Daily Horror History, August 12th: Dan Curtis, ‘Black Sunday’, and More

In my still ongoing research (seemingly endless, in fact; this idea may be my self-made purgatory), there are dates that are stacked with horror history. Some are full of little oddities, and others have a couple of standout, major events rising like dark stone spires above the rest of the field.

Starting with a birthday, as I am wont to do whenever possible, today marks the birth of Dan Curtis, the prolific producer and director who gave us the television series Dark Shadows, the TV-film Trilogy of Terror (one of the more memorable made for TV horror flicks from an era that was full of them), the TV-film The Night Strangler (which eventually begot the beloved series The Night Stalker), the cinematic adaptation of Burnt Offerings, and several others.

While we’re on the subject of monumental, possibly even underrated influential factors in horror history, August 12th, 1960 saw the initial release of Mario Bava’s Black SundayThe grand matriarch of Italian horror films, the mouth from which the bloody river and many red tributaries of Italian horror would flow for decades, to say nothing of the films and directors who’ve directly paid homage to its style and storytelling, its influence has been rightly described as “almost incalculable” by Tim Lucas in his book on Bava. At the time of its release, it was, as its trailer professes, not quite like anything that had come before, and it can proudly walk along with Psycho (well, just maybe a half-step behind) as one of the game-changing horror films birthed by the summer of 1960.

And August 12th still isn’t quite finished with us. On this day in 1983, Cujo came home to theaters in the states, a few days after its release in France.

The story of a demonically rabid St. Bernard that really wasn’t a bad dog if you discount that time it went on a rampage and murdered a bunch of people, it was the first of three Stephen King adaptations released in the back half of 1983, followed by The Dead Zone and Christine. This would mark the beginning of a 5-year run in which at least two King adaptations would come to the big screen annually, lest any younger readers out there think that the current apparent rush to adapt as much of King’s work as possible in a short space of time is a newer phenomenon. A solid film, it can sometimes feel half-forgotten in King’s oeuvre, despite introducing the world to a name that’s up there with “Damien” in the “instantly associated with as evil” moniker pantheon.

Closing on a bit of a sad note (about as melancholy as I’ll get for the foreseeable future, as I’m deliberately avoiding death-dates), today marks the release date four years ago of P.T.

A stealth teaser for a new Silent Hill project, P.T. was a pretty good, eerie little first-person horror game in its own right, but became far more notable for its ending revelation that it was bringing possibly the best horror gaming series of all time to the latest generation of consoles. Horror mastermind Guillermo Del Toro was working on it, . Alas, the project wouldn’t even survive into the following summer, being officially canceled by Konami in April of 2015, and P.T. was taken off the Playstation Network, never to be made officially available again. Konami indicated it would continue the series nonetheless, but as of 2018, there still isn’t a new installment even in the formative stages of development. The longest drought in Silent Hill series history sits at six years and counting,

 

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‘Baskin’ May be as Close as We’ll Get to a Good Silent Hill Movie

While the pull-quotes in the trailer for the Turkish horror film Baskin compare it to Hellraiser, the actual content of the trailer is more reminiscent of the best of the Silent Hill games. It appears to be a story about location that is damnation incarnate, and the story kicks off due to a car accident involving someone suddenly appearing in the middle of the road. Check out the IFC Midnight trailer and the shorter, TIFF trailer below. Neither is graphic enough to enter red-band territory, but if you’re on the squeamish side of things, you may want to brace yourself.

Of course, comparing Baskin to either Silent Hill or Hellraiser simultaneously pays it a compliment and–at least potentially–does it a disservice. After all, who’s to say that this slice of cinematic Hell won’t edge the other two as a genre classic? Unlikely, of course, but it’s worth rooting for just the same.

The alternative is that the movie lands in Event Horizon territory: horrifically splendid visuals, but otherwise a missed opportunity. Based on the trailer, that also strikes me as unlikely. This looks inventive and brutal. I’ve seen a couple of blogs refer to this as an “extreme” horror film, at least based on initial impression, but I’m hoping this deserves a better description. Granted, it’s probably a product of my own bias, but when I think of “extreme” horror films, I think of unimaginative flicks that set out to be gore-fests, as opposed to clever, creative works that just so happen to be gory. Plenty of silly slasher flicks could qualify as “extreme” given the blood and guts on display, for instance, whereas the aforementioned Hellraiser is brutally, disturbingly graphic, but the gruesome images are in service of the film; they aren’t the point of the film.

Some reviews from the film’s showing at the Toronto Independent Film Festival are less than enthusiastic, and even one of the positive reviews that provided a pull-quote isn’t exactly effusive1 Still, I can’t help but keep this on my radar.

EDIT: By the by, these posters for the movie are terrific. The keyhole poster up top is the better of the two–and will likely be among the best movie posters I’ll see all year–but I appreciate the retro appearance of the one below.

 

Baskin-Movie-Poster-Can-Evrenol

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Confessions of a Fear Junkie – Silent Hill

At the risk of sounding a bit crude, allow me to propose that horror falls within (or roughly around) two general categories: “Oh Crap!” horror, and “What the hell?” horror. The former would be likened to more visceral or “primal” fears, the kind of horror that, when experienced in real life, makes you want to take off running immediately. The latter is more about uneasiness; the nagging sensation that something is wrong. It leaves you puzzled—at least initially—instead of triggering your “fight or flight” response.

Examples:

  • You’re home alone and you hear an angry voice coming from another room and you think, “Oh crap! Somebody broke in, I’ve got to get out of here!”
  • You’re home alone and you hear an odd but unidentifiable noise coming from another room, you wonder, “What the hell was that?” but probably don’t take off running just yet.

Now that I’ve gone through the brief trouble of setting up these two somewhat narrowly defined categories to encapsulate all horror, I’d like to immediately undermine my proposal by stating that the Silent Hill series falls into a third category: “Oh hell, what the crap!” horror.

  • You’re home alone and you hear the unmistakable  sound of your own voice coming from the other room. And you just distinctly heard yourself threatening to kill you. You’re too thoroughly discombobulated to even remember how to form a proper sentence, much less figure out what you should do.
I’d run away, but my mind is too busy eating itself to give my legs instructions…

This is the kind of horror the Silent Hill series has frequently succeeded in delivering since its first installment. People tend to say that Silent Hill is “psychological horror” but that doesn’t quite describe it. There are indeed elements that are designed to worm their way into your brain that would be fine on their own, but most of the psychological horror elements are coupled with brutally effective, tangible horror elements. The air raid siren could be unnerving by itself. That it portends the town’s transformation from the already creepy setting of “foggy, deserted and inescapable town” to “sunless, decaying, rust-infected industrial nightmare” makes it much scarier. If your character’s radio just randomly produced “white noise” it would be alarming. It is, instead, panic-inducing by being an inexact radar that announces the presence of unseen, violently aggressive monsters. How many monsters are waiting / coming for you? What the hell kind of monster is it this time? By the time you find out, you’re already under attack, and almost glad for it since it at least gives you some answers to your questions.

A giant blob of living cancer? *Whew* For a second I thought I’d never find out what wasGAAHHHH!

At the time of the first Silent Hill‘s release, the standard for “survival horror” video gaming had been set by two installments of Resident Evil. While Resident Evil had its share of puzzle-solving and moments where your best (or only) option often was to run, it also put you in control of an armed member of a special task force. Additionally, your primary enemies were zombies who adhered to key archetypical traits of their fictional species (slow-moving and especially susceptible to headshots).  The first enemies you encounter in Silent Hill are knife-wielding monster-children who ambush you after you happen upon an almost unidentifiable corpse crucified to a fence in the “dark world” you ventured into without warning. From there the situations and enemies just get stranger, and instead of an action cop you’re a helpless father whose primary weapons are a kitchen knife and a pipe, because ammo for your handgun is ridiculously scarce and you’re always saving your bullets in case you happen upon a new, even more horrifying creature just ahead.

Silent Hill wasn’t just trying to scare you, it was deliberately trying to screw with your head. As the series went on this trend continued. The game’s most feared and recognized villain, the unfortunately-yet-aptly named Pyramid Head, introduces himself in the second game by standing perfectly still on the other side of a barred wall. He doesn’t move to attack you, doesn’t make a noise, and since you can’t see his face you don’t really know if he’s even awake, much less looking at you. But he does make your aforementioned radio give off its standard “static alert,” lest you get to thinking “maybe he isn’t an evil monster to be terrified of after all.” It isn’t until later encounters that you discover him to be a nigh-invulnerable killing machine who sexually abuses other monsters.

Despite the character’s popularity he doesn’t show up again until the fifth game in the series, where he makes a suitably menacing first appearance.

Later games have suffered (many legitimate) criticisms over gameplay, and the franchise has had  some fan backlash for installments that have changed too much or weren’t innovative enough. The franchise also dumped a poorly plotted, poorly acted (save Sean Bean, God bless that dude) and poorly everything else’d film on the moviegoing populace back in 2006. Nonetheless, even the “misfires” feature some chilling moments. Hell, one of the most maligned titles in the series, Silent Hill 4: The Room, features my favorite premise: A man wakes up one day to find his door inexplicably locked from the inside. And not just ordinarily locked. We’re talking enough chains to make Jacob Marley say it’s a bit excessive…

“Oh hell, what the crap? But I’m out of milk, and I’ve got a hot date tonight, and if I no-show at work one more time I’m fired, and other reasons to go outside.”

His neighbors can’t hear him screaming for help or beating on the door, even when they’re standing in the hallway right on the other side. He can’t open any windows or get anyone to notice him, even trying to use the phone to dial out is futile. It’s somewhat like the Stephen King story 1408 if the evil scary room came to your house. The only way out of his apartment is through a newly formed tunnel in the bathroom which deposits him in random, nightmarish parts of the town of Silent Hill and the surrounding area; full of ghosts and self-immolating cultists and serial killers and whatnot.

Other favorite moments include Silent Hill 3‘s freaky, screaming mannequin room, SH3‘s freaky, bleeding mirror room, SH3‘s freaky, disturbingly humorous haunted mansion and… yeah, pretty much the entirety of SH3. That game alone has earned the series a wealth of good faith that’s far from exhausted.

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