In 1982, cult film fave Tobe Hooper got his shot at the big time. He was already an infamous character and major figure in the horror film world thanks to his first film, The Texas Chainsaw Massacre. He enjoyed some mainstream success as the director of the original made for television Salem’s Lot, a movie that made a whole generation of children afraid to look out a second story bedroom window. A year after Salem’s Lot, Hooper got a plum job directing a big-budget horror film to be produced by Steven Spielberg. Fans were excited to see what the king of survival horror could do with a Spielberg size budget. Unfortunately, whatever it was he was going to do never came to be.
With it being October and all, I was in the mood for a decent horror video game that fulfills my basic requirements for a game — that it be old enough so everyone else has lost interest in it, thus driving the price down to an affordable ten bucks or so. Of the many recommendations I got, I decided to go with F.E.A.R.: First Encounter Assault Recon, because I thought the blend of supernatural horror with a SWAT type first person shooter would be interesting. Plus, I’d been told the game was genuinely scary in many places. Seemed like the perfect late-night indulgence. And for portions of the game, it was. It’s a fast paced shooter that does indeed boast some incredibly effective spooky material. But it’s also too repetitive, and the horror often gets forgotten in favor of room after room of shooting it out with basically identical opponents gussied up in the same sort of assault team gear your own character is wearing.
Video game reviews for me, though still a new venture, often end up being very involved affairs, which I enjoy immensely. On the other hand, it means that they take a long time to complete, and so I don’t finish them at the ace I would like to maintain. Gears of War 2, luckily, affords very little in the way of diversionary analysis. It’s loud and stupid and full of violence. The plot is disposable and generic. The voice acting is shouty and stilted. The game play is pretty predictable and designed in a way that causes the entire game to hover somewhere between idiotically enjoyable and tedious. Basically, whenever people write about how crass and moronic video games are, they’re writing about Gears of War. Of course, as with an action movie that could have the same description applied to it, crass and moronic doesn’t mean the game is without its…not exactly “high” or “positive” points… let’s just say that there is some entertainment to be mined from this gibbering buffoon of a game, in much the same way as one can be entertained by an Antonio Margheriti war film.
“To build a city at the bottom of the sea…insanity! But where else could we be free from the clutching hands of the parasites? Where else could we build an economy that they would not try to control? A society that they would not try to destroy? It was not impossible to build Rapture at the bottom of the sea…it was impossible to build it anywhere else.” — Andrew Ryan
In November of 1989, The Berlin Wall — perhaps the most potent symbol of the Cold War other than Ivan Drago — became a minor speed bump as the physical, social, and political barriers separating West and East Germany collapsed. As Germans began streaming back and forth across the once imposing border, the entirety of the Soviet-era Iron Curtain began to crumble as well, and before anyone knew what was happening, the world had changed. In the ensuing weeks and months, East and West German were reunited into a single country, the Berlin Wall was demolished, and the Soviet Union ceased to be while the satellites that had once comprised it became new countries. It was a heady mix of joy, terror, confusion, elation, and ambivalence that I remember well.
As the kind of pop culture savvy, switched-on individual who reads Teleport City, I assume you’re familiar with Sam Raimi’s excellent 2002 adaptation of Spider-Man. But in case you’re not or just need reminding, here’s a quick recap of the plot. Peter Parker sees the girl of his dreams being wooed by a wealthy jock with a flash car. Deciding what he needs is a cool set of wheels, he uses his recently acquired spider powers to enter a wrestling contest for money, only to see through his inaction, his beloved Uncle Ben shot and killed. The 2009 Russian film Black Lightning (produced as all Russian movies apparently are by Night Watch’s Timur Bekmambetov) uses the same plot, but asks the one important question Spider-Man left dangling; ‘what about the car? What about the car??’
Nostalgia. It’s a dangerous thing, especially when applied to something you haven’t encountered for over 30 years. Take, for example, my favourite TV show as a kid; I lived and breathed The Six Million Dollar Man. I had two different Steve Austin action figures (one with a grippy hand, one without), a rocket ship thing that folded out into a bionic surgery table, some sort of evil robot with a claw and interchangeable face masks*, and even a Jamie Sommers action figure (it was not a doll. Shut up. SHUT UP!). I would spend hours during school playtimes attempting to run in slow motion while making the nininininini…. noise. I’m sure I looked like a complete buffoon, but I didn’t care.
Movies try to evoke a wide range of emotions and reactions from their viewers. Shock, delight, sadness, joy, despair — in the century or so that humans have been making movies, the bag of tricks film makers use to manipulate our emotions has become large indeed, and the range of emotions and experiences movies seek to simulate has grown to encompass pretty much everything we’re likely or unlikely to ever encounter in real life. There are, however, a few mental states and experiences that, while a movie could potentially ask us to invest ourselves in, it probably shouldn’t. At the top of my list of experiences I don’t need recreated for me by a movie would be the frustrating tedium of phone-based customer support.
I tried real hard, Circadian Rhythm. I tried real hard to like, then tolerate, then at the very least, appreciate on some level what you were doing. But in the end, I just couldn’t pull it off. There just wasn’t any salvaging this date, and although you were cute and I liked your glasses and haircut, and I respected that you were trying to be sort of weird and different, I don’t think we should have a second date. Circadian Rhythm, in case you haven’t heard about it, is…well, almost a total mystery. It’s not surprising if you’ve never heard of it. Despite starring a number of people who went on to healthy careers in television, and despite the fact that the internet will write in depth about almost anything no matter how terrible and low budget, Circadian Rhythm is either almost totally ignored by the types of people who would usually review a movie like Circadian Rhythm, or there are reviews but they’re buried under thousands of search returns for actual medical and biological articles about circadian rhythms, those biological clocks that keep the bulk of society waking up and going to bed at roughly the same time.
If Neon City is an example of American-made post-apocalyptic science fiction that strives for a more realistic, bleaker tone than is usually seen in Road Warrior rip-offs, then Cherry 2000 is a very interesting companion piece that comes from the opposite end of the spectrum. It envisions a future not terribly different from the one in Neon City — in which some manner of apocalyptic disaster has left large swathes of the United States lawless and scoured, while pockets of urban civilization seem to chug along despite the blight surrounding them — but where Neon City is an exercise in bleakness and some cursory attempt at realism, Cherry 2000 gleefully embraces all the excess, quirks, and questionable art and design decisions that embodied the 1980s, resulting in a film that comes across sort of like a post-apocalypse film as imagined by Patrick Nagel.