What We Can Learn From The Resident Evil Film Series: Part 6 – ‘The Final Chapter’

It’s the evening of January 26th, 2017. Five years have passed since ‘Resident Evil: Retribution,’ and two friends and I leave the theater, where we were the only people to watch the premiere of ‘Resident Evil: The Final Chapter.” As we enter the lobby, one of the theater employees asks us how it was. I tell him about the film’s ludicrous mistakes, continuity errors, and how it wants us to care about all the newcomers, like Bearded Man, Blue Shirt Girl, That Guy With The Skull Sword, etc., and how it so desperately wanted me to feel sad when Blue Shirt Girl is chopped into mincemeat via a giant fan, despite the fact that she had been on screen for maybe two minutes and I knew nothing about her.

The longer I talk, I realize just how absurd everything is that’s coming out of my mouth to the point where I laugh at realizing I’ve watched one of the worst films in recent memory. Now, having watched the film for the first time in six years, I’m surprised to find that the passage of time has softened my views and made me realize that ‘The Final Chapter’ isn’t bad: it’s hilariously awful.

Join me now as we take a look at the comedic masterpiece that is ‘Resident Evil: The Final Chapter.’

What does the film do well?

It has a cool armored vehicle

Post-apocalyptic films frequently show humanity creating wicked-looking vehicles to help them survive in the wastes, and ‘The Final Chapter’ features a particularly cool mobile command tank equipped with missile launchers, miniguns, hidden compartments for storing motorcycles, nasty spikes, and the ability to communicate with Umbrella headquarters. Granted, all this firepower can’t kill someone driving away from it in a straight line, but it’s still a cool design that almost single-handily destroys the tower Claire and her fellow survivors have taken in, and is a worthy adversary for them to take on in a fight.

It has two memorable villains

Despite being sliced to bits in ‘Extinction,’ we get not one, but two Dr. Issacs in ‘The Final Chapter’: One is a clone who’s an insane religious fanatic, and the other is is the original Issacs, the calm, collected CEO of Umbrella ultimately responsible for the T-virus outbreak, making him the main villain of the entire saga… and unlike other greedy CEO’s, he’s a shockingly good fighter who can hold his own against Alice thanks to some nifty implanted computer technology that lets him dodge bullets, predict what his opponent is going to do, and even heal him after a grenade blasts out his torso, and would have killed her if she hadn’t used her wits to win.

It has the triple-barreled shotgun from the video games

The post-apocalyptic world is a great place to utilize awesome weapons, and what’s better than a sawed-off shotgun? A sawed-off shotgun with three barrels! It may not survive past the movie’s halfway point, but it’s still a cool gun that gets a decent amount of use.

It goes back to where the saga started

‘The Final Chapter’ takes place almost entirely within Raccoon City and the Hive, the locations of the first two movies. For the final film in the series, coming back to where the story began not only gives the story a chance to revisit old locations and reveal new areas within them (such as the cryogenic chamber and that sweet office located beneath the Hive), but to also let the audience reflect on how much has happened since Alice woke up in that shower stall so many years ago, and how she’s changed since her quest to destroy Umbrella began.

It brings back one of the characters from the previous films

Aside from Alice, Wesker, and Issacs, the only returning character from the previous films is Claire Redfield, who is now the leader of the survivors based in Raccoon City. She may not have much to do other than run, shoot guns, and accompany Alice into the Hive, but it’s nice that Alice gets at least one ally from the previous films to help her out, including helping her take on Issacs at the climax.

It gives the Umbrella Corporation a clever motive for everything they’ve done

The biggest revelation of ‘The Final Chapter’ is that instead of the viral outbreak being the result of corporate sabotage and greed, the outbreak was done on purpose: After realizing that Earth was heading towards global catastrophe due to climate change and societal breakdown, Issacs decided to release the virus to ‘cleanse’ the planet so that Umbrella could repopulate it afterwords.

While it may fall apart upon closer inspection (see the entry below on retcons), this revelation not only shows how cold and heartless the Umbrella corporation really is, but also reveals that Issacs is the main villain of the entire series, a man responsible for the murder of billions of people. And shockingly, the plan is… logical. While it’s a horrific, immoral plan that no sane person would dare go through with, it does make sense on a cold, logical level. The best villain plans are ones where the viewer pauses and wonders if they might have a point, and this revelation is an excellent example.

It concludes the series, yet still has an open ending

Unlike so many other franchises (especially horror) that claim to have final chapters, ‘The Final Chapter’ actually follows through on this promise in a clever way: Alice manages to release the airborne antivirus, which will cover the globe and destroy all the zombies, monsters, and undead, saving humanity. The only problem is that it will take years for this to happen, giving Alice plenty of time to continue roaming the earth and killing monsters.

This is a great example of the ‘And the Adventure Continues’ trope: It concludes the series’ story, but lets our imaginations run wild at all the adventures Alice will have as she roams the world (assuming she isn’t eaten by those three bat-things seconds after the screen cuts to black).

What could have been done better?

It could have edited the film so it didn’t look like a 2000’s music video

Here on Imperfect Glass, the focus is primarily on story and characters instead of production values and the physical aspects of filmmaking, but I’ll make an exception to say that the editing on ‘Resident Evil: The Final Chapter’ is awful.

If there was ever a film to showcase why ultra-fast editing with handheld camera shots should be permanently done away with, ‘The Final Chapter’ is it.

It could have not made so many retcons (that don’t work)

Beyond the awful editing, ‘The Final Chapter’ is most notable for featuring numerous retcons that alter the saga’s storyline all the way back to the first movie. While retcons are not a bad thing in and of themselves and can add new and exciting ideas to enhance past events, none of ‘The Final Chapter’s retcons work. At all.

1. In ‘Retribution,’ the Red Queen had taken over Umbrella, gone homicidal, and wanted to wipe out all life on Earth. But in ‘The Final Chapter,’ she still works for Umbrella and wants to help Alice save the last remaining human survivors by bringing Umbrella down.

2. The Red Queen states that she cannot harm an employee of the Umbrella Corporation, forgetting that she killed everyone in the Hive in the first movie. (maybe they were independent contractors?)

3. In ‘Retribution,’ Wesker made it clear that he broke Alice out of Umbrella Prime in order to give her back her psychic powers so she could help him defeat the Red Queen and save humanity. But in this movie, the Red Queen tells Alice that Wesker only pretended to give Alice back her powers, and that his plan was actually a trap in order to kill her and everyone else.

This plan makes no sense. If Wesker really wanted to kill Alice and everyone else who could stop him, then here’s what he needed to do:

-Go with his strike team to Umbrella Prime.

-Plant the explosives and follow team into Umbrella Prime.

-At the first opportunity, abandon the strike team and head back to the surface.

-Detonate the explosives to destroy the facility and kill everyone in it, including Alice.

-Head back to the Hive, enjoy alcoholic beverages, and play Mario Kart 64 to pass the time while waiting for the T-virus to finish wiping out all life on Earth.

4. The aforementioned retcon of Umbrella purposefully releasing the T-virus is a great idea… but the first film clearly shows that it was released in the Hive as an act of sabotage, and subsequently released into the open by idiotic Umbrella operatives. ‘Extinction’ showed that Umbrella was trying to find a way to control the zombies and stop the outbreak instead of just waiting for the virus to do its thing, ‘Afterlife’ had Umbrella kidnapping survivors to use them as test subjects to make even more powerful zombies, and ‘Retribution’ had the Red Queen-controlled corporation trying to wipe out all life on Earth (despite the Red Queen wanting to save humanity).

To be generous, it is possible that while Umbrella high command knew of the plan, their underlings and armies of clones didn’t and were trying to contain and control it, but why make all those clones in the first place? And why would Issacs make not one, but two clones of himself? And if Wesker is part of Umbrella high command, why would he stay awake for the apocalypse and run around instead of staying asleep with everyone else? Wouldn’t Issacs have wanted to keep him under instead of risking Wesker betraying him?

5. The second film established that Charles Ashford created the virus to save his little girl from dying, but this film says that it was actually a man named James Marcus who discovered it to save his daughter from dying. So who was it that ultimately created the T-Virus?

6. Alice says that the US government nuked Raccoon City when it was clearly the Umbrella Corporation that fired the nuke in an attempt to keep the virus under control (and again, if they had purposefully released the virus, why bother trying to contain it?).

7. It’s stated that the T-virus is airborne and infected the world in days after escaping Raccoon City… but at the end of the film, it’s said that it will take the antivirus years to spread to every corner of the globe via the same method. Yes, it traveled faster with jet planes, but it’s still airborne. Furthermore, it’s been established in every film so far that the T-virus is spread via bites from the undead; if the T-Virus is airborne, everyone in the series should have been infected by the end of the second movie and turned into zombies.

It could have brought back the characters from the cliffhanger ending of the last movie and removed all the new ones

Arguably the most exciting idea from the end of ‘Retribution’ was the thought that Wesker, Alice, Leon, Jill, and Ada would join forces to save humanity in ‘The Final Chapter’ after an awesome fight at the White House.

It doesn’t happen, and the battle we want to see is already over when the film starts. Like ‘Alien 3’ and ‘Terminator: Dark Fate,’ which both killed off some of their most important characters in the opening minutes, ‘The Final Chapter’ kills Leon, Jill, and Ada (and presumably, Becky) before ‘The Final Chapter’ even starts. They’re never seen, never mentioned, and Alice doesn’t even mourn Becky, who she fought so hard to save in ‘Retribution.’

Now, while killing off beloved side characters can and often is a bad idea, it can work: Focusing a story entirely on the main character and their attempts to overcome grief and loss while trying to save others is a powerful story idea and give us even more reasons for us to care for them. That could have worked with ‘The Final Chapter,’ had it focused mainly on Alice. Problem is, the film introduces a horde of new characters to work with Alice, and none of them are memorable. We have:

1. Doc, the group’s medic, Claire’s boyfriend, and a traitor who works for Umbrella

2. Post Apocalyptic Leather Guy Who Hates Everyone And Has A Goofy Skull Sword

3. Blue-Shirt Girl

4. Bearded Guy Who Never Talks

5. Guy From Issac’s Tank

6. That Other Guy

The climax of a story is not the place to introduce hordes of new characters: You don’t have time to do it well enough to get the audience to care about them, and the purpose of a climax is to see the characters who have gone on a journey reach its end. We’ve invested time following them and want to see how their story ends. Introducing one or two new characters can be pulled off (Denethor from The Return of the King, for example), but writers need to focus on resolving the journey of those who have come this far.

It could have made Wesker the main villain

As if things couldn’t be more disappointing, Wesker, the suave, smug, and oh so fun to watch villain from ‘Afterlife’ and ‘Retribution,’ is butchered in ‘The Final Chapter.’ Instead of being the ultimate bad guy who everyone has to work together to even stand a chance of defeating, he’s an incompetent adversary who spends the movie giving the Red Queen orders, preparing alcoholic drinks like a James Bond villain, and eventually resorts to waking Issacs up to stop Alice, all because Wesker failed to close a door hours before Alice got even close to Raccoon City.

And then there’s Wesker’s death. In the games, it takes Chris Redfield and Sheva Alomar fighting Wesker to the point of exhaustion inside an erupting volcano in Africa before using two rockets to blow off his head while Wesker was submerged waist-deep in lava to finally kill him for good.

In ‘The Final Chapter,’ Wesker bleeds to death after his foot is cut off by a door.

It’s hard to imagine Wesker dying any more pathetically, short of choking to death on a pretzel; as a refresher, Wesker survived getting his brains blown out in ‘Afterlife,’ and then survived an explosion powerful enough to destroy a city-sized subterranean complex. Having him die in such a laughable manner is insulting to the character. To be fair, killing off such a powerful villain is always a hard task, doubly so if writers have had them survive impossible odds in the past. But while a memorable death scene can be the most satisfying moment of a story, a laughable death scene is memorable, too, but for all the wrong reasons.

It could have had a more memorable final boss fight

The finale of ‘The Final Chapter’ has Alice fighting Issacs to get the antivirus, then running to the surface to release it. While it works fine as it is, it would have been more gripping if Issacs had been replaced by Wesker, and their final fight wasn’t in the laser hallway, but something similar to how Wesker is fought and killed in Resident Evil 5. While putting a volcano underneath Raccoon City wouldn’t make sense, having it take place in an area similar to one of the final boss fights of Resident Evil 6 would work equally as well.

Plus, if the film had brought back Chris, it would have been an opportunity for him to punch a boulder into lava. Goofy, yes, but it would have been a guaranteed crowd-pleaser. But most likely for budget reasons, the final fight is a simple fistfight in the laser hallway from the first film. It works, but feels like a missed opportunity.

Conclusion

Even now, all these years later, it’s still shocking to see how the final chapter of Anderson’s saga fell flat on its face. While it does have some good ideas, and manages to have a good final few minutes, it’s not enough to save the film as a whole. But what about the series as a whole? Join us next time when we examine all six films at once and see what conclusions can be made about the series and the lessons it offers to writers about writing video game movies.

Is This The True Face of the Overlook Hotel?

Ever since it’s release in 1980, ‘The Shining’ has kept viewers guessing for decades about it’s various secrets, including exactly what is going on with the Overlook Hotel itself. The film strongly hints – and the sequel, ‘Doctor Sleep’, all but confirms – that the building itself has a sort of consciousness that forces the ghosts of the hotel to do its bidding and absorb more souls into its haunted walls. And this hotel is an example of the most frightening kind of evil, one that is patient, biding its time as it watches it victims, learns about them, discovers their weakness, and slowly applies pressure to make them give in to their worst impulses without them realizing it, eventually becoming permanent guests in the time-warp that is the Overlook Hotel.

But like all great horror stories, ‘The Shining,’ never reveals what the Overlook’s malevolent self looks like. It is always out of sight, always hidden, and never seen..

But what if the Overlook’s dark core has been hiding in plain sight?

In the 2019 adaptation of ‘Doctor Sleep,’ a grown-up Danny Torrance returns to the rotting remains of the Overlook. What follows is a nostalgic tour of the hotel’s many iconic areas in a state of disrepair, including the Gold Room, where Danny has a ghostly reunion with his father. And while the film rightfully focuses entirely on the talk between father and son, there’s something about this scene that isn’t noticeable unless you’re paying very close attention to the background. Specifically, this shot:

Notice those lamps in the background? They look like mouths. Gaping maws of darkness with the bright, glowing, featureless eyes above them. This, I believe, is the true face of the evil haunting the Overlook, a gaping maw and inhuman eyes, ready to suck in anyone it can get, and they’ve always been there. Compare that shot to the original film:

Notice how in both films, neither Jack or Danny notice these faces. But Lloyd does, and so does Jack when he’s behind the counter in ‘Doctor Sleep.’ How can you tell? Look at their eyelines.

It’s as if they’re silently watching their demonic master before turning their attention back to the latest slave the Overlook wants to add to its collection. And it’s not just the gold room; these lights can be seen throughout the film: the very first time we see Jack, the hotel is watching him.

It watches Jack when he’s working on his book:

Or when Danny is riding his bike:

Or when Rose walks through its halls decades later:

But that’s not all: there are moments when these lights are not lit, like when Wendy is walking around:

The lights aren’t lit because the Overlook isn’t interested in Wendy. It wants Jack and Danny, not her, so it doesn’t bother watching her. Likewise, when Dick arrives at the Overlook and looks for the Torrances, the lights aren’t on; he doesn’t see them:

Yet, moments after he dies, the lights are on, watching Jack, encouraging him to continue his rampage:

Of course, this is just a theory. But perhaps the Overlook has been staring at us for decades; we just never saw it.

What We Can Learn From The Resident Evil Film Series: Part 2 – ‘Apocalypse’

NOTE: Some of the links and videos in this article contain language that is not safe for work.

Despite bearing little resemblance to the video game it was adapting, 2002’s ‘Resident Evil’ was enough of a hit at the box office to warrant a sequel, one that arrived in theaters two years later with ‘Resident Evil: Apocalypse.’

Picking up almost immediately after the events of the first film, ‘Apocalypse’ follows Alice as she heads out into Raccoon City to fight the undead and escape while the sinister Umbrella Corporation – proving that they have the intelligence of a rotting cucumber – reopen the zombie-infested Hive, triggering a citywide outbreak, and forcing Alice and several newcomers to find a way to escape the city before the whole place is nuked to prevent the virus from spreading to the wider world.

Much like its predecessor, ‘Apocalypse’ was not a critical hit, and is rated among professional critics as the worst in the series, while fan reception was (and continues to be) mixed. But despite this, the film was a box office hit, making $129 million worldwide on a $45 million budget, which meant there had to be some things in the film that fans liked. So with that, let’s wade into the hordes and see if we can figure out what they are.

What does the movie do well?

It’s more faithful to the games

Compared to the previous movie, ‘Apocalypse’s greatest virtue is that it actually feels like an adaptation of the games instead of a standalone zombie film with the Resident Evil brand slapped on it. The movie has locations from the games (Raccoon City, the police department), monsters (zombies, zombie dogs, lickers, and Nemesis), characters (Jill Valentine, Carlos, Yuri, Nicholai, and Ashfords), and does a much better job embodying the spirit of the original Playstation games, while also leaving out elements that wouldn’t translate well to the big screen. (Burn in hell, water-tetris puzzle)

It has a very effective stairwell scene

Though it’s more focused on action, ‘Apocalypse’ does feature its fair share of horror elements, with people being eaten alive by zombies, unstoppable monsters, and abandoned environments. But one scene early on stands above the rest: a woman flees from a horde of zombies inside a stairwell, only to come to a locked door and just barely manages to enter the code to unlock it and escape.

Though a short scene, it taps into the primal fear of being trapped in an enclosed area and facing a horrific, painful, and slow death.

It has a great introduction for Carlos

In fiction, first impressions matter, and Umbrella operative Carlos gets a great one, as seen in the above clip: Seeing a woman fleeing from zombies, he immediately abandons his current mission, rappels out of the helicopter, kills all the zombies, and tries to save the woman, who, having been infected, takes her own life.

While Carlos’ efforts were in vain, the scene establishes that not only is Carlos an accomplished marksman, but despite being an employee of the most evil corporation ever, he has a heart and is not afraid to go out and save innocent people even if it means defying his orders, instantly making him a likable man we’d want to be around if we got stuck in a zombie outbreak.

It has an effective ticking clock

The first film had Alice and her friends racing against the clock to escape the Hive before it was sealed, and ‘Apocalypse’ ups the ante by forcing Alice, Jill, Carlos, and the others to escape Raccoon City before the Umbrella Corporation destroys it with a nuclear bomb. Having an unbreakable deadline gives the characters a great motivation to constantly keep moving, as well as giving their every choice and decision additional weight, forcing them to be strategic with how they spend the limited time available to them.

It gives all the characters a good reason to risk going into a zombie-infected area

So often in stories where a character or a group of characters are forced into performing an unpleasant or dangerous task to gain something they must acquire, ‘Apocalypse’ has a rare twist: In order to secure an exit from Raccoon City, Alice, Jill, and the others are recruited by Umbrella Scientist Charles Ashford to rescue his daughter before she’s turned into radioactive ash by the incoming nuclear missile. Having a loved one rescued is a refreshing change from so many deals where one side is aiming to get more wealth, power, or selfish desires. Plus, audiences will always applaud characters who go out of their way to rescue children from dangerous situations, even ones they don’t know.

It has an effective backstory for the virus

Though the first film revealed that the T-Virus was going to be used as a military weapon, ‘Apocalypse’ reveals that the virus was actually created by Charles to save his daughter from a disease that would have left her crippled for life. Such a revelation makes Charles Ashford a tragic figure: the father who only wanted to save his daughter and help humanity, only to lose control of his creation to a heartless corporation who defiled his creation and turned into a weapon of mass destruction. Even worse, by creating the T-Virus, Ashford – a fundamentally good and decent man – unknowingly became the person who brought humanity to the brink of extinction. Yikes.

It has a fantastic main monster

If there’s one thing that both fans and critics can agree on, it’s that ‘Apocalypse’ does a superb job with its main monster, Nemesis, who is brought to life directly from the third game via great use of prosthetics and practical effects. Unlike the Nemesis of the game, who is a nearly mindless killing machine, the Nemesis of ‘Apocalypse’ is a monster who doesn’t slaughter everyone in sight, but only attacks enemies he’s ordered to; in my favorite scene of the movie, Nemesis, having killed a group of STARS operatives, comes across LJ, the film’s comic relief and a civilian armed with two handguns. Realizing that he doesn’t have a chance of taking on this hulking brute, LJ tosses his guns and surrenders. Seeing that LJ doesn’t pose a threat, Nemesis spares him and leaves.

Much like the title monster from the Predator series, giving Nemesis a moral code (for lack of a better term) makes him a much more interesting foe than if he just killed everyone and everything in sight.

But what truly makes Nemesis so interesting is the (fairly obvious) reveal that he’s actually Matt from the previous film, now mutated and twisted into a monster under Umbrella’s control, forced to fight and kill against his will. And like any great monster, seeing him break free from his unjust fate is a crowd-pleasing moment of the highest caliber: Matt may still a monster, but he’s now on the side of the angels and helps Alice and the others escape, sacrificing his life to do so. Audiences love a monster who abandons its killing ways, and who fights to save good people of its own free will, and Matt/Nemesis fits that role perfectly. No matter what other flaws ‘Apocalypse’ has, Nemesis stands apart as its single-best element, and becomes one of the best characters – and the best monsters – of the entire series.

What could the story have done better?

It could have given the characters a concrete goal earlier in the story

As noted above, ‘Apocalypse’ gives Alice, Jill, and the others a ticking clock to up the tension and drama. The problem is that they aren’t given this clock until about 42 minutes into the film. Had they learned about the nuke by the end of the first act – or been given an equivalent goal to work towards – the story would be more focused and had a more tangible finish line instead of the generic, ‘Oh noes we gotta get out of the zombie-infested city.’

It could have come up with a more definitive reason to do Project Alice

Pop Quiz time: You are an evil Umbrella Corporation agent in charge of Raccoon City and have just learned that the T-virus is rampaging out of control. You order a nuclear strike to obliterate the city and (hopefully) stop the virus. What is your next move?

A: Immediately evacuate all Umbrella personnel, equipment, and vital data as far away from the city as possible, as quickly as possible.

B: Decide that now is the perfect time to set up tents and do a field test on a biological weapon.

The film chooses option B, and it comes off as nonsensical; why spend your limited time doing a field test when you should be running for your life? Adding a scene where Major Cain decides that deploying Nemesis to ensure Alice is killed to prevent her revealing what happened in the Hive would have alleviated this problem. Or, better yet, have Cain be ordered to do the test from his superiors, much to his annoyance, showing that he’s more interested in taking care of the men and women under his command, and only does such a test begrudgingly, hating that he has to risk his personnel for such a stupid reason.

Speaking of Project Alice…

It could have removed Project Alice

While ‘Apocalypse’ has issues that most action horror films have (too many characters who exist just to serve as cannon fodder, an unremarkable story, cliched ethnic stereotypes who serve as comic relief, etc.) and issues with logic and common sense (The Umbrella Corporation couldn’t find Angela after the crash, but her father can locate her in a minute with a personnel tracker), it’s biggest problem is the decision to give Alice superpowers and an unpleasant, smug attitude who is stronger, faster, and better than established canon characters at everything and puts them down at every opportunity in an attempt to look cool and awesome (all of whom eventually come to devote all their efforts in helping her).

The problem is, by making Alice ‘cooler’ than Jill, Carlos, and everyone else, the film has her constantly coming in where she’s not wanted or needed, and stealing the spotlight away from characters who are in the game and should be having their own moment to shine. Instead of seeing Jill and her companions using their wits to escape the church by the skin of their teeth, Alice drives inside on a motorcycle and kills all three attacking lickers with ease. Instead of seeing Jill triumphantly kill the zombie dogs after fighting to keep Angela safe, Alice literally comes out of nowhere and kills them instead with no effort. And instead of seeing Jill and the others fighting to within an inch of their lives and expending every bullet they have to take Nemesis down, Alice beats him in a horribly edited fistfight.

Now, imagine a version of ‘Apocalypse’ where Alice has no superpowers. She can’t jump over a fence in a single-bound, can’t take out three hunters with barely any effort, and can’t fight Nemesis in hand-to-hand combat. She’s an ordinary person fighting for her life with other people who are just like herself, with only their wits, courage, and whatever supplies they can gather. Worse, the Umbrella corporation wants Alice dead before she can reveal to the world what was going on in the Hive, and sends Nemesis to kill her. Now she not only has to fight an entire city filled with the undead, but a homicidal monster with a minigun and rocket launcher while she has, at most, a pistol and shotgun, forcing her to constantly run from a beast she can’t kill until the climax where she has to stand and fight. Doesn’t that sound more engaging than superhero Alice killing everyone and everything with ease? Watching overpowered characters escape from danger again and again is not engaging; watching ordinary people fighting and overcoming impossible odds while completely out of their element is.

While Project Alice drags ‘Apocalypse’ down and would cast a shadow over the rest of the series, the rest of the film is a perfectly serviceable action film. I admit to enjoying it quite a bit more than its predecessor, and it moves the story forward in a logical way, and serves as the cutoff point for the series: Up to this point, the movies have followed the games, more or less. But from here on out, Anderson’s films head into uncharted territory and forge their own path separate from the games. Tune in next time, when we’ll take a look at the 2007 sequel, ‘Resident Evil: Extinction,’ and see just how that path begins to play out.

Why Haven’t All The Dinosaurs Been Killed Yet?: The Logistics Of A Cool – But Implausible – Inter-Species Conflict

A few weeks ago, I watched ‘Jurassic World: Battle at Big Rock,’ a short film that gives us a glimpse at how humans and dinosaurs are interacting in the wake of ‘Jurassic World: Fallen Kingdom’s ending.

Having been given a taste of what the third Jurassic World film might be like, I tried to imagine how things could get worse from this point out. Currently there are five concrete facts known about ‘Jurassic World 3’s story:

1. Claire, Owen, and Maisie will be back.

2. Alan Grant, Ellie Sattler, and Ian Malcom are coming back as well.

3. The story will take place around the globe.

4. Dinosaurs being created, sold, and spread around the world.

5. It will not be about a world war between dinosaurs and humans.

Despite the last fact being confirmed, I’m guessing that there will still be a major conflict between humans and dinosaurs, and an inevitable battle to see which species will have the privilege of survival. There is, however, one huge problem with this plot: At the end of ‘Fallen Kingdom,’ approximately 67 dinosaurs escaped into the wild. ‘Battle at Big Rock’ tells us that:

*The dinosaurs have been in the wild for a year.

*Their presence is known to the public at large.

*People are willing to go camping with their families when giant carnivores are running around (?!).

With that in mind, there’s one important question that must be answered: Why haven’t the dinosaurs been killed yet? From a public safety standpoint, these dinosaurs are an invasive species and a massive menace to public health. It’s only logical that authorities would want to take these creatures out as quickly as possible to ensure public safety. But why haven’t they? Five possibilities come to mind:

1. Authorities have not gone after the dinosaurs.

2. Authorities are hunting them down, but are having a difficult time locating them.

3. The dinosaurs have been tagged and are allowed to roam free within a limited area.

4. Shady individuals are bribing/threatening government officials to let the dinosaurs run free.

5. The public wants the dinosaurs to run free.

The first option is highly unlikely: whenever a bear or other dangerous animal is loose near communities, it’s quickly hunted down. If there was, say, an allosaurus or a tyrannosaurus rex stomping around a national park or suburban community, they’d be hunted down as quickly as possible, and if the authorities were slow to do so, then mobs of armed civilians would take up the task, not wanting their children or loved ones to become Purina Dinosaur Chow.

The second option is more reasonable, but still unlikely. We have technology and weapons that not only allow us to kill any dinosaur we come across, but to also track them down; finding the heat signature of a T-Rex or Triceratops with infrared cameras on a helicopter would be a relatively simple matter (though it’d be more difficult to track smaller dinosaurs, like the compies, and finding that mosasaur and the pteradactals would be neigh-impossible considering they could be swimming and flying anywhere on Earth), and military-grade weapons would make short work of even the thickest dinosaur hide. An ankylosaurus might be among the most heavily armored dinosaurs, but I doubt it would survive a rocket to the face.

The third option is the most likely, but is not without its flaws: as noted earlier, dinosaurs are an invasive species, and while a plant eater might be allowed to walk about freely with a tracking beacon, a house-sized carnivore who needs to eat hundreds of pounds of meat a day would still be a massive public safety hazard, and would be tracked down as quickly as possible and shot.

The fourth option, as silly as it sounds, could be at play in some areas: In this day and age, corruption runs rampant in governments, and the thought of shady companies/organizations who want the dinosaurs to survive for whatever reason would deploy threats or bribes to force various officials to look the other way. The problem with this, though, is that the inevitable public backlash against prehistoric carnivores running free would eventually become too great for even bribed officials to ignore; history shows that, when the public demands something for long enough, and loudly enough, governments eventually cave, no matter how corrupt they are.

The fifth and final option has people wanting the dinosaurs to roam wild and free and sing songs in the sun all day long… which means it’s probably environmentalists, hippies, and children who would take this option. But the problem is that they’re likely to be a minority, with the majority of people wanting their families and children to stay safe from murdersauruses running about in the woods.

With all that said, which option is the most likely one? While we’ll have to wait until 2021 to find out, I’m guessing the answer is a mix of 3 and 4 with a sprinkle of 5 thrown in: The authorities are going after the dinosaurs, but because of public affection for the beasts, authorities have decided to tag and track the herbivores, allowing them to roam free while warning the public that they may encounter said beasts in the wild. But while the authorities go after carnivores, the beasts somehow manage to escape capture, thanks to people who want them to be free, such as Eco-terrorists who work to remove tracking chips, or threaten people who try to tag said carnivores.

Of course, this is all speculation. I could be wrong on all of these, or may have just correctly guessed how things are going in the ‘Jurassic’ universe. But this scenario does provide a valuable lesson for writers of speculative fiction where unusual animals are released into the present day: There needs to be a very good reason why they aren’t wiped out quickly by humanity and our drones, guns, helicopters, tanks, and the like. Perhaps the animals are shapeshifters, or perhaps they reproduce at an astonishing rate, or have hides that are almost impervious to our weaponry. Simply having them run free without a good explanation of how they survive won’t work in our modern era; going back to the 6osih dinosaurs now roaming the wild, we have to contend that they face 7 and a half billion people, billions of guns, and every military on earth. To survive, each dinosaur – including the compies – must kill approximately 124,758,064 people to win the inevitable dinosaur war. Coupled with the fact that we have helicopters, heat-seeking missiles, high-caliber weapons, and an unmatched talent for wiping out entire species when we put our hearts and minds to it, the logical outcome of such a war is that the dinosaurs are slaughtered within a week or two, with only the compies surviving and thriving due to their small size, speed, ability to hide almost anywhere, and (presumably) fast reproduction speed.

The bottom line? Before we release animals into the wider world in our stories, it’s always a good idea to sit down, take a few minutes, and figure why they’re not blown to kingdom come by the most bloodthirsty species on the planet – us.

Favorite Moments: A Monk and an Imam

We all have our favorite moments in movies, books, and games, moments that stay with us long after the story is over. This column is my attempt to examine my favorite moments and see why they stick with me.

***

The Movie

‘Van Helsing’

The Scene

Why it’s great

2004’s, ‘Van Helsing’, a fun, actionized adaptation of Universal’s Dracula, Frankenstein, and Werewolf mythos, has it’s protagonist, Gabriel Van Helsing, being an agent of the Knights of the Holy Order, a fictional organization devoted to fighting supernatural evils. Early on in the film, he goes to the Vatican to get his next assignment, which sets him down a path that will lead to a (rather awesome) showdown against Count Dracula.

As you might expect from a secret religious organization that’s set in the Vatican, the Order features a strong Christian bent, with priests, monks, and the like rushing about. But in a nice touch, it’s shown that the organization is composed of people from different faiths, including a Buddhist monk and an Islamic Imam (specifically, at 1:37 in the video). The movie doesn’t draw extra attention to these characters – they’re just in the background, doing their thing – but to see people of different faiths working together for a common cause is something we don’t see much in stories, and I wish it was far more common – in today’s divided world, such signs of solidarity and cooperation are badly needed, even if only in fiction.

What we can learn from ‘The Northern Incident’

 

Is there such a thing as a perfect horror story? A few months ago, I took a look at one of the best written examples, and today I want a look at one of the best animated examples: A 2011 animation titled, ‘The Northern Incident’ that freaked me out the first time I saw it, and has remained with me ever since as one of the scariest horror shorts I’ve ever seen… up until the last minute. But before we get to that minute, let’s take a look at what this short does so well.

In a horror story, the more remote and more isolated your setting, the better

In the grand tradition of horror stories being set in remote, hard-to-reach locations, ‘The Northern Incident’ takes place at a cabin in the remote, snow-covered forest far from civilization. In a nice twist, though, the cabin’s just close enough that the man has access to a television and a phone so he can call for help… but when the phone line is cut, he might as well be on a different planet. He has a way back to civilization, but no way to get there without freezing to death. There’s nothing worse, after all, than being in sight of safety, but being unable to get to it.

Consider making your audience hear your monster more than they see it

It might be a cliche, but keeping the monster/threat in a horror story out of sight is one of the best things writers can do. Without knowing what the threat looks like, audiences are forced to use their imagination to create the threat, coming up with horrors more terrifying than anything any writer or concept artist could create. Before they’re fully revealed, all we know about the monsters in ‘The Northern Incident’ is that they’re roughly human-sized, intelligent, and can move with astonishing speed.

While ‘The Northern Incident’ follows this trope perfectly, it masterfully uses another aspect to enhance it: Using sound to show where the creatures are. We hear them knocking at the cabin’s door, walls, ceiling, and even driving a car. It’s one thing to see a terrifying monster, but it’s even more terrifying to know that it’s close by, but only being able to hear it.

Consider making your monster smart and sadistic

While the unseen and the unknown is terrifying, it becomes even more frightening when your audience realizes that the monster isn’t some mindless beast, but something that’s smart. The creatures in ‘The Northern Incident’ are smart enough to know how to hotwire and drive a car, as well as knowing how to disable a phone, but there’s a more subtle horror that’s not easily noticeable at first: The creatures toy with the man. They want to make him afraid, and are holding back on killing him (or whatever they plan to do) to try and drive him mad. They’re sadists, and there are few things as frightening as having your characters deal with something that’s human, smart, and loves inflicting misery on others.

Be very careful revealing that your monster is a joke character

Years ago, my father made an observation that’s stuck with me ever since: ‘The closer you get to perfection, the more obvious a flaw becomes.’ ‘The Northern Incident,’ regrettably, becomes a perfect example of this saying. The first 90% of the story is a masterpiece of pacing, animation, sound design, and horror. Then, in the final minute, we finally see what has been stalking the man and his dog… Furries.

The first time I saw ‘The Northern Incident’, I was shocked at the ending, and not in a good way. All the horror, the tension, and the scares were forgotten as I realized that all of it had been the setup for a joke, retroactively ruining everything that had come before.

For years, I’ve thought about why I find the ending to ‘The Northern Incident’ to be such a disappointment; other films effectively blend horror and comedy, so why does this one fail? I think it’s because the tone isn’t consistent with what comes before. By the end of the short, we – the audience – have been conditioned to expect a serious horror story, and the revelation that the man was attacked by furries retroactively makes us realize that everything that came before was a lie to throw us off guard. Had there been more comedic elements earlier, or hints about the creature’s true identity, the ending would have been easier to accept. As it is, it’s proof that while out-of-nowhere endings are memorable, they should at least fit with the tone of what came before.

The Takeaway

When doing a horror story, set it in a location far away from help (or have it so that characters can see help, but can’t get to it) and consider keeping the intelligent and sadistic monster hidden, with the audience hearing it instead of seeing it. When it comes time to do the ending, it’s okay to try something different, but keep the tone of it consistent with what came before.

What we can learn from: ‘Atlantic Rim’

 

There’s an old saying that there’s nothing new under the sun. Hollywood does its best to fulfill that saying by copying itself year after year, remaking movies, following whatever trend is hot, and generally retelling, recycling, repackaging, and telling the same stories decade after decade.

And then there are the ripoffs.

For years now, the Asylum has specialized in making a seemingly endless amount of ‘mockbusters’ designed to cash in on whatever hit movie is in theaters at the time. Typically made on an impossibly tiny budget and rushed into production, the end result is rarely good, but every so often you can get an amusing gem that manages to entertain despite its grade-Z production values.

‘Atlantic Rim’ is not one of those movies.

In the pantheon of Asylum films, ‘Atlantic Rim’ is strictly in the middle: It’s not horrible, but not great either, with scenes that don’t add anything to the story, plenty of mindless fighting, and three robots whacking a monster with giant robot melee weapons for what feels like fifteen minutes before realizing that it isn’t working. Still, there are a few good lessons to be found here, so let’s suit up in duct-tape covered wetsuits robot control suits and take a look.

Consider having your reckless character actually face consequences for his/her actions

Mech pilot Red Watters (yes, that’s his name) is your typical hot-blooded, reckless military maverick who is the best at what he does, but goes his own way without respecting the chain of command. However, unlike many other mavericks, Red is arrested after going on his initial mission in ‘Atlantic Rim,’ and destroying a lot of property and lives, earning him a trip to the brig instead of begrudging praise from those higher up on the command chain.

In our own stories, having a military maverick actually face consequences for their actions tells our audience that the characters in your story expect competence and don’t fool around. While it’s fine to bend the rules in fiction, it can be more surprising to see them strictly enforced.

Avoid having characters describe what just happened to other characters

Shortly after Red defeats the first monster, he happily tells Tracy and Jim what just happened, gleefully describing his exploits. While it’s logical to tell others what they couldn’t have seen, we, the audience, saw the events described, making the scene redundant and eating up screen time that could have been devoted to something more interesting.

When faced with needing to inform other characters in our own stories about events that have happened, the best option is to either have said characters be told off-screen, or saying something like, ‘It only took a few minutes for Carl to breathlessly tell the others about the dangers he had faced, and what they would be soon going up against.’

Consider poking fun at love-triangle cliches

Near the end of ‘Atlantic Rim’s second act, Red, Tracy, and Jim are celebrating and drinking in a bar (despite not having done anything to stop the latest monster attack), when Tracy and Jim nervously tell Red that they kissed each other, making us think that we’re going to be subjected to a late-game love triangle… only to have Red laugh and brush it off, revealing that he doesn’t care. Moments later, the three set off to save New York, and the love triangle is never seen or heard from again.

Love triangles may be among the most irritating story conventions to be found in fiction, especially where they aren’t wanted or needed, which makes ‘Atlantic Rim’ s take on the matter refreshing. Doing the same in our own works will tell our audiences that we know how annoying these triangles are, and that we aren’t going to subject them to one.

Consider having your missing thing be used as a weapon by the monster

Tell me if you’ve seen this before: A well-equipped group is searching for a monster (or in territory where there are monsters) and one of their distant vehicles or team members suddenly goes silent. It’s all too common for everyone else to suffer the same fate moments later, but I like how ‘Atlantic Rim’ handles this tripe: A submarine goes silent while hunting for an undersea monster, and the aircraft carrier in command of a naval fleet tries to get in touch with them, only for the submarine to be then thrown from the water into the carrier, sinking it.

Aside from the visceral thrill of seeing two huge vehicles slam into one another, having your monster/villain throw their prey back at those who are looking for him/her/it can be a great moment to show that the monster is more than just a dumb brute: By throwing their prey back, they can show intelligence by using it to destroy something else, demoralize others by taunting them, or humor, as if saying, ‘Oh, looking for this? Okay, here you go!’

When all else fails, throw your enemies into space

After what feels like 15 minutes of whacking the final monster with melee weapons, Red realizes that such tactics aren’t going to defeat it. So, what does he do? Ram the beast, fly it into the atmosphere, and eject it into outer space (where it explodes). It’s a simple but effective method, as hurling your enemy into outer space is a nearly foolproof way of getting rid of them for good. After all, space is really big, and once your enemy is thrown into it (presumably without any rockets, jet packs, or engines), they have nothing to grab onto, ensuring that they can’t come back.

The Takeaway:

When your story has an egomaniac military maverick, have them face serious consequences for their actions, while also avoiding love triangles, not having one character tell others what we’ve already seen, having the monster of the story use a missing object/individual as a weapon to showcase their intelligence, and then defeat that monster for good by hurling it into the void of space.

What we can learn from: ‘Killer Fish’

NOTE: My apologies for posting this two days late: Christmas and all it’s related fiascos has been taking up more of my time than I expected.

Forget Jaws. Forget ‘Deep Blue Sea’, ‘47 Meters down’ or ‘The Shallows’. If you’re looking for man vs killer aquatic animal action, look no further than the 1979 Italian caper, ‘Killer Fish’, a gripping, heart-pounding tale of criminals vs some of the most ferocious fish ever known to mankind!

Okay, it’s not that exciting. Or quick-paced. Or even on league with the aforementioned films. ‘Killer Fish’ won’t win any awards or be remembered out of bad film circles, but with its beautiful scenery, silly effects, and groovy 70’s soundtrack, it’s good for a laugh or two. Let’s dig in and see what writers can learn from this tale of diamond thieves vs fish.

When doing a killer monster movie, give a tease of your monster at the beginning

It may be a cliché, but giving your audience a tease of the monster at the beginning of the story (without fully revealing it, of course) gives them a delicious tease of the carnage to come after the inevitable first-act setup. In ‘Killer Fish’, however, the piranha are nowhere to be seen for the first half hour, as the film instead focuses on people blowing up a refinery, stealing diamonds, and then sneaking through a jungle and starting to argue with each other at a resort, leaving the audience wondering if they came to the wrong movie by accident; they came to see piranha wreaking havoc, not a criminal heist movie.

As a writer, keep the characters, plot, and action tied to the killer monster, even in the first scene: Imagine ‘Jaws’ without the opening attack; the film would have a much slower, less interesting start, and a bored audience will quickly become an audience that walks away.

Consider having the antagonist’s plan to use the monster backfire

Unlike most monster stories, where the beasts are either discovered or accidentally released to wreak havoc, ‘Killer Fish’ is unique in that the leader of the thieves release the piranha into the lake to guard ‘his’ diamonds, a refreshing change from the usual ‘monsters are accidentally released or are discovered’ storyline we frequently get. What’s great about this subversion (beyond giving the main antagonist an admittingly clever idea for guarding the treasure) is that it also sets up the inevitable moment where the antagonist is done in by their own plan, which is always a crowd pleaser.

Unless you’re going for a jumpscare, foreshadow big events in your story

When the piranha finally claim their first victim, the moment we’ve been waiting a half hour to see, it happens so quickly that – aside from seeing some terrifying bubbles – there’s no foreshadowing of the piranha’s attack. We, the audience, expect that the diver will go down, there’ll be a minute or two before something happens, and… oh, wait. He’s already being attacked. Nevermind.

There’s something to be said about giving audiences what they want in a monster film, but it’s important to remember that building up to the carnage makes the payoff even sweeter. Knowing that they’re finally on the verge of seeing the juicy bits lets creators ratchet up the tension and suspense before a monster attacks. This also applies to non-monster attacks; “Killer Fish’ features a tornado that destroys a dam, unleashing a tidal wave. The problem is, there’s no foreshadowing, or even hints about the tornado’s appearance, making it feel like something the script threw in to keep the plot moving, instead of a well-thought out event that feels logical and not a Diabolus ex Machina.

Consider having your character’s place of refuge slowly fall apart around them

Much like ‘Deep Blue Sea’ 19 years later, ‘Killer Fish’ smartly has the characters trapped in a location that’s slowly sinking, meaning that if they don’t find a way to escape to shore, they’re doomed to a terrible, fishy death. By preventing them from just sitting around and waiting for rescue, the story ensures that they have to stay active and work hard to ensure their survival, which keeps things moving forward. Even better, almost all those on board are thieves who want the diamonds and are willing to betray each other to get them, making their interactions more interesting than ordinary people just trying to stay alive.

Consider having your jerk have one completely selfless moment of compassion for others

Ollie the photographer is a pretty standard camera snob who’s only interested in getting his shots throughout the film (but with Brazil’s gorgeous scenery, can you blame him?). But in a smart move, Ollie does get one good moment on the sinking boat where he tries and help an injured crewmember without any ulterior motives. While he’s not the standard, ‘heartless, smug professional who’s not interested in helping others’ type, it is a nice, effective redemption moment for him.

Having a selfless moment for your own jerk characters allows you to make them more interesting: Imagine a snob who is mean to everyone they meet throughout your story. They insult, put down, and offend everyone they can, just because they can. Then, imagine that they’re seen handing out food and supplies to the homeless in subzero weather without any regard to their own comfort. Though it won’t automatically make them a well-rounded, compelling character, such opposites will help in developing them, and maintain the interest of the audience.

Consider having two characters who hate each others guts declare a truce during a bigger disaster

It’s always interesting to see character who hate each other’s guts being forced to work together, which is what happens with Robert and Paul, who have to put aside their desire to kill each other to survive piranha who want to kill them both… at least, until they can both survive long enough to try and kill each other again.

While mutual survival is the most common reason for enemies to work together, writers have a great opportunity to try many different things with such a relationship:

*The two can learn to like each other and become friends.

*The two work to irritate each other as much as possible.

*The two gain a begrudging respect for one another that lasts after the crisis has passed.

*The two still try to kill each other at every available moment.

*The two immediately fall in love and marry each other (not likely)

The possible outcomes for such a relationship are almost endless; few storytelling techniques leave your audience completely in the dark on what can happen, making for compelling drama, comedy, or whatever genre you want to explore.

If you’re doing a monster story, have the monsters be the focus of said story

Perhaps the biggest error ‘Killer Fish’ makes is that it’s not a movie about killer fish: it’s a film about thieves betraying each other and trying to get some diamonds while having to deal with the inconvenience of piranha stopping them from getting away with said diamonds. Most of the film revolves around them betraying each other, with the aquatic menace being regulated to a subplot, instead of the other way around.

No matter your genre, remember to keep the focus on what your audience came to see, whether it’s monsters, a natural disaster, aliens, etc. To use ‘Jaws’ as an example again, imagine if the film revolved around Brody and Co. fighting to save Amity’s only seafood restaurant, with them having to fight the shark to retrieve the sunken deed to the building. Yes, they’d still blow it up, but at the end of the day it would be about saving a restaurant, not saving Amity from a killer shark. Audiences would be disappointed that they didn’t get a shark-focused story, and would be angry at having been tricked into seeing a story about saving a restaurant.

The Takeaway

When doing a monster movie, keep everything focused on the monster, including opening with a tease of its fearsome abilities, foreshadowing its appearance later on (along with any other disasters that might occur). When everything falls apart, consider having your character’s place of safety slowly fall apart, forcing two characters who hate each other to work together for survival, giving a jerk a chance to do one truly selfless, charitable act.

What we can learn from the scariest short story I’ve ever read

MasterpieceCover

Is there such a thing as the perfect horror story? One so tight, so focused, and so scary that it cannot be improved upon? Probably… but I haven’t found it. ‘Masterpiece’, comes close, though.

There are several versions of this story online, but this is the first one I read a few years ago, and it’s stuck with me ever since, becoming one of my favorite horror stories; it’s short, concise, to the point, and haunts you long after its over with. But more than any other monster story, or tale where a ghoul or alien chases people around, ‘Masterpiece’ sticks with me not from the blood or gore, but from the way it so effectively uses sadism and the fear of inevitable pain. So in honor of Halloween, let’s see what we can learn from this short and chilling tale:

Consider starting your story in media res

What’s in media res, you ask? It’s when you start the story not at the beginning, but at the halfway point or later, before cutting back to the beginning, which is almost guaranteed to get your audience’s attention and curiosity immediately. ‘Masterpiece’ does so by starting with our unnamed narrator alone in his bedroom at night, staring at the dead bodies of his parents, leaving us to wonder how on earth he got there. Yikes.

Consider having something awful happen to your loved ones in a horror story

We often like to imagine ourselves in stories, taking the place of the protagonist as they go on adventures, save the day, etc. But when it comes to horror movies, that imagination can backfire. While we learn nothing about the narrator’s parents, that’s not necessary to feel the horror of them being murdered and defiled. It’s all to easy to imagine our own parents going through such horrific treatment, and while that would be enough to make some people close the page and walk away, it does serve as an effective way to suck readers deeper into the story. And it doesn’t have to be parents, either: it could be a beloved aunt, grandparent, or pet.

Consider having your antagonist be an intelligent, non-human being who psychologically torments its prey

It’s a bit cliché, but having your non-human monster be intelligent is a surefire way to ratchet up the creepy factory in a horror story. By going with something that can think, plan, and outwit the protagonist/s, or worse, torments its prey with tricks and mental torture, you make your protagonist’s predicament all the more dangerous and gripping, as cruelty can be more frightening than the raw power of a simple-minded beast. The monster in ‘Masterpiece’ is memorable not because it kills the protagonist’s parents, but because it toys with the narrator and letting them know they’re screwed no matter what they do, and presumably taking great pleasure in such a fact.

Consider having your protagonist be truly helpless in a horror story

It’s common for heroes to be initially helpless against a monster in a horror story, but as they learn more about their opponent, they’re able to fight back, either by getting a weapon, creating one, or exploiting a weakness of the beast. The narrator in ‘Masterpiece’ has no such hope. He/she is in a bedroom with a monster under their bed, and the moment they try to get out or run, they’re dead. That feeling of helplessness, of not being able to fight back or inflict any harm on a tormentor, is one of the most visceral and effective feelings in horror, and arguably the bedrock of the entire genre.

Consider ending your horror story with the promise of pain

Of all the ways to end a horror story, there’s perhaps none more chilling than letting the reader/protagonists know that the only thing they have to look forward to is pain and suffering. ‘Masterpiece’ ends not with the monster ripping the narrator apart, but the simple act of telling him/her that it knows that they’re awake. With the monster less than three feet away, it’s easy to imagine it smiling and waiting for the helpless narrator to just try and run, and that they have no chance of escaping. The narrator is going to die, no matter what.

What’s so good about this type of ending is that it’s a perfect example of the mind being more effective than anything the author can create. There doesn’t need to be any bloodshed, shots of mutilated flesh, or limbs being cut off because our imaginations are so much more effective. If you end a story with a scene of a person being dragged into a dungeon and seeing a tray holding an ice cream scoop just the right size for a human eyeball… well, you can guess what happens next.

Sometimes, not showing what’s going to happen, and leaving the details to the imagination, are far more effective than showing it.

The Takeaway

For a really effective horror story, have an intelligent, sentient monster do something horrifying happen to a helpless protagonist’s loved ones and then trap them in a situation where they can’t escape or fight. But to take the story to the next level (and freak out your audience), have the monster psychologically torture the protagonist.

Wow. That was intense. Let’s calm down with someone being a goofball cop in 1940’s Los Angeles.

What we can learn from: ‘Every 90’s Commercial Ever’

Halloween’s only a week away, and the internet is in full swing with all sorts of Halloween-themed posts, sites, and spooky sights to celebrate the season. But you know what? Let’s take a break from Halloween horrors and take a fun-filled trip back to the 90’s!

Umm… yeah.

Aside from the totally radical 90’s attitude (oh, those bright colors! The VHS scratch marks! The guitar music!), this charmingly gruesome commercial features a few treats for writers digging into it:

When doing a period piece, consider embracing cliches and stereotypes

What do you think of when you imagine the past several decades? Rock and roll music, drive-ins, and cheesy sci-fi B movies of the 50’s? The garishly bright colors, disco, outrageous hairdos, and shag carpeting of the 70’s? Or how about totally radical hipsters getting around on skateboards and surfboards while playing Nintendo 64 and watching Arnold Schwarzenegger movies in the 90’s? While there was always more going on in those eras, embracing these stereotypes can work to our advantage when doing stories that don’t rely on historical accuracy: You can play around with these elements and exaggerate them, playing up the nostalgia factor for all its worth, bringing a smile to members of your audience who grew up in that era (and there’s nothing wrong with a little fun-spirited nostalgia every now and then).

If you’re doing a horror piece, consider starting off with ridiculously happy material before bringing the horror

What makes ‘Every 90’s Commercial Ever’ so memorable is that there’s no foreshadowing of its sudden swerve into horror territory. We’re sucked into this charming, goofy commercial of cliched 90’s kids heading out to the park to play football with a big name star (because that’s what every kid in the 90’s did) after drinking some totally awesome Capri-Sun Liquid Slam, only to be suddenly assaulted by a horrid, ‘Thing’ like abomination that proceeds to melt a kid’s face off.

Yikes!

In our own works, a sudden, unexpected swerve is guaranteed to get the audience’s attention because they’re not prepared for it. Such a swerve can work in blending different genres (horror to comedy, sci-fi to western, etc.) but going from comedy to horror may be one of the most effective because the audience will want to see how these happy characters deal with horrors that want to kill them in blood-chilling ways. Another great example of this is the opening to ‘Ghost Ship’ which, while not comedic, was still goofy with it’s family-friendly facade.

Consider having the comic relief/role model character be surprisingly effective at fighting

If there’s one thing more unexpected than seeing three children morph into an eldritch abomination, it’s seeing a professional football player yank a flamethrower out of nowhere and incinerate the beast while screaming for it to die.

In our own works, having role models/comic relief characters suddenly man up and take on monsters can be a great source of comedy (if it turns out they have no fighting skills at all and die almost instantly) and/or awesomeness. In real life, we love seeing a random stranger embracing their inner hero and saving the day when everyone is panicking, and the same runs true for fiction, especially if they’re larger than life characters like professional sports players who have never fought in their life.

Turning the comedic/role model characters into warriors also has the advantage of making them into the underdog: someone who’s phenomenally skilled at one thing, and then being thrust into a role they have no skill or talent in (You’ll also get comedy bonus points if they yank out a powerful weapon out of nowhere).

Consider throwing in product placement that makes everyone unrealistically happy, no matter the situation

How would you feel if you saw your friends be devoured/melted by an existential horror from beyond the stars? Shell-shocked, most likely, with a hearty dose of PTSD. In real life, such a catastrophe would take years of therapy to get over, but in commercial land, all you need to cheer someone up is give them some branded junk food.

Considering how short they are, commercials need to show you why using their product is a good thing, so it’s expected that eating junk snack food will make anyone in commercial land feel great. But why not try using that for comedic effect in in your own works? If you’re doing a comedy, have your characters recover from any experience, no matter how traumatic, by eating any manner of junk food: Someone lost a friend to rampaging dinosaurs? No problem! Your home planet just got blown up and everyone you know and love is dead? A few stuffed pizza pockets will take care of that! Died and ended up Hell for all eternity? Not to worry! A few microwavable tacos will have you dancing and singing your cares away!

Consider bringing the monster back at the last second, even if its been killed

Yes, it’s cliched, but bringing back a monster at the last second for one last jump scare is always effective, provided its appearance is pulled off well. Here, it comes in the form of another unexpected swerve, as the audience is expecting more jokes related to pizza pigskins, making the kid-monster’s appearance all the more unexpected.

Consider (very carefully) killing off a kid in your horror story

Aside from the sudden appearance of the Capri-sun Liquid Slam monster, what’s the one element of this commercial that sticks with you after you’ve seen it? I’d guess it’s that one of the innocent kids playing football ends up dead after having his face melted off. It’s arguably the one element that makes this video so memorable; if he had survived, or everyone had lived, the video wouldn’t have had the same impact.

While horror movies can get pretty bloody, there’s an unwritten rule that kids don’t die; breaking that rule tells your audience that you’re not fooling around, and can make for shocking moments that stick with the audience long after the story is over. Still, be cautious when killing children, especially in a comedy. It’s a very fine line between shocking and sickening.

The Takeaway

When doing a period piece, don’t be afraid to use stereotypes and cliches for comedic effect, and try using a comedic opening before starting your horror story so as to draw your audience in. When the carnage begins, considering killing off a child to show you mean business, while having your comic relief character be revealed to be a surprisingly good fighter, and then have everyone be cure of their depressions and trauma by enjoying blatant product placement before the monster unexpectedly returns.

BONUS

Just for fun, here’s some of the commercials being parodied here. I still remember seeing these, too!