and the mystery surrounding Spawn? Which Spawn characters and story arcs are your favourite? Whatever you think about Spawn, feel free to leave your thoughts below and be sure to check out my other Spawn and horror-related content on the site.

Back Issues: Ghost Rider #1-3

Writer: Howard Mackie – Artist: Javier Saltares

Story Title: “Life’s Blood”
Published:
13 March 1990 (cover-date: July 1990)

Story Title: “Do Be Afraid of the Dark”
Published:
10 April 1990 (cover-date: June 1990)

Story Title: “Deathwatch”
Published:
8 May 1990 (cover-date: July 1990)

The Background: 
In 1967, Dick Ayers, Gary Friedrich, and Roy Thomas introduced Marvel Comics readers to Western gunslinger Carter Slade/Ghost Rider, who later became known as the Phantom Rider in the wake of his more popular successor, Johnny Blaze. Initially planned to be a villain, Friedrich lobbied to do more with the character, with artist Mike Ploog asserting that he provided Ghost Rider’s trademark look and the legendary Stan Lee dreaming up his civilian name. After ridding himself of the Ghost Rider curse and the demon who caused it, Zarathos, Blaze and his flame-headed alter ego vanished from Marvel Comics for the better part of seven years. However, the Spirit of Vengeance rose again in this story, which introduced a new host for the demon in teenager Danny Ketch, who would later be revealed to be Blaze’s half-brother. During his tenure as the Ghost Rider, Ketch teamed up with both his half-brother and other supernatural or bloodthirsty Marvel anti-heroes, being a prominent member of the Midnight Suns and even temporarily giving his life to stop Zarathos and vampire queen Lilith from conquering the world with their demonic army. While it’s Blaze who is generally depicted as the go-to Ghost Rider whenever the Spirit of Vengeance appears in other media, many of the character’s most recognisable traits come from his successor. Ketch had a sleeker, more streamlined Hellcycle, employed the Penance Stare, and sported a more fearsome, spiked attire, all of which would later be adopted by Blaze when he resumed the mantle. Still, Ketch has appeared in various Marvel cartoons throughout the nineties, though a planned videogame was cancelled and his sole live-action appearance as of this writing is as a child in the poorly received Ghost Rider: Spirit of Vengeance (Neveldine and Taylor, 2011). 

The Review:
Our story begins in Cypress Hills Cemetery, where bickering siblings Danny and Barbara Ketch have come to scope out Harry Houdini’s gravesite…on Halloween Eve, no less…so Barb can take pictures of alleged psychics trying to commune with him. Anxious Danny, not so quick to dismiss the cemetery’s morbid reputation, is spooked when a bunch of kids (the so-called Cypress Hill Jokers) in Halloween masks give them a fright and try to steal Barb’s camera. She sends them packing with a swift kick and forces Danny to investigate sounds of a gunshot and a scream. Peering into Gallagher’s junkyard, they see some of Wilson Fisk/The Kingpin’s goons threatening the mysterious Deathwatch after the masked man shot dead one of their couriers. When the mobsters are executed by the killer’s crossbow-wielding hoodlums, Barb lets out a scream, landing her with an arrow through the chest. While one of the kids, Paulie Stratton, swipes the case Deathwatch killed for, Danny desperately props the bleeding Barb against an abandoned motorcycle; touching it with his bloodstained hands, he undergoes a sudden and dramatic transformation into the Ghost Rider! His body possessed by the Spirit of Vengeance, Danny’s personality gives way to that of the Ghost Rider’s, who takes out the hooded foes using his demonic chains and his signature Penance Stare, which forces his victim to “suffer the pain” they inflicted on others. Paulie slips away as the cops arrive; they fail to apprehend the Ghost Rider, humbled and manhandled when his bitchin’ new Hellcycle blasts him up a wall to safety. Under the light of dawn, Danny regains his senses and his self, eventually collapsing before his terrified mother and Police Captain Arthur Dolan. When he comes to, Danny learns that Barb is stable, but stuck in a coma, and is devastated at having let her down.

The new Ghost Rider on the block is quickly tormented by failure, bad press, and brutes.

Feeling responsible, Danny tests to see if his demonic experience was real or some fantastical dream and soon finds himself possessed by the Ghost Rider again when the resulting turf war between Deathwatch and the Kingpin leaves Paulie’s friend Raphie critically injured. Luckily, the Ghost Rider arrives in time to intervene, easily shrugging off bullets and even a bazooka, retaliating with lethal force and spiriting Ralphie to safety. However, Danny is stunned to find Captain Dolan has pinned everything on the Ghost Rider, a monstrous force that renders Danny a passenger and leaves him tormented at having failed his sister. Regardless, the Ghost Rider continues to defend innocent lives, specifically the Cypress Hill Jokers, who are constantly threatened by both sets of mobsters. Though still using lethal and violent force, the Ghost Rider is sure to interrogate one of the Kingpin’s goons, subjecting him to the Penance Stare but getting no closer to learning what’s in the briefcase the two crime lords are so willing to kill for. His newfound life already taking its toll on him physically and mentally, Danny is as horrified by Captain Dolan’s smear campaign as he is by the terrifying allure of the Ghost Rider. Elsewhere, the sadistic Blackout enters the fray, murdering a cop and his family to learn where the Cypress Hill Jokers hang out and offering to tie up loose ends for Deathwatch, who’s more than pleased by the brute’s cruel methods. Despite a sensitivity to light, Blackout can freely move through shadows, easily slipping into Ralphie’s home, killing his parents, and attempting to defenestrate him in search of the canisters. Once again, the Ghost Rider is on hand to save the boy, and a brief fight ensues between the two superpowers. While Blackout’s attacks are useless against the Ghost Rider’s power, he demonstrates an uncanny deftness and swiftly flees using the shadows, eager to match blows with the Spirit of Vengeance in another time and place.

Though he triumphs as the Ghost Rider, Danny remains conflicted about his violent alter ego.

Strangely unable to recall exactly where she and the Cypress Hill Jokers stashed the briefcase, Paulie is of little help to the cops and even less help when Deathwatch, Blackout, and their goons storm the station, kill everyone, and kidnap her. In response, Captain Dolan steps up the guard around the comatose Barb, leading to Danny returning to the cemetery to try and help. There, he finds Deathwatch and Blackout in the process of murdering Paulie’s friends to try and find the final canister, which contains a mutated biotoxin Deathwatch plans to unleash upon the city. Angered by Deathwatch’s insolence and aptitude, the Kingpin orders his aide, Oswald Silkworth/The Arranger, to intervene and the bureaucrat successfully convinces Deathwatch to hand over the cannisters by surrounding the duo with dozens of armed men. Unfortunately, Blackout isn’t so willing to comply and violently lashes out, taking the cannisters for himself, ordering his men to attack everyone (even Deathwatch), and salivating at the prospect of blanketing the world in a cold, dark nuclear winter. However, the Ghost Rider enters the fray, taking out Blackout’s goons and tackling him before he can open a canister. Though still able to use the Ghost Rider’s strength against him and resist the Penance Stare, Blackout is burned by the demon’s flames, horrifically scarring him and twisting his already warped mind. The next day, the Kingpin muses over his heroic deeds and vows to watch Deathwatch closely. As for Danny, he returns to Barb’s side, still torn between giving up the cursed motorcycle and his dark alter ego and continuing his dual life as a violent (but effective) protector of the innocent.

The Summary:
Although my reading experience with the Ghost Rider is limited, Danny Ketch’s time in the role is the one I’m most drawn to. As a typical 1990s comic anti-hero, Danny ticks all the boxes: he’s a reluctant hero, tormented by his violent powers, rides a bad-ass motorcycle, and transforms into a cackling, flame-skulled demon who shreds baddies with chains! Just in terms of the art and the storytelling, Danny’s debut blows Johnny Blaze’s out of the water; but then, the 1990s was a different time. Interestingly, Danny’s debut issues aren’t as over the top and fantastical as you might first expect; the story is firmly grounded, save for the supernatural elements, quick to return time and again to Danny’s turmoil over his sister. In bringing Danny to life, the creators have drawn from multiple other heroes to set the tone: Danny’s as unsure of himself as Peter Parker/Spider-Man, as ruthless in his superheroics as Frank Castle/The Punisher, and is faced with violent gang wars headed by the Kingpin, much like Matt Murdock/Daredevil. Indeed, the story closely echoes the tone and atmosphere of Frank Miller’s time with the Man Without Fear and definitely veers more towards a grounded, gritty aesthetic than fantastical, supernatural adventures. The city police only reinforce this by adopting a “shoot first, ask questions later” mentality towards the Ghost Rider, one exacerbated by catching him in the middle of breaking a man’s neck. Captain Dolan’s J. Jonah Jameson levels of persecution against who he sees as a dangerous individual also see the entire force’s efforts focused on the Ghost Rider rather than the turf war between the two crime lords.

Deathwatch and Blackout make for an enigmatic and sadistic bad guy duo.

Deathwatch makes for an interesting, enigmatic, and mysterious individual. Unlike the Kingpin, he hides behind a literal mask and employs hooded assassins not unlike the ninjas of the Hand. He also exhibits supernatural abilities, forcefully reading his victim’s mind with a touch, and isn’t afraid to get his hands dirty. While the Kingpin prefers to operate from the shadows as an elusive puppet master, Deathwatch readily joins Blackout and his men in terrorising the Cypress Hill Jokers, though he slips away when the Ghost Rider shows up. How Deathwatch obtained his powers and what his true origin is remains as much of a mystery as Blackout’s backstory, but I assume these villains were further fleshed out in subsequent issues. Blackout makes quite the first impression, threatening a child and murdering his family with relish, and appears quite happy to kill others, even children, to get his hands on the bioweapon. No mere mindless brute, Blackout is eloquent, savvy, and well trained in martial arts, to the point he can use an opponent’s momentum and strength against them and therefore knock even the overpowered Ghost Rider off his feet. He also possesses seemingly supernatural powers, moving through shadows and showcasing a near-superhuman durability…until he tries to mess with the Ghost Rider’s flames. Deathwatch and the Kingpin’s underlings are no less lethal, happily shooting and stabbing kids to threaten their victims, and engaging in all-out firefights in the middle of the street. The Kingpin’s goons even break out heavy-duty ordinance like bazookas, while Deathwatch’s are happy to destroy an entire junkyard to ensure they take care of any witnesses. The Cypress Hill Jokers, in comparison, are less than small fry; they’re just kids trying to be tough who get in way over their heads when they steal Deathwatch’s briefcase. Paulie largely exists to repeat this plot and look dumb when she can’t remember where they stashed the third canister, resulting in her friends being badly hurt or killed. Still, protecting her and the other Jokers becomes the Ghost Rider’s short-term mission as, despite their assumed petty crimes and rebellious ways, they remain “innocent”.

The new Ghost Rider reinvigorates the character with a visual bang.

As for the Ghost Rider himself…well, he steals the show. Sporting what I would argue is his definitive look, the Ghost Rider bursts to life whenever Danny touches the cursed motorcycle (which, I assume, is Johnny Blaze’s) and immediately seeks to avenge the innocent with brutal and efficient force. Commanding sprawling chains and easily flipping police cars, the Ghost Rider is a physics-defying, unstoppable force of Hell-born justice; immune to bullets, blunt weapons, and most attacks, it takes a lot to even get him off his feet let alone injure him. In fact, his only weakness appears to be daylight and Danny’s troubled conscience since barricades, walls, and near-superhuman foes barely slow him down. These issues finally helped shed a little light on the nature of this transformation. Danny’s personality takes a back seat when the Ghost Rider takes over, leaving him in a dark place both alluring and terrifying. He appears to have little to no control over the Ghost Rider, even struggling to resist making the change at one point, while retaining full knowledge of his actions as the Spirit of Vengeance. Yet, for all the Ghost Rider’s power, he cannot help Barb and his abilities are used to punish, not heal. His demonic visage terrifies most people, making it difficult for him to earn the trust of the innocent and get the injured to safety, but he perseveres, even though his lethal methods see him branded a menace and a killer. The Ghost Rider’s primary personality is spouting his sacred mission and he will allow nothing, and no one, to keep him from defending the innocent and punishing the wicked, making him an extremely dangerous and driven anti-hero. The conflict within Danny is palpable; he can see the potential for good in the Ghost Rider but is worried about hurting others or losing himself to the darkness. This dichotomy makes me interested to read more, to learn what happens to him and Barb, and to find out more about Deathwatch and Blackout. Thus, I really enjoyed these three issues, especially as it injected a bit of the macabre and supernatural into the gritty, urban warzone Marvel calls New York.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Danny Ketch’s debut as the Ghost Rider? Is this the look you most associate with the character? What did you think to Deathwatch and Blackout, especially their ruthless natures? Did you like the more grounded depiction of the fantastical elements? What are some of your favourite Danny Ketch stories or moments? Whatever your thoughts on Ghost Rider, share them below and be sure to check out my other Ghost Rider content.

Movie Night: Event Horizon

Click here to listen to my guest spot on the Silver Screen Podcast discussing this film

Released: 15 August 1997
Director: Paul W. S. Anderson
Distributor: Paramount Pictures / United International Pictures
Budget: $60 million
Stars: Laurence Fishburne, Sam Neill, Joely Richardson, Richard T. Jones, Sean Pertwee, and Jason Isaacs

The Plot:
The experimental Event Horizon returns after a mysterious seven-year absence. However, when its designer, Doctor William Weir (Neill), and Captain S.J. Miller’s (Fishburne) crew investigate, they find the ship haunted by a presence from beyond our universe.  

The Background:
It’s not hyperbole to say that Mortal Kombat (Anderson, 1995) made Paul W.S. Anderson’s career. The film’s critical and commercial success saw him bombarded by offers; he turned them all down, even a Mortal Kombat sequel, to make an R-rated horror. Attracted to Philip Esiner’s pitch of a “haunted house in space”, Anderson and producer Jeremy Bolt worked to tweak the script to emphasise these elements and veer away from comparisons to Alien (Scott, 1979), though fans later considered the film a spiritual prequel to Warhammer 40,000 due to similarities between the two. Many effects were done practically, such as constructing moving sets to bring the ominous Gravity Drive to life and harnesses to simulate zero gravity, all on sets said to be oppressive and claustrophobic for the cast. A rushed shooting schedule and pressure from studio executives led to Anderson struggling to deliver a final edit. Test screenings later complained of the extreme gore and subsequent cuts led to the excised footage disappearing, despite fan outcry for a director’s cut. With a box office of just $42 million, Event Horizon was a commercial failure; reviews were equally negative, saved for some praise for the special effects and visuals. However, it has since been re-evaluated and considered a cult classic, inspiring the Dead Space franchise (Various, 2008 to 2023) and getting its due from contemporary reviews, to the point where additional films and even a television series have circled the rumour mill.

The Review:
In the world of Event Horizon, humanity has finally spread its reach beyond our home planet and started to colonise space. First, there was an outpost established on the Moon; then commercial mining began on Mars (where promiscuous women are said to frequent). Then, finally, mankind strived to expand further into the galaxy. To facilitate this, the United States Aerospace Command (U.S.A.C.) first built hyper-fast ion drives and stasis booths to protect their crew from the intense g-forces, then turned to Dr. Weir to develop a prototype for faster-than-light travel. As pilot W. F. Smith/Smitty (Pertwee) and Dr. Weir correctly point out, all the laws of science make light speed unobtainable but, luckily, Dr. Weir found a way around this small hurdle. He developed an elaborate spherical engine, the Gravity Drive, that used focused particles and other complicated pseudo-science to generate an artificial black hole, essentially “folding” space and time and allowing the Event Horizon to instantaneously travel across the galaxy. However, the Event Horizon vanished during its maiden voyage; dubbed the worst disaster in space history, its failure has weighed heavily on Dr. Weir, who focused all his time and attention into the project to the detriment of his marriage. He was so consumed with his work that he failed to notice the failing mental health of his wife, Claire (Holley Chant), until it was too late, and by then she’d already slit her wrists in their bathtub. Haunted by guilt and grief and suffering from constant nightmares of his loss, Dr. Weir is exuberant when the Event Horizon suddenly reappears in Neptune’s orbit transmitting a distress signal and seeks to investigate in hopes of salvaging his life’s work. The true fate of the Event Horizon hasn’t been made public; U.S.A.C. instead concocted a story about it being destroyed due to a power overload. Thus, the rag-tag crew Dr. Weir partners up with to investigate the ship are initially sceptical both of the mission and the Gravity Drive’s ability to tear a hole in the fabric of the universe.

Miller and his crew are roped into a nightmare when Dr. Weir investigates his haunted ship.

Consequently, Dr. Weir is met with a cold reception when he joins the crew of the deep space salvage vessel the Lewis and Clarke. The crew, led by their “skipper”, Captain Miller, are already disgruntled at being recalled from a well-deserved leave and sent to the outer reaches of the galaxy, especially as the last rescue attempt that went that far never returned. They therefore react with hostility when Dr. Weir explains his research to them. Despite also harbouring a resentment towards Dr. Weir, Miller, a by-the-book commander who inspires respect amongst his tight-knit crew, nevertheless chews out some of his more unruly crewmen when they dismiss Dr. Weir’s explanations and is determined to see the mission through as quickly and efficiently as possible. Miller is close to each of his crew, with all of them regarding young engineer Ensign F.M. Justin (Jack Noseworthy) as a surrogate son (they dub him “Baby Bear” and he frequently refers to the ship’s medical technician, Peters (Kathleen Quinlan) as “Mama Bear”). Miller’s served with each of them for a long time and they have a natural rapport based on mutual respect. Miller allows Smitty to light up a cigarette for a job well done and isn’t above joining in with the banter between the crew, ribbing smooth-talking rescue technician T.F. Cooper (Jones) by questioning his contribution to the ship. Like Dr. Weir, however, Miller is carrying a secret pain. He’s wracked by guilt at having left behind a young bosun, Edmund Corrick (Noah Huntley), a decision that has haunted him ever since and driven him to be the efficient commander he is today, expecting nothing less than the highest standard from his crew. As his second-in-command, he expects a lot from communications officer Lieutenant M.L. Starck (Richardson). As their situation worsens, his demands for answers become more forceful, though Miller’s reluctant to entertain her theory that the Event Horizon brought back some lifeforce from wherever it’s been. As Miller is tormented by visions of Corrick and witnesses that suffering of his crew, he directs his grief and anger towards Dr. Weir and the two quickly clash since Dr. Weir comes to be mesmerised and possessed by the ship and Miller’s efforts to escape are constantly thwarted by forces beyond his comprehension. Eventually, Miller’s forced to see that Starck was right and that something has tainted the ship, especially as its influence drives his crew to hysteria and costs him his beloved Lewis and Clarke.

Things go from bad to worse as the ship’s evil influence tortures the crew with visions.

Upon first reaching the Event Horizon, the crew find it to be an ice-cold “tomb” devoid of all life signs (despite driving their scanners crazy) and filled with an ominous dread. When Justin investigates the Gravity Drive, the ship suddenly comes to life; the core (or “gateway”) opens and sucks him in and, though Cooper rescues him, Justin is left catatonic and the Lewis and Clarke is badly damaged. While Smitty works around the clock to repair the damage and the crew risk suffocation aboard the Event Horizon, Peters toils through the ship’s log and is dismayed to find Captain John Kilpack (Peter Marinker) and his crew were driven to a macabre insanity, slaughtering and mutilating ach other in a gore-drenched orgy, the remains of which are still plastered to the ship’s walls. Dr. Weir’s nightmares also come to him while he’s awake. He sees visions of Claire’s eyeless face and hears her voice whispering to him and is enthralled by the Gravity Drive, which slowly influences his decisions and turns him against the crew, dismissing their claims and concerns and causing Smitty to fly at him in a rage. Following a disturbing seizure in which he warns of the impending arrival of “The Dark”, the traumatised Justin is compelled to enter an airlock and kill himself to avoid going back there. To the horror of his crew, Justin is almost killed by decompression, though Miller gets him back in the ship and their resident doctor, the grim-faced D.J. (Isaacs), stabilises him. With Justin sedated in a stasis tank, D.J. is forced to reveal that Kilpack’s distress call, which consisted of Latin, was actually a warning to others to “save [themselves] from Hell”. Though neither Miller or D.J. are the religious type, it seems something evil has latched onto the ship and their situation only worsens when Dr. Weir sabotages their escape plan by blowing up the Lewis and Clarke with an emergency explosive, killing Smitty in the process and trapping the survivors on what is now clearly a very haunted ship.

The ominous Event Horizon transforms Dr. Weir into its demonic agent.

The Event Horizon is the primary antagonist of the film. A needlessly ominous, gothic ship, it looms in space like a haunted cathedral and creates a foreboding presence with its dark, claustrophobic hallways, abundance of spikes and chilling silence, to say nothing of the remnants of Kilpack’s gory orgy the crew eventually find. From the moment the crew step onboard, the ship influences them; not only do Miller and Dr. Weir hear and see their worst fears but Peters is routinely tormented by visions of her infirm son, Denny (Barclay Wright). These are so traumatic that she refuses to work in the medical room, much less alone, and later drive her to a tragic and brutal death when she chases what she thinks is Denny around the Gravity Drive and takes a fatal fall in the process. Of course, the Event Horizon has the greatest influence on Dr. Weir, arguably getting inside his head before he even reaches his beloved ship. Once onboard, his visions intensify; he’s already very protective of the ship and comes up with quasi-logical explanations for the strange events happening, but the crew don’t buy it. Eventually, the ship forces him to relive Claire’s suicide and he’s driven completely off the deep end; he comes to see the ship as “home” and gouges out his eyes, leaving him a half-crazed, demonic figure who coldly destroys the Lewis and Clarke. Miller is deeply affected by Smitty’s death but this explosion also flings Cooper out into space; however, thinking fast, the jovial rescuer blows his air tank and jets back to the Event Horizon. However, he finds Dr. Weir determined to reactivate the Gravity Drive and return to whatever lies beyond. It’s not clear where, exactly the Event Horizon has been; even Dr. Weir doesn’t know where the Gravity Drive leads to. Kilpack dubs the space between dimensions as “Hell”, a name that sticks even for the scarified, possessed Dr. Weir. Rather than jumping from one point in space to another, the Event Horizon punched a hole in reality itself and ventured to “a dimension of pure chaos… pure evil”. While there, the ship was infected by the dimension’s influence and drove its crew mad, apparently gaining a level of sentience and satiating itself on taking their lives (and, presumably, their souls). Accordingly, it delights in torturing Miller and his crew with their worst fears and toying with its prey. It constantly creates roadblocks, forcing them aboard and then trapping them there, intent on dragging the survivors back to Hell to expose them to even more macabre sights and suffering.

The Nitty-Gritty:
Although Anderson may have sought to move away from being compared to Alien, the sci-fi/horror classic’s influence is greatly felt in Event Horizon. For one thing, this is a very gritty, “lived-in” sci-fi world. The controls and technology and aesthetic of the Lewis and Clarke, in particular, are very low-tech, full of buttons and exposed gears, and her crew are very much analogous to the Nostromo’s complement of “truckers in space”. These are working-class space farers, paid a minimum wage and doing the best they can with obsolete technology, and their down-and-dirty attitude makes them very relatable characters who are easy to root for. Miller can be a bit uptight, but he has a great rapport with his crew, even if he gives Starck a hard time more often than not. D.J. is their more sullen crew mate, bluntly introducing himself and even threatening Smitty with a scalpel when he rages at Dr. Weir for perverting the laws of physics. Smitty and Cooper are the most grounded of the crew; however, whereas Cooper is cheerful and fancies himself a ladies’ man, Smitty is more gruff and would rather leave as soon as possible. Honestly, I’m so glad Cooper survived as he’s a fantastic character. He calls Dr. Weir out on his bullshit, earning himself a dressing down from Miller, and brings some infectious levity through his ridiculous return to the ship, which always makes me grin. Peters was perhaps the least interesting for me but she’s given emotional depth through her clear love for her son, while Starck was just trying to be pragmatic and keep her cool. Smitty and Starck immediately sense the bad vibes from the Event Horizon, a ship bathed in a perpetual thunderstorm courtesy of Neptune and constantly seeped in ominous darkness. All too late, Miller turns on the ship, ready to escape and blow it to pieces, only to be scuppered by the cruel-hearted Dr. Weir and his crew picked off one at a time by the ship’s visions or Dr. Weir’s mad designs.

The macabre, gory imagery and effects are especially disturbing, even in brief flashes.

Describing Event Horizon as a haunted house in space is extremely apt, but it’d also be just as fitting to dub it “Hellraiser (Barker, 1987) in space”. In this latter regard, the film performs exceedingly well, offering a far more entertaining and disturbing experience than the actual Hellraiser in space we got. There’s a constant sense of dread as the crew wanders the ship’s dark and claustrophobic corridors. Flashes of lightning reveal disgusting gore on the walls and the frenetic ship logs offer but a taste of the horrors Kilpack and his crew endured while in Hell. The Event Horizon itself is a menacing construction; there’s no reason for it to be as long or intimidating as it is, and yet the Gravity Drive is protected by a “meatgrinder” corridor and full of spikes, creating an unsettling vibe even before the gateway opens. Obviously, there is some dated CGI and green screen effects, most notably in rendering the gateway and when the crew are wandering around the frigid, zero-g interior of the Event Horizon. However, the film makes up for this was some incredible set design (again, everything feels very Alien and suffocating in its aesthetic) and practical effects. Unfortunately, due to studio mangling, we’re denied seeing the full extent of Hell’s wrath and exactly what Dr. Weir does to D.J. but the horror of the unknown lands just as hard. When the scarified Dr. Weir assaults Miller in the finale, he forces Miller to see visions of his crew being raped, tortured, mutilated, and brutalised in Hell. Maggots, scenes of D.J. being strung up in a blood eagle, and flashes of Starck, Justin, and Cooper being flailed and impaled bombard Miller (and the audience) like a fever dream. It’s a disturbing cacophony of frenzied editing, but it works since it forces you to experience Miller’s visions as he’s being shown them. The makeup effects on Dr. Weir are particularly gruesome; first, he tears his eyes out and is left a mutilated, taunting villain obsessed with taking Miller and his crew to Hell. Then, after being blown out of the ship, he’s returned as a completely naked, demonic entity covered in weeping scars, completing his transformation into the personification of the ship’s evil.

Though Miller sacrifices himself to stop Dr. Weir, the ending suggests the nightmare is far from over…

After working tirelessly to repair the Lewis and Clarke, Smitty is dismayed to learn that Dr. Weir has planted an explosive on the ship. Though he frantically searches for it, Smitty’s too late to deactivate it and is blown up with his beloved craft. Angered, Miller arms himself with a harpoon-like nail gun and prepares to make Dr. Weir pay for costing him his ship and his crew. Though he finds Starck alive, he’s left at the scarified Dr. Weir’s mercy, horrified to find the doctor has lost his mind and gouged his eyes out. Now completely consumed by the ship’s influence and determined to defend it at all costs, Dr. Weir activates the Gravity Drive, though he’s seemingly killed when he decompresses the bridge trying to kill Cooper. Miller gets Starck and Cooper to safety and concocts a plan to utilise the Event Horizon’s emergency lifeboat feature. As related by Dr. Weir earlier, the ship was designed to be split in half using explosives placed along its otherwise unreasonably long central corridor. After ordering Starck and Cooper to prepare the foredecks for their departer, leaving them to be assaulted by a very Shining (Kubrick, 1980) inspired torrent of blood, Miller is attacked by Corrick’s enflamed spirit and driven towards the Gravity Drive. There, he sees through the vision and is confronted by the now-demonic Dr. Weir. Subjected to horrifying visions and outmatched by the doctor’s augmented strength, Miller is left with no choice but to set off the explosives to deny Dr. Weir his full victory, sacrificing himself to the Hell dimension to save his crew. Many days later, the wreckage of the Event Horizon is discovered. However, the experience has left Starck traumatised and the film ends with the suggestion that the remains of the ship may be just as haunted as the half that was sucked back to Hell.

The Summary:
I discovered Event Horizon by accident. As a kid, I taped some other movie off the television and accidentally left the VHS running, recording the next movie, which just so happened to be this one. Despite not being into horror back then, I gave it a watch and was immediately enthralled and, to this day, Event Horizon is one of my all-time favourite, go-to horrors. I love the aesthetic of this movie, with its lived-in, gritty, clunky technology and the depiction of Miller and his crew as average Joes caught up in a nightmare they wanted no part of. Laurence Fishburne makes for a great, hard-assed leading man but he’s bolstered by some of Hollywood’s most underrated character actors. Sean Pertwee is always a delight and he’s great as the outspoken Smitty; Jason Isaacs brings a quiet intensity to D.J. who’s just barely keeping his shit together; but the standout was Richard T. Jones as Cooper. He’s just such an infectious and charismatic personality that steals every scene he’s in with his cocksure bravado and blunt honesty. Sam Neill also puts in a great performance as the haunted Dr. Weir; this is a man wracked with guilt who seems on the verge of suicide, and yet who sees the Event Horizon as a second chance. While he’s initially shocked and dismayed by the horrors and death that infest the ship, Dr. Weir is mesmerized by its influence and comes to protect and even love it, willing to butcher Miller’s crew to satisfy his creation’s macabre lust. The horror on offer here is palpable; the Event Horizon is a menacing presence throughout and looms over every scene, seemingly watching and infecting the characters’ every movement. It’s a shame we’ll never see the full extent of the gory visuals but the film works incredibly well despite that. The brief, frantic bombardment of torture and death are enough to hammer home how desolate and wicked Hell is and there’s still plenty of gore on offer. The fantastic use of disturbing practical effects, the unsettling depiction of Justin’s decompression, and Dr. Weir’s transformation into an eloquent and cruel demonic sadistic all make Event Horizon an unnerving and terrifying cult classic. With great performances, some incredible visuals and set design, and a truly frightening premise, Event Horizon will always be highly recommended by me and, if you haven’t seen it or want to see Hellraiser in space done right, now’s the time to change that!

My Rating:

Rating: 4 out of 5.

Great Stuff

Have you ever seen Event Horizon? Do you agree that it’s an under-rated cult horror classic? What did you think to the visuals, the gothic construction of the titular ship, and the foreboding atmosphere? Which member of the crew was your favourite? What did you think to Dr. Weir’s descent into demonic insanity and Miller’s selfless sacrifice? Would you like to see the excised footage full restored to this movie? I’m always happy to talk about Event Horizon so please leave your thoughts below and go check out my other horror content across the site!

Game Corner: Resident Evil Village: Gold Edition (Xbox Series X)

Released: 28 October 2022
Originally Released: 7 May 2021
Developer: Capcom
Also Available For: Nintendo Switch, PC/Mac, PlayStation 4, PlayStation 5, Stadia, Steam, Xbox One, Xbox Series S

The Background:
Helmed by Shinji Mikami, Resident Evil (Capcom, 1996) was a seminal title for the up-and-coming PlayStation, one whose focus on atmospheric horror and resource management popularised the “survival-horror” subgenre. A critical and commercial success, Resident Evil was quickly followed by a numerous sequels that continued to refine the gameplay, add to the lore, and be equally successful. After a troubled development, Mikami re-invented (and once again re-defined) the genre with the ridiculously successful Resident Evil 4 (Capcom Production Studio 4, 2005), though Capcom soon drew heavy criticism for over-relying on an increasingly action-orientated and over the top presentation. Thus, Capcom shook the franchise up again with Resident Evil VII: Biohazard (Capcom, 2017), which took the series in an all-new direction, featured an immersive first-person perspective, and introduced new mechanics and lore that would impact subsequent releases. Although Resident Evil VII was a critical and commercial success, development of an eighth instalment began about a year and a half before VII released. Inspired by Resident Evil 4, the developers purposely focused on a village as the central location and sought to create a balance between combat, exploration, and puzzle-solving. In addition to tying up the story of VII’s protagonist, Ethan Winters, the developers aimed to encourage exploration with an ever-shifting, more open-world environment and drew from gothic horror to design the game’s new werewolf-like enemies. Resident Evil VIII’s marketing heavily focused on Lady Alcina Dimitrescu, a towering, alluring, vampiric figure whose sex appeal helped boost interest in the game, which led to over three million copies being shipped within the first four days alone. The game’s new direction and ties to Resident Evil 4 were praised, as was the gameplay variety and emphasis on exploration, though the bosses and puzzles drew some criticism. Still, the game was a hit, more than justifying the release of additional downloadable content (DLC) within the following year. All of this DLC, which included additional gameplay modes and an epilogue story, was then made available on this Gold Edition release.

The Plot:
Three years after escaping the Baker family, Ethan Winters faces an all-new terror when his infant daughter, Rose, is kidnapped by Mother Miranda, the fanatical leader of a cult-like coven, after being seemingly betrayed by Chris Redfield.

Gameplay:
Like its predecessor, Resident Evil Village (stylised as Resident Evil VII.I.age) is a first-person survival/horror title in which players are again placed into the bland, faceless shoes of Ethan Winters, easily the franchise’s dullest character. Ethan has been fleshed out a little more this time around, though, to be fair. Between games, he and wife Mia have relocated, starting their lives anew with baby Rose; he has much more to say and far more agency this time around since he’s trying to rescue (and restore) his baby daughter; and he’s a little more competent after his experiences in the last game. If it’s been a while since you played Resident Evil VII, you can watch a helpful recap before setting up your subtitle, screen, and sound settings and, thanks to this Gold Edition of the game, you can play in third-person mode, which was my preference. Resident Evil Village offers four control setups, but the default is serviceable enough. You aim with the Left Trigger, guard against enemy attacks with the Left Bumper (with successful timing shoving enemies away), shoot with the Right Trigger, use a recovery item (such as First Aid Med) with the Right Bumper (a godsend in sticky situations), examine points of interest and pick things up with A, reload with X, and open your inventory with Y. By default, B does nothing except perform a quick turn in conjunction with the left stick, which can also be pressed in to break into a run. Pressing in the right stick allows you to crouch behind cover or through tunnels and small gaps, and you can switch weapons using the directional pad, with four different weapons able to be applied to this weapon “wheel”. There are also options to adjust aim assist, the intensity of the damage display, onscreen tutorials, and how much of the heads-up display is visible, allowing you to customise a more cinematic experience if you wish.

Craft health and ammo and purchase new items and upgrades from the Duke.

There are three difficulty settings to choose from at the start of the game, with a fourth, “Village of Shadows”, unlocked after beating the game on any difficulty. Naturally, the harder the difficulty, the tougher the enemies will be, with even basic foes tearing your throat out in a few hits on “Hardcore” difficulty. Unlike in the classic Resident Evil titles, there are no fourth dimensional Item Boxes here. You’ll need to combine and craft items to save inventory space, or spend the Lei dropped by enemies or found in destructible crates to expand your carry capacity. Yes, the crafting system is back; by finding items such as herbs and gunpowder, Ethan can craft recovery items, ammunition, and even explosives like pipe bombs and mines. New “recipes” can be purchased from the game’s rotund merchant, the mysterious Duke, who will happily purchase any treasure you’ve found, sell you ammo, weapons, and healing items, and also tunes up your existing weapons to make them more powerful. If you kill local wildlife, you can bring the meat to the Duke to cook food that increases your movement speed, maximum health, and reduces the damage you take while defending, though the Duke’s prices increase over time and he can even sell out of items, so it’s best to keep an eye out for craftable pickups. I’d also recommend caution with your weapon choices; eventually, better weapons will become available and you can only carry so much, so it’s easy to invest a lot of money tuning up your default handgun only to then have to sell it for the stronger upgrade. You can buy back any weapons you sell, but you can’t remove any charms or attachable tools (such as the scope for the sniper rifle or the extra magazines) from your weapons, so I definitely think it’s better to wait for the W870 TAC shotgun to become available and spend your money upgrading that as opposed to the first shotgun you find.

Alongside some challenging combat, you’ll solve rudimentary puzzles and acquire elaborate keys.

In addition to a decent weapon selection to choose from, Ethan can also use his environment to fight back against the lycan-like enemies that infest the titular village. Explosive barrels will blow enemies away and can hold A to barricade doors with furniture against enemies. You can shoot them off rooftops, sometimes you’ll need to rapidly tap A to escape an enemy’s grasp, and some larger enemies will even attack their smaller cousins. Even on the “Standard” difficulty, Resident Evil VIII is pretty tough. You often have just enough on hand to survive an enemy onslaught, after which you’ll be in dire need of resources to fend off the next enemy encounter, so it’s worth searching every drawer and cupboard, even if many of these are empty. Luckily, your map will indicate any missed items in the local area; it highlights treasures, locked doors, and missed items. You can then backtrack when you have the right keys or the environment has altered to grant you access, and you can still find helpful files that flesh out the game’s lore, Mother Miranda’s connection to the Mold and the Umbrella Corporation, and provide clues or solutions to the game’s puzzles. These may be as simple as finding bolt cutters to break chains, using a key to unlock a door, or finding and entering combination codes, but also become a wild goose chase as you search for masks, examine items for keys or add-ons for existing keys, insert glass eyes into holes, awkwardly swing flaming lanterns, and pull levers to open doors. As ever, you can save your progress at any time using a typewriter. You don’t need to worry about ink ribbons here, and the game also includes an autosave function so you’ll respawn from checkpoints when you die, but I’d recommend making a couple of save files so you can backtrack for missing items or optional side quests as you’ll eventually reach a point where you can’t return to the village that acts as a central hub, of sorts.

While the game peaks early, there’s enough variety and intrigue to keep you hooked throughout.

Resident Evil Village tasks Ethan with venturing to four distinct areas from the titular village, which alters (along with the title screen) as the game progresses, becoming infested with tougher enemies, set on fire, and ransacked by the Mold. Each of these areas presents a unique, but also familiar, challenge; Lady Alcina Dimitrescu’s castle, for example, is very reminiscent of the original game’s ornate mansion, and Lady Dimitrescu herself patrols the hallways, pursuing you throughout the estate like her predecessors, Mr. X and Nemesis. When trapped in House Beneviento, Ethan loses all his gear to the childlike Donna Beneviento and her malevolent puppet, Angie, who force you to complete a series of puzzles, including finding items to investigate a mannequin, rearranging film cells, and searching for fuses, to escape and reclaim your items. The toad-like Salvatore Moreau dwells in a mine, one infested with slime-like pustules, outside a massive lake strewn with wreckage that you must cross, lowering and raising temporary platforms, to power up the generators. Finally, the rebellious Lord Karl Heisenberg dwells in rundown factory populated by horrific cybernetic monstrosities. Here, you’ll use the smelting equipment to craft key items to progress, take a maintenance lift, and battle Heisenberg’s cyborg creations. After defeating Heisenberg, you’ll take control of the far more capable Chris for an all-action infiltration of the village and the catacombs beneath it. Chris has better weapons on hand, utilises ample supply drops, and calls in air strikes by holding down RT,  making short work of Mother Miranda’s Mold defences and the hammer-wielding Uriaș who plagues Ethan so often in the main story.

Graphics and Sound:
It’s almost astounding how good Resident Evil VIII looks; the environments, especially, are moody, dank, and claustrophobic while also being genuinely creepy and unsettling, and the use of ambient noise, distant scratching and screaming, and sporadic music really adds to the tension. The level of detail is incredible at times, with Ethan panting and showing visible pain when low on health, blood splattering on his weapons, snow and frost ransacking the village, bullets and blood alike marking doors, windows, and the environment, and heads sporadically exploding in a shower of gore. Playing in third-person allows you to finally see Ethan’s character model, though he’s still just a guy, one whose face is oddly obscured no matter how much you wriggle the camera. Interestingly, many of the character models (basically anyone who isn’t Chris, who’s been redesigned once again) sport a shiny, uncanny look that makes them seem not quite real. This is fine for the monstrous enemies, but makes human characters a little unsettling to look at in the wrong lighting (though, admittedly, this may be due to the brightness settings I chose). Resident Evil VIII ventures towards the supernatural for many of its enemies, depicting werewolves, witches, and shambling wretches alongside cyborg brutes fitted with drill arms! If these get too close to you, you’re gonna be in for a bad time and treated to some gruesome death scenes, but it’s equally satisfying seeing them be blown to pieces by a well-timed grenade round.

There are some creepy and visually impressive locations beyond the titular, ever-changing village.

As you might’ve guessed from the game’s title, the village plays a prominent role here. It’s your central hub you’ll return to time and again and have to explore and defend throughout the story, housing a church, graveyard, ruins, rivers, and more. Largely barren due to the events taking place, there’s a constant dread hanging in the village that’s mirrored by its adjacent locations. While some areas (stately homes, mostly) are guilty of recycling assets such as ornaments and furniture, others are more visually unique and unsettling, such as the cyborg factory and the creepy doll’s house-like House Beneviento. Resident Evil VIII continues to move away from the futuristic laboratories of Umbrella and takes more cues from Resident Evil 4, bringing an Eastern European flavour back to the franchise. I’m actually surprised it didn’t try to harken back to the backwater locations of the last game. However, these are partially evoked in your encounter with Moreau and when the Mold starts bursting from the ground and overtaking the village, but it’s a tenuous link, at best. The game’s story is engaging enough and mostly related through in-game cutscenes that retain the first-person perspective. You’ll be falling or sent crashing through floors and walls, have your limbs and organs cut off or ripped out, and be constantly interrupted by surprise attacks or jump scares. Everything’s played very seriously here, with very few glib remarks from the increasingly tested Ethan, with the exception of Mother Miranda and her lieutenants, who are almost as over the top as the crazed Baker family from the last game. Sadly, much of their personality is lost when they transform into gigantic, boil-infested monstrosities as per Resident Evil tradition.

Enemies and Bosses:
In place of zombies, bio-organic weapons, parasite-infected villagers, and Mould creations, players battle werewolf-like lycans upon first entering the village. These snarling brutes are nimble and voracious, lunging for you and trying to tear your throat out and taking a fair few shots to be put down. A larger, armour-clad variant is also encountered, one that is better shielded from headshots, and bigger, more monstrous Vârcolacs pose a significant challenge if you’re caught unprepared. The spirit of the classic games is evoked through the shambling, sword-wielding Moroaicǎ, hooded, gaunt figures that rise from shallow water and attack in groups, while bat-like Samcas nest on the rooftops of Castle Dimitrescu. While the mindless Haulers are little more than cannon fodder in Heinsberg’s factory, his cyborg Soldats aren’t to be trifled with. Sporting up to two drill-like appendages and a variety of cybernetic armour, these lumbering walls of muscle can only be put down by blasting the exposed core on their chests, a task easier said than done when they attack in groups and are protected by quasi-mech suits. Most of the game’s more formidable enemies, like the Vârcolacs and Soldats, are introduced as mini bosses, giving you a chance to sample their abilities before they become commonplace and are joined by even stronger variants as the game progresses.

Monstrous and grotesque abominations are the order of the day, however unfitting some of them are.

The first boss you encounter is the aforementioned Uriaș; although it is technically possible to defeat him when he first appears, this isn’t necessary, you just need to survive until the plot progresses. Uriaș shows up as a proper boss twice during the main campaign; first, Ethan fights him in a confined space full of pillars to take cover behind. You’ll need to stay well clear of Uriaș’ giant hammer and leaping attack, and fend off the lycans for resources, preferably blasting him with your shotgun or grenade rounds to put him down. Uriaș also shows up when playing as Chris, but this fight is much easier as you simply need to target him for a few air strikes, surviving until he’s put down once more. As if frantically avoiding Lady Dimitrescu’s appearances isn’t bad enough, her three witch daughters – Bela, Daniela, and Cassandra – also haunt Castle Dimitrescu, appearing as a swarm of bugs that will whittle your health down and then taking physical form to dash at you with scythes. These three can only be made vulnerable by pulling switches or breaking windows to let in a blast of cold wind, with you constantly strafing to keep them in the cold, or pulling levers to keep the pressure on, while blasting at them until they turn to ash. Lady Dimitrescu herself cannot be harmed or killed when she’s pursuing you, but will transform into a massive, dragon-like bat-thing for a boss battle that sadly loses much of her visual appeal. The mutated Dimitrescu will stomp, charge, and try to eat you on the castle rooftop. Luckily, there are lots of resources on hand and her head is wide open for your shotgun blasts. When she flies into the distance, you can use the sniper rifle to shoot her down, repeating this process even as she forces you to take refuge higher up.

There are some unique elements to the bosses, though the later ones lack the iconography of earlier foes.

Donna Beneviento prefers to toy with you than take you on directly; her game of hide and seek will increasingly freak you out as the lights flicker and go out, the environment changes, and a massive, slug-like foetus thing lumbers down the narrow hallways of her doll’s house. To defeat her, you’ll need to track her doll, Angie, three times, ending her threat in a cutscene. This intense, genuinely creepy encounter is juxtaposed by the battle against the mutated Moreau, who transforms into a monstrous aquatic creature that lumbers around a drained lake, spitting and raining acid and thrashing its tail at you. Fortunately, there’s a lot of convenient cover to avoid damage and Moreau pops out to taunt you, allowing you to blast at him, though he’s certainly not an easy target despite his size. In Heinsberg’s factory, you’ll constantly run from Sturm, an armour-clad brute with a propeller mounted to his head! When you eventually battle him, it’s a tense affair as he crashes through walls and shoots flame bursts as you desperately try to hit the vent on his back. Heinsberg proves one of the more formidable of Mother Miranda’s lieutenants purely because of his mental control of metal, which allows him to constantly get the drop on you throughout the game. When Ethan finally reaches him, he’ll construct a massive, spider-like form for himself out of scrap metal, forcing Ethan to man a tank gifted to him by Chris. This made for a fun, action-packed battle where you fire a massive cannon and machine gun at Heinsberg’s glowing weak spots, until Heinsberg destroys your tank. Then, you frantically run around looking for ammo to blast him in the face until he whips you up in a tornado, which allows you to fire one last shot from the tank’s cannon and finish him off.

Alongside also battling Mother Miranda, Rose has her own boss battles to contend with.

With all of her lieutenants defeated, Mother Miranda attacks the village with tentacles and tree-like constructs of Mold, forcing you into a final confrontation that is easily the toughest of the game. Even with the Duke stationed nearby and some resources appearing in the enclosed arena, this is an uphill battle as Mother Miranda causes Mold to burst from the ground, quickly dashes about and swipes at you, traps you in pitch black and attacks in the blink of an eye, and spews lava and fireballs to whittle you down. Your best defense is a good offense; blast at her with everything you have, taking cover when you can and crafting as need be, until a scripted event is triggered, which requires you to hit RT to cut yourself free and finish her off. Well, not entirely, as you’ll fight her again at the conclusion of the “Shadow of Rose” DLC story. Although Mother Miranda has a similar attack pattern, your strategy for defeating her is very different as Rose must absorb her projectiles with LB and then press towards and B to unleash a Mold attack that stuns Mother Miranda long enough for you to blast her. She also goes into a full-blown rampage as a gigantic Mold beast, requiring you to make liberal use of the dodge and a final power boost from Ethan to dispel her for good. Before Rose fights her, though, she’ll have to contend with the troll-like Amalgam, a grotesque beast who relentlessly pursues you before you face it in an enclosed dungeon, where it freely teleports around, summons minions, and spawns weak spots on different parts of its body. Rose has her own terrifying adventure in Beneviento as well, first fleeing from unsettling animated mannequins, then avoiding killer dolls (while shrunk down), before finally facing the vengeful spirit of Eveline in a psychic battle that sees you avoiding being blasted and corrosive Mold, and blasting the embittered wraith when she’s exhausted from hrr enraged attack.

Power-Ups and Bonuses:
As you explore high and low, you’ll find a bunch of treasures, ammo, items, and pick-ups scattered around. In Resident Evil Village, a herb is useless unless combined with chem fluid, so you’ll be relying on the crafting system to restore your health, unless you happen upon ready to use restoring items. Gunpowder is similarly used to craft ammo, though you’ll also find these in crates and drawers and such. You can also purchase these from the Duke, though his prices increase as the game progresses and he can even sell out of ammo and healing items. Generally, you’ll be gifted or will find your main weapons, such as the handgun and shotgun, as well as a few explosives, like throwable pipe bombs or proximity mines you can lay to take out groups of enemies. However, you can buy additional weapons from the Duke; the selection is nothing you haven’t seen in previous Resident Evil titles, including machine guns, a grenade launcher, and a magnum revolver, with upgrades available for most, and a knife for when all else fails. Ethan can utilise Chris’s weapons, and others, when you beat the game on other difficulty settings and accumulate points playing “The Mercenaries”, but things really take a twist when playing the “Shadow of Rose” story. Rose has some additional superhuman abilities that are unlocked as you play. When you find special flasks, Rose gains a meter that allows her to use RB to destroy Mold cores, opening new areas, and briefly freeze enemies, with this meter expanded by flasks and refilled with the new White Sage item. As a trade-off, Rose can’t use healing items with RB and has no need for Lei or the Duke’s services (he takes on a mysterious antagonistic role instead), but she can expend her meter with RB when grabbed to escape an enemy’s attack.  

Additional Features:
There are forty-nine Achievements up for grabs in Resident Evil Village, with a further seven included in the “Winters’ Expansion” DLC that’s included with this Gold Edition, bringing the total to fifty-six. You’ll get Achievements for finishing the game, and “Shadow of Rose”, on each difficulty setting, defeating the game’s bosses and reaching story-specific sections, and for simple stuff like using a lockpick, entering Photo Mode, and killing a wild animal. Other Achievements pop when you defeat three enemies with one attack, take down Uriaș early on, equip add-ons and upgrade your weapons, and far more tedious tasks, such as breaking every window in Castle Dimitrescu and opening every outhouse in the village. As you explore, you may come across little wooden goats that should be destroyed for additional Achievements. You’ll also get another Achievement for having 777, 7,777, or 77,777 Lei, using only a knife, or finishing the game in under three hours and/or with four or less recovery items.

Complete challenges, play Rose’s epilogue, or put your skills to the test in “The Mercenaries”.

Some of the Achievements align with the list of in-game challenges you can work through to earn Completion Points (CP). CP is spent in the ‘Bonuses’ menu to purchase new weapons, infinite ammo, concept art, and character models in the form of figurines. You can also acquire CP by playing “The Mercenaries”, a Resident Evil staple that sees you playing as either Ethan or Chris (plus Lady Dimitrescu and Heinsberg once you unlock them), each with different attributes and weapons, and clearing out all enemies across various maps. You’re working against a time limit here, so you must be quick and accurate and use the hourglasses to extend your time. You can also buff yourself and your weapons with power-up stations found on each map, which offer additional health or greater accuracy with specific weapons. It’s a fun little side-game, though you’ll need to have your wits about you as you’ll only unlock new maps and gain the best awards with an A-rank or more. Finally, you can play tilting ball games, hunt down rare treasure and wild beasts, and find the game’s files to go for 100% completion, which requires additional playthroughs and possibly multiple save files in case you miss stuff you can’t go back for, in addition to the “Shadow of Rose” epilogue. This sees you returning to some of the game’s key areas, now warped and nightmarish, as Rose follows a mysterious disembodied voice to rid herself of her strange powers. It’s a fun extra few hours of gameplay that’s spiced up just enough with her extra abilities, a few new and rearranged areas (including the super creepy mannequin section), and some new bosses and twists on existing enemies.

The Summary:
I put off Resident Evil Village for some time, specifically because I was waiting for this Gold Edition of the game so I could experience the entire thing in one go. Although I didn’t mind the jump to first-person horror, I immediately switched the game to third-person as that’s my preference and I feel this suits the game and its action much more. The immersion felt by first-person is outweighed by the frustration of never being able to see all around you, so the third-person option was a godsend for me. Gameplay-wise, there’s not much you haven’t seen from Resident Evil before here; everything is suitably creepy, tense, and incredibly well put together, with a fantastic level of grimy and gruesome detail given to the game’s environments. I was surprised by how much I came to enjoy revisiting the village; it’s not the most engaging hub world and I sometimes felt the narrative was a little too mission-based at times, but it changed enough to hold my attention and I liked how each area offered different gameplay challenges. It’s true, however, that the game peaks quite early; Castle Dimitrescu and House Beneviento were the most engaging areas of the game for me, and neither Moreau or Heisenberg had the same visual appeal or creep factor as Lady Dimitrescu and Angie, which was a shame. It was equally disappointing how often the antagonists degenerated into monstrous abominations; I know it’s a “thing” in Resident Evil, but I don’t think Lady Dimitrescu or Heisenberg needed transformations to be interesting or scary. Still, there’s a lot to enjoy here; Ethan, while still bland, is far more interesting this time around with his heartfelt desire to rescue his baby girl, and the franchise continues to evolve its story, even if the direction it’s going down is becoming increasingly bizarre. Best of all, there are plenty of reasons to come back to this one for additional playthroughs. The addition of playable antagonists to “The Mercenaries” is a goal to reach for, and the game itself a fun distraction from the main story, which was as gruesome and disgusting as we’ve come to expect from this long-running franchise.

My Rating:

Rating: 4 out of 5.

Great Stuff

What did you think to Resident Evil Village? Did you buy the game upon release, or did you wait for this Gold Edition, like me? Are you a fan of Ethan Winters and, if so, what did you think to his character progression? Which of the game’s areas and bosses was your favourite and what did you think to the new enemies on offer? Did you ever beat the “Village of Shadows” difficulty and find all those goats? Which Resident Evil game is your favourite and where would you like to see the franchise go next? Whatever your thoughts on Resident Evil, drop a comment below and be sure to check out my other Resident Evil content across the site.