At the time of Yorga’s release, there were very few people making vampire movies. Hammer was pretty much the only game in town, and they were still setting their vampire films in the Victorian era. Devils of Darkness was one of the first vampire films to transport a vampire into the current era, at least since the 1932 Tod Browning production of Dracula, which was set in what was then modern-day London. However, one can argue that the differences between the London of 1897 and 1932 is markedly less than the difference between 1897 and 1970, and so for our purposes here, Devils of Darkness is a more substantial foray into an unfamiliar time period than Dracula. It’s also less substantial because almost no one saw Devils of Darkness, and without a dedicated distributor or studio, it quickly faded from memory and was almost totally forgotten until it finally found its way to DVD in 2007. Which means that Count Yorga, Vampire, is really where we can say this short-lived trend began.
So let’s say, just for the sake of argument, you’re a vampire. Not one of those post-Anne Rice vampires with the leather trenchcoat and the bad poetry and the ill-advised appreciation of Pigface. No, I’m talking about one of those older, more distinguished vampires. Not too bad, huh? I mean, yeah, there are drawbacks. I, for one, would miss the sun and a good day’s surfing. On the other hand, if you were to become any monster, a vampire would be pretty sweet. A mummy or Frankenstein monster would be the worst, of course. Mummies only have one outfit, and they have to spend the entire afterlife shambling around in pursuit of some dame who looks like some other dame the mummy loved back in ancient Egypt, and then a dude in a tweed jacket sets you on fire. And Frankenstein monsters have to do pretty much the same thing in terms of shambling, though at the very least they get to smoke cigars and drink wine. As for werewolves — sure, cool power, but you have no control over it, it only happens once a month, you can’t remember anything afterward, and your clothes are constantly getting ruined by your transformations.
What a long, strange trip it’s been for Hammer Studio’s lord of the undead, the prince of darkness, the king of vampires, Count Dracula. When first we met him back in 1958, he was a snarling beast, a barely contained force of nature that ripped into his prey with lusty abandon and was explained by his arch-nemesis Dr. Van Helsing in purely rational, scientific terms. Dracula, and vampirism in general (as expounded upon by Van Helsing in Brides of Dracula), was nothing more than a disease, like any other disease, and what we regarded as “supernatural” was really nothing more than an explainable part of the rational world that humanity had simply not yet learned how to explain. As Hammer’s Dracula series progressed, however, Van Helsing faded from the picture and was replaced by a procession of forgettable guys named Paul, usually in league with some sort of religious authority figure. In Dracula, Prince of Darkness, we have a monsignor who seems to have some degree of faith in faith’s ability to defeat Dracula, but he’s far more reliant on his trusty bolt-action rifle than he is on the Lord Almighty.
And so we enter the dire straights of Hammer Films in the final throes of a long, drawn-out death much like those experienced by Dracula himself. As has been detailed elsewhere and will be summarized here, by the 1970s, England’s Hammer Studios — the studio that pretty much defined and dominated the horror market through the 50s and 60s — had fallen on hard times. The old guard had largely retired or died, and the new blood was flailing about, desperately trying to find the direction that would right the once mighty production house. The problem was that everyone felt like they needed to update their image, but no one actually knew how. In retrospect, though they may have seemed painfully antiquated at the time of their release, many of Hammer’s releases during the 70s were quite good and often experimental (by Hammer standards, anyway). This movie isn’t really one of them, but it’s still pretty enjoyable in a completely ludicrous way.
Since I started Teleport City many moons ago, I’ve gotten a lot of email from people claiming to be ninjas. One was so batshit insane that I had to break confidence and send it around to other people. I’ve since lost it, but maybe someone still has it. It’s the one where a single sentence goes on for a full page. There was also a guy who used to write all the time and tell me about how he was a member of a secret ninja society that guarded Washington, D.C. But my favorite email is probably from a ninja who believed beyond a shadow of a doubt that I was Jim Kelly. The first time he wrote me, telling me how he loved my movies and wanting to know if I had any merchandise for sale, I did my best to let him down politely and tell him I’m not Jim Kelly without making him feel stupid. Then a few months later he wrote me, addressing me as “Mr. Jim Kelly” again. This time he was asking me what I’d been up to and when I was going to make another movie. For this time, I just didn’t reply, figuring that would cause him to lose interest. It didn’t.
The Mexico of the lucha libre sci-fi adventure films is just about as close to our version of the Promised Land as you can get. I’d gladly turn in our world of turmoil, suffering, and nouveau French cuisine for a good chimichanga and a world where the biggest news comes when pro wrestlers have to thwart the diabolical scheme of some mummy. Oh sure, no one is going to be crazy about a world full of mummies all walking around with their dusty heads full of diabolical schemes, but once you get over the shock of “Hey, look! A mummy! Is that a midget in a cape next to him?” things really are not so bad. The mummy might kidnap a sexy chica in a flimsy negligee so he can carry her around a bit, and he might injure some old pipe-smoking man by knocking him out with the patented “chop to the shoulders” blow that seems to comprise the mummy’s only real offense, but that’s about it. In the end, you know the mummy poses only a minor threat to the world as a whole, and Santo or Mil Mascaras will be around eventually to bodyslam the mummy and burn down an old castle. Compared to what we have to deal with in the real world, I’d much prefer luchadores duking it out with mummies.
This is one of those DVDs that has been sitting around on my shelves for years, and it’s always on that list of “things I should just sit down and watch this week but then they never get watched.” Well, now that I’ve finally gotten around to it, my initial impression is that I shouldn’t have let it sit around for so long, but in a way I’m glad I did. I shouldn’t have let it sit around for so long because it was pretty fun; and I’m glad I let it sit around for so long, because watching it now, so long after the fact, it was like a visit from an old friend, provided that friend is “the way they used to make Hong Kong action films in the 80s and early 90s.” No CGI (well, no CGI fights), minimal wirework, actors who are better fighters than they are actors — man, I miss this stuff. Oh yeah, and Shannon Lee fights Benny Urquidez. In an exploding blimp.
I can anticipate a lot of things that would potentially show up as the first shot in a Sinbad the Sailor movie (as opposed to Sinbad the Comedian movie, though I can also imagine the first shot in that movie as well, and it’s Sinbad making an exaggerated screaming face and running away in fast motion from a poopy baby diaper), but one thing I never expected was a still shot of Edgar Allen Poe. It’s that same one everyone uses when they need a photo of Edgar Allen Poe. Maybe that’s the only one. I don’t know. I also didn’t know why Poe would be associated with the opening of a Sinbad the Sailor movie, though I could understand it in a Sinbad the Comedian movie, what with the macabre and all.
While some video games really do have a rich enough mythology or back story to serve as a decent foundation for a movie (Resident Evil, Silent Hill — even if you don’t think the movies were good, the games at least provided enough meat for the framework), many others do not. Of course, that doesn’t stop them from being made into movies anyway. Such is the case with DOA. As best I can gather, DOA started life as a fighting video game, with the hook that most of the characters were hot cartoon chicks with tiny outfits and huge breasts, and you could somehow set the jiggle rate on their boobs. Then somehow the DOA games became beach volleyball games, with the attraction being the same. Someone thought this was about all you needed for a movie plot, and so thousands of years of intellectual evolution and technological innovation has finally resulted in our ability to watch a movie with the plot, “bikini models play volleyball and fight.”
I was having a hard time starting this review, and I’m not sure why. I don’t mean that I was caught in some moral dilemma, wondering if I should dare discuss such a filthy, irredeemable piece of trash — I think we all know how such a moral dilemma would hash out if I’m involved. I guess it was just a case of writer’s block, or exhaustion. Or maybe it was the fact that there were just so many things to say, so many approaches that could be taken in discussing the source material, that I was overwhelmed. Perhaps even spoiled for choice. And under a bit of pressure. An epic as vast and sprawling and serious as this demands an appropriately grave and serious demeanor. Would I do the subject justice? Would my review be deserving of such a monumental work of art? In the end, I simply had to accept that sometimes words don’t come easy, even to a rambling windbag like me, but like the titular character of the Overfiend, while words may not come easily, they must come never the less.