From Zombos Closet

Documentary Review: Cropsey (2009)
There Are Terrors By Night

Cropsey Movie Documentary

Zombos Says: Very Good

We all like to play in the discarded places, the abandoned buildings, the dark forests, pretending the devil is calling for his due, or imagining the dark shadows hide dangerous things that can't reach long enough to catch us. All this play exhilarates us, and let's us experience evils that hold no power over us. We scare ourselves with urban legends and thrice-told folktales of dreaded things, and play even harder to outrace the Boogeymen.

In 1987, the Boogeyman reached long enough to snatch 12-year-old Jennifer Schweiger into the darkness. She wasn't the first. From the 1970s to the 1980s, six mentally disabled children and one older one went missing. Jennifer would be the only one found, partially visible in a shallow grave, in a place, strangely enough, already searched extensively, in the Staten Island Greenbelt woods surrounding the Willowbrook State School's abandoned and dilapidated buildings. Joshua Zeman and Barbara Brancaccio's investigative documentary, Cropsey, takes us into those discarded places of Willowbrook and the darkness radiating from them into a mystery, at the center of which lies a drifter, Andre Rand. Sometimes the Boogeyman is real.

Through old newspaper clippings, interviews, black and white photographs, and archival news footage, Zeman and Brancaccio begin with Jennifer's disappearance, which leads to Rand, a former orderly at Willowbrook, which leads to his eerie presence at locales where other mentally-disabled children have disappeared over the years.

In videotape of Rand being taken into custody he appears entranced and wild-eyed, like Charles Milles Manson, and drools as he stumbles along in handcuffs. In the hand-written letters he writes from jail to Zeman and Brancaccio, in response to their interview requests, he mentions how "evil sells," his legal concerns, and what's-in-it-for-him in-between the sentences where his thoughts drift into quotations from scripture. It's noted how his handwriting changes through the course of his correspondence. Rand's mother was committed to Pilgrim State Hospital, but the documentary does not delve deeper into Rand's past. It doesn't provide answers, so don't look for them. What it does provide is a sense of how urban legends like Cropsey (the slasher killer at camp, on the road, who lurks nearby) spring up in communities. This horror-veneer makes the documentary appear at first glance like a mockumentary. But as each disappearance is added, and Rand is shown, the reality sets in and you wind up wishing it weren't true.

Zeman and Brancaccio slowly move the camera through the abandoned, graffiti-sprayed buildings, interview the aged detectives, the still grieving families, the defense and prosecution lawyers, and the community without getting in the way of what anyone has to say or feel, then bring us back to the 1970s and 1980s by showing us the historical videos from Channel 7 and Staten Island's local news. There's Geraldo Rivera's investigation of Willowbrook, the shocking videos of neglect, filth, the warehousing of human beings no one else wanted; the trajedy seems to stem from those buildings and what took place there.

Slowly zooming into news articles from various New York and Staten Island newspapers hammers you even more with apparent connections between disappearences . A chilling synchronicity comes when 22-year old Hank Gafforio is seen standing in the background of a news video shot a few years before he went missing; the news video was about Holly Ann Hughes disappearance and its lack of clues. The documetary's morose pace, not cheered by the sombre, horror movie-style background music, lays out the details, the coincidences, the suppositions, and the guesses, but connecting them provides tantalizing questions and a template for creating an urban legend.

Did Rand work alone? If he did, how did Jennifer's body wind up in an area of ground already searched after he was encarcerated? From somebody trying to frame him? Is he guilty of the disappearences?  Is he guilty of murder? Did his time as an orderly at Willowbrook unhinge his sanity? Why did he live on the grounds and in the tunnels of Willowbrook State School after it closed? What do the rumors of devil worship and the Farm Colony have to do with the disappearences? Are they just more urban mythmaking by the community's bored teenagers.

Those teenagers show up on a walk-through at night, playfully looking for the boogeyman, leading to a lighter moment as Zeman and Brancaccio prowl around looking for the possible occult activity rumored to be happening in the area. Maybe the urban legends are there to warn us; to tell us some places must be avoided because the Boogeyman lives there. And he's real.

Grave Encounters (2011)

Grave_encounters

Zombos Says: Fair

You can sum up Grave Encounters by saying “the joke’s on them.” ‘Them’ would be the Grave Encounters ghost-hunting team, a band of charlatans bolstering their television show with bought sightings of ghosts and the melodramatics of a pretend psychic (Mackenzie Gray) hamming it up for effect. After five bogus shows, they unexpectedly meet the real deal in the Collingwood Psychiatric Hospital, an abandoned structure harboring a dark past and soon to be discovered irritable inhabitants. Or is there just one joker tricking them, like the evil Emeric Belasco in Hell House?

Initially starting out with the usual furnishings moving ever so slightly and unnoticed, the team experiences more aggressive activity, then physical atacks by a demonic force. This is where the movie breaks down, abandoning the more traditional–and demanding–scares of ghostly fright that rely on subtlety and vagueness for in-your-face phantoms with CGI facial ticks and a building that refuses to let them leave.

If you recall the terrors in House on Haunted Hill (1999), the time trap of The Sick House (2008), and the standard modus operandi seen in Ghost Hunters on the Syfy channel, you already know what to expect. Like 2006’s The Gravedancers, the story loses credibility by pushing its special effects beyond the story’s required contextual belief, then ziplines J-horror-styled attrocites in and out of night-vision camera views, sending the Grave Encounters team screaming and running in all directions, and us watching it all collapse into the standard divide and conquer scenario. The mystery of the open window only tantalizes us with possibilities that never transpire; the room tucked away in the tunnels hints at black magic, but to what purpose? And the force stalking the Grave Encounters team never bothered the solitary caretaker, so why pick on them now?

Even if you aren’t already exhausted by the cheap to produce found footage, point of view, movie schtick, this one would have been better filmed without the handheld shakycam pyrotechnics. It’s a classic story: a group of unbelievers are trapped in a haunted house, teach them a lesson they won’t forget (or survive). It’s also the type of storyline you can fritter away when you overstep the reality-pretense of POV by squeezing it to bridge sub-genres. Grave Encounters starts as a haunting, then veers into demonic stalking, where the rules of engagement require more visual frenzy, setting up a plot contretemps that skewers the more suspenseful, understated unfolding of ghostly phenomenon. Oddly enough, when the sinister force in the hospital exerts its influence over time and space, there is no religious counter within the Grave Encounters team, a fault many horror movies that play the occultism card fail to take into consideration. Atheist or believer, when confronted by demonic activity and the breakdown of natural laws, there’s a natural tendency to become very religious, very fast.

Sean Rogerson as Lance Preston, the team’s leader, self-consciously chews up his role  instead of allowing it to digest. White (Juan Riedinger), the tech expert, wears a KICK ME  sign early on, so we know he’s going down first. Sasha (Ashleigh Gryzko) is the token screaming female; not much hope for her, either. The camera guy, T.C. (Merwin Mondesir), acts like every other black camera guy character named T.C. is supposed to do–anger, frustration, despair, and done. Mackenzie Gray’s psychic is the only character to play it evenly. He looks like a psychic should look, a little weird, a lot of Hollywood groom. He should have had more to do.

Grave Encounters should have had more for its characters and story to do, too.

Casablanca (1942)

Zombos Says: Classic

Major Strasser: Are you one of those people who cannot imagine the Germans in their beloved Paris?
Rick: It’s not particularly my beloved Paris.
Major Strasser: Can you imagine us in London?
Rick: When you get there, ask me!
Captain Renault: Hmmh! Diplomatist!
Major Strasser: How about New York?
Rick: Well there are certain sections of New York, Major, that I wouldn’t advise you to try to invade.

If there is one chic-flick movie that’s masculine enough for guys this is it. Casablanca has crisp dialog, characters with so much backstory you get lost in their fullness, and a situation that leaves nobody a winner, but everybody profoundly changed becase of what they lose. There’s romance, bromance, higher ideals to consider, and lost love found again. It’s a story with a shady beginning, a middle of consequence, and an ending that sparks new beginnings. There are more memorable lines uttered in this movie than any other, and humor, pathos, and rousing courage are shown in the face of adversity. And it’s got dirty, lowdown Nazis, to hiss.

Book Review: Juggernaut

Juggernaut

Zombos Says: Good (but lacks finesse and character depth)

A body sat in the driver's seat. A charred skeleton, fingers welded to wheel plastic. No hair. Empty sockets. Lips burnt away, giving the corpse a mirthless smile.

Huang turned his back on the carbonised corpse. He reclipped his belt. He clipped the holster strap around his thigh.

Behind him, the driver of the sedan began to move.

 

There is one thing that has always bothered me about stories of deadly viruses and the crazy people looking to exploit them for mass destruction: glass cylinders. Think about it. From Resident Evil's T-Virus to every other movie where a deadly contagion is stored in a glass cylinder just begging to be cracked, shattered, or suspensefully mishandled, does it really make sense? Who in their right mind would put an unstoppable, world-destroying biological agent in a GLASS cylinder? So they could look at it and gloat dramatically? I'm thinking only movie script writers do it for 'easy tension' because we can see it and we know the glass is fragile; or maybe an author would do it, one who's seen too many of those movies written by those script writers.

At least Adam Baker doesn't waste words over that easy tension as his glass cylinder changes hands and he doesn't let anyone gloat over it. In his novel, Juggernaut, the tension comes from Black Ops looking for the mega-weapon they, of course, can't control, contained in that glass cylinder,and from mercenaries looking for gold, but being played as dupes, and from the parasite controlled revenants (what Baker calls the infected) looking to bite fresh flesh off in chunks.

You would expect a lot of tension to be generated from the mixing of all these plot elements, but Baker lacks the finesse to hone his paragraphs into razor sharpness to build it up. His overuse of clippy paragraphs (around the three sentence length), and clippy sentences (terse, grammatically-trouncing descriptives strung together), lessens the action's impact more than it peps it up. Instead, Baker pepper and salts his knowledge of military and covert operation jargon heavily over everything. Cryptic communiques appear here and there mentioning SPEKTR and the ongoing aftermath of a clandestine operation. SAW, the squad automatic weapon, sends bullets flying in droves, thermite grenades explode, and black SUVs carry people through dark narrow streets into ambush. But remove his razzle-dazzle army intelligence and spy veneer and what's left is a non-commissioned read, good for summer because it's fast moving, easy on the eyes and light on the story's soul, but still 'basic training' , not hardcore zombie or thriller fiction.

It's also the prequel to his Outpost, but self-contained. Had Baker put in more effort with his characters beyond a token lesbian relationship, buddy-buddy soldier of fortune cutouts , evil doers and mad scientists doing evil in the usual ways, and a derivative parasitic organism taking over soldiers, messing them up with metallic-like spines throughout their bodies, this would have been an excellent actioner. More attention to his people would have grounded them beyond their stereotypical roles, and the dialogs you would expect them to speak, and the acting in ways you would expect them to act. Not entirely a bad thing, as Baker makes full use of their actions and our expectations of them (with one key exception). His people don't surprise us, or grow smarter, or wet their pants when the revenants show up. Where Baker excels is his use of 2005 Iraq locations and real-life psycopaths like Uday Hussein to anchor his characters and situations around.

It starts with roughed-up mercenaries Lucy and Amanda found on a locomotive in the dessert, and unfolds with how they got there. It's about missions going bad but still ongoing, a promise of gold as lure to the Valley of Tears, and the revelation that something deadly and hungry is waiting in the dessert. Baker's one exception to our expectations is Jabril, sprung from Abu Ghraib, tour guide for Lucy and her mercenary crew. His unsavory backstory is told by him at key times when a flashback instead of his exposition would have been more exciting to read. Baker uses a character's exposition of past events to explain important details and the present, but at times it unexpectedly switches into flashback, then back to exposition. An arguably  stylistic faux pas on Baker's part, but it doesn't disrupt the story's flow. The expositions are too well written, however, for spoken remembrances and serve only to tighten up loose ends.

Many of today's horror novels are written like movie adaptations before the movie comes out. That's not a bad thing in Juggernaut's case, but it keeps the novel from moving beyond a surface level of entertainment to find its depth in internal motivations and machinations like the ones older novels relied on to set themselves apart from the rest. 

A courtesy copy was provided for this review.

Double Bill Pressbook:
The Brain From Planet Arous
and Teenage Monster

The Howco International Campaign Kits are wonderful examples of high class print marketing for low class movies (hey, I still love them). These folder-styled pressbooks, around 11" x 17" in format, are colorful and simple, but the paper quality is high and the impression of the overall presentation is impeccable, especially when you consider  they were targeted to drive-in venues. The main attraction's marketing sheets–poster admats and publicity information–were placed in the left side pocket, and the second attraction's sheets were situated on the right. 

(And…The Brain From Planet Arous is one of my guilty pleasures, especially because of John Agar. For me he epitomized the 1950s and 1960s B-move wave of science-horror.)

 

howco brain from planet arous campaign kit pressbook

 

howco brain from planet arous campaign kit pressbook

 

howco brain from planet arous campaign kit pressbook

 

howco brain from planet arous campaign kit pressbook

 

howco brain from planet arous campaign kit pressbook

Book Review: Everything You Ever Wanted
to Know About Zombies
(But Were Running Too Fast to Ask)

Everything you wanted to know about zombies

Zombos Says: Very Good
(but is it really everything?)

Like zombies, books about zombies are unstoppable and indefatigable. Matt Mogk's Everything You Ever Wanted to Know About Zombies joins the horde with an informative–although we've read much of this information before–and concise rundown of the zombie-scene in chapters like Zombie Basics, Zombie Science, Zombie Survival, and Popular Culture. The tone is light and the handling movie-centric, with a welcomed focus on George A. Romero's influence on the genre.

Zombie science bores me to tears. I realize serious work is being done here, with practical applications, by imaginative professionals in the sciences, but I can't force myself to get through all that neuro-science and biological what-if and suppositional analysis. But the Popular Culture chapter is one I  devoured with relish. Mogk mentions video games, those wacky zombie walks, zombie organizations, movie zombies, and even asks why the undead are so popular. At this point in time, I'd be asking instead why we aren't all dead tired of hearing, reading, and seeing zombies in everything from publishing to commercials, but hey, I don't want to be a killjoy or derail the gravy train; although Mogk does question hopping onto that train ride in regard to The Writer magazine's article Dawn of the Undead, which encouraged amateurs and pros alike to bask in the zombie apocalyptic glory, no experience needed, to make an easy buck or two.

More meet and greet (ironic, isn't it?) with Zombie LARP (live action role playing) sounds like it would be fun and that tag game called Humans vs. Zombies would seem likely to put a little kick into an old pastime.  Given the popularity of zombie walks these days, Mogk pinpoints the necessary blame to Thea Munster's instigation in starting the first one for her Toronto neighborhood. Very appropos last name, don't you think? Beyond the cultural nerdy-byproducts, mention of the fast versus slow zombie conundrum and the realization that in some movies, like 28 Days Later, the zombies aren't dead, helps to fortify the book's title and shows Mogk's versatility.

As an introduction to the modern zombie phenomenon, Everything You Ever Wanted to Know About Zombies is hearty in its coverage, from Romero's take on zombies being heavily influenced by Richard Matheson's I am Legend (and the movie version, The Last Man on Earth with Vincent Price), to beer-goggle zombies, Mogk's term for characters, like the Frankenstein Monster and mummies, often mistakenly referred to as zombies. 

Arguably the strongest chapter is Zombie Survival, which has nothing to do with zombies surviving, but does concern potential ambulatory food-stuffs–that would be you and me–staying alive when the undead hordes arrive. Mogk reveals the single most important item you must have in your survival kit and he nails it; most would-be survivalists toting their M14s would be surprised. I was because it's so obvious, so essential, and yet so overlooked. This chapter will help keep you going during any disaster, not only end-of-days, so read it well.

A courtesy copy was provided for this review by the Zombie Research Society.

Graphic Book Review: At the Mountains of Madness

 

at the mountains of madness graphic novel

Zombos Says: Fair (art mutes story too much)

On and around that laboratory table were strewn other things, and it did not take long for us to guess that those things were the carefully though oddly and inexpertly dissected parts of one man and one dog. (H. P. Lovecraft in At the Mountains of Madness)

In a clear mismatch of artist with storyline, At the Mountains of Madness, the graphic novel adaptation illustrated and written by  I. N. J. Culbard and published by Sterling Publishing for the U.S., fails to convey H. P. Lovecraft's tone and mood entirely. Culbard's cartoony style is good for a newspaper comic strip, but it supplants the cosmic undertones of finding an ancient alien race by its minimalist panels and inadequate coloration. Culbard's coverage of the novella's highlights is good, but also conveys as much dread and suspenseful buildup as a Boy's Life magazine article, especially when it's most needed during the encounter with a Shoggoth in the subterranean passages beneath the ancient city in Antarctica: the bubbling mass of chaos is drawn in an uninspiring way that holds as much otherworldly creepiness as a Scooby Doo monster. The revelatory and bizarre dissection scene, which should have been on a scale similar to a sublimely messy melange as seen in John Carpenter's The Thing, becomes a perfunctory half-page panel that loses all shock value. 

As an introduction to the underpinnings of Lovecraft's pantheon of Elder Things and their biologically-induced mistakes, Culbard manages to cover the first person narrative of Professor Dyer effectively for new readers of Lovecraft. However, the unfolding of Miskatonic University's tragic expedition to find deep-level rock and soil samples from various areas of the antarctic continent is done in a digest-sized format more suited to an adaptation of the slicker 1951 The Thing From Another World, where the implications of finding proof of an alien creature from space is not so philosophically or religiously troubling. The nuances of Lovecraft's total disdain for the spiritual are not adequately reflected here: the cosmic joke has no punchline and there is no unraveling of faith beyond all reason. 

More reliance on Lovecraft's prose in key panels, with a sprinking of style like Bernie Wrightson's grim swirls or Neil Adam's electrifying, kinetic angles would have pleased the eye-nerves more. Along with a larger page format to expand the panels into the heinous acts of visual insanity that Lovecraft alludes to, a more experimental color palette to fluctuate the mood would have been a better choice than the standard one used here. 

For readers newly exploring Lovecraft's dark universe, Culbard's graphic novel may, hopefully, wet their appetite for delving more deeply into this ancient Cyclopean city and the nature of  its past and present inhabitants by reading Lovecraft's work directly.