Sanity is a state of mind.,
Bloody Disgusting has learned ahead of the American Film Market that horror vet Alexandre Aja (Horns, Piranha 3D, The Hills Have Eyes, High Tension, Mirrors) is currently in pre-production on a new psychological thriller that he co-penned with Maxime Giffard and The Woman In Black‘s Jon Crocker.
Wedding Gown, from Aja’s Alexandre Films, is described to us as a cruel fable about vengeance and manipulation in a world where we watch face our own personal evil.
Here’s the synopsis sent to us from our insider: “A child on the verge of tears. A woman’s hand, impatient, brutal. Sophie: The babysitter. Now the child lays dead. Did she kill him? A woman who’s losing her mind, her life spinning out of control, is followed by death wherever she goes. Only a year ago she was a fulfilled woman, a sharp art analyst, and a happy wife surrounded by a loving circle of family and friends. So how did she come to this? What sort of madness overtook her? Or was it manipulation? In search of a new identity to escape a string of deaths, Sophie is followed by an enigmatic man- Peter. This mysterious person seems to know a great deal about her. Way too much, in fact…”
Wedding Gown is based on the book by critically acclaimed writer Pierre Lemaitre.
The third episode of AMC’s >”The Walking Dead” ended with a duel shocker (read our review here) that sets up this opening scene from Episode 504, ‘Slabdown.’
In this teaser clip, Beth finds herself in a hospital in the middle of Atlanta after being kidnapped by a group of mysterious police officers.
Below we’ve added said clip, as well as the promo for next week’s continuation.
It’s Halloween week! Don and Justin’s favorite holiday. This week, they discuss everything from the new movie John Wick and new game “Lords of the Fallen,” to The Walking Dead, American Horror Story, and one of the greatest horror films of all time, Halloween.
As horror fans most of us watch horror movies all year round; I even have specific ones for Christmas, Easter and other non-horror holidays. But there is a difference between the horror movie and the “Halloween season” horror movie. They have a different tone to them and are often littered with Halloween imagery and traditions.
Pumpkin Cinema is the best guide you can find for these exact kind of films. The author, Nathan Tolle, is not only a big fan of horror but clearly Tolle’s heart is filled with the Halloween spirit. The guide features movies, TV specials and several pages of Top 5 lists in case you are looking for something more specific. Each movie and TV special comes with a brief review and often a fun anecdote from Tolle’s life to give you an insight on his love for the holiday.
The best feature of this book is Tolle’s ability to write in a way that makes it seem like you are actually there hanging out with him and chatting about these movies. The movies in question are all pretty spot on, even if I haven’t heard of some. Fans may be disappointed not to see more hardcore titles listed but as Tolle states, this is for fun! Nobody wants to end their night covered in chocolate and tears watching Martyrs. Pumpkin Cinema is the most relevant and concise reference book in the genre to date, it’s littered with classics and overlooked gems. You’re sure to find something to dig up this Halloween!
Order your copy here!
Three weeks into its fifth season The Walking Dead came back doing what it does best; “Four Walls And A Roof” ratchets the tension up to 10, delivers forward momentum, and characterization.
A Review By Clark Thompson
The extreme strength of this episode began with the opening scene, which saw Bob letting his captors in on the secret ingredient his body was harboring. Hearing him scream the words ‘tainted meat’ was every bit as horrifying to hear as I’d imagined it being when Dale did so in the comics. His performance here was fantastic, making it all the more difficult to see Lawrence Gilliard Jr. leave the show with his character’s passing. And just when I was starting to legitimately enjoy him. Figures.
This episode was filled with great performances, with even the good father Gabriel being more than redeemed by some brilliantly acted scenes. The moment he let the group in on his past transgressions was palpable. Turns out locking your congregation out of their sanctuary while listening to them damn your name as they’re torn apart can really shake a guy up.
It was clear that the confrontation between Rick and Gareth was impending, after the pacing of last week’s episode it seemed a remote possibility that it would even be half resolved by the end of this week. Yet, here we are just one episode later and it’s all said and done. A decision I applaud them for, as it made for an extremely natural feeling progression unhindered by arbitrary stalling.
Every scene was so drenched with tension and uncertainty, it ended up feeling longer to me than it actually was. From not knowing where their missing people were, to finding a one legged Bob in front of the church, to the giant ‘A’ representing the group’s Terminus train car prison symbolically painted on the church’s outer wall; the mounting terror was relentless.
Throw in a power struggle between Rick and Abraham while trying to formulate an action plan, and this was just about as The Walking Dead as it gets. And while the aforementioned near throw-down was effective, it was one of the beats in the episode that did end up feeling a tad unnatural. I feel like if the show wanted to introduce Abraham when it did, the writers should’ve committed to having him sufficiently developed by this point in the story, or at the very least have some bond forming moments with the main members of our crew. Yet, the very nature of the situation, with all the characters being separated, made that impossible.
There was an inkling of budding bromance in the apology scribbled on the map Abe gives Rick in the end, I couldn’t help but find it falling a little flat, as the show has given me absolutely no reason whatsoever to care about anything this guy wants to do. Like when he was toasting the ‘survivors’ last episode, his place in the group wasn’t such that he had any business addressing the group the way he did. I’m thrilled that it seems they’re finally ready to play their Abraham card, albeit at a time when he’s once again been separated from the group, I just wish he and his ilk hadn’t spent so much time doing absolutely nothing.
Getting back to episode’s big encounter, I’ve always admired this show for being as unpredictable as it is, yet dedicated enough to accurately representing its characters that it’s entirely possible to guess an outcome based on nothing more than how well you know any one member of the group. In this case I’m talking about Rick.
Jumping back to the season three finale, I think I must’ve been one of the few individuals that wasn’t surprised by the lack of a full scale battle between our survivors and the men and women led by the Governor. I knew this because I knew Rick had to know it was an impossible situation. I also knew he’d have a plan. I was right on both counts. This time I knew Rick was way to smart to actually believe he was going to get the jump on pursuers that watched him so closely. Well, at least not the way we thought he would. And once again I was right.
Don’t get me wrong, the tension was still there when Gareth and the rest of his degenerates were staking their claim on the souls left in the church, but Rick’s not that easily duped. I think most people would’ve seen this coming, but to the credit of the episode’s direction, it did little to provide relief until the moment we knew for a fact the termites had indeed been bested.
Now herein lies what would have to be my only other slightly negative criticism of the episode. While Rick’s brutal display of vengeance on Gareth’s group serves much the same purpose as it did in the comics, illustrating a further slip from the moral ideals Rick has been trying so desperately to maintain, I didn’t think they went far enough.
Yes, it was brutal. Yes, it was effective. But nothing could compare to the situation that unfolded in the source material at this point in the story. There’s no question of which one was more impactful, as we’ve all seen Rick and his friends slice, dice and bash human skulls in the past. What we haven’t seen was out and out psychological torture before the brutal act, which is more akin to what Rick thought fitting for his enemies in the original books. Not to mention the symbolic burning of the bodies afterward. I would imagine however, that for someone new to The Walking Dead, the route they went with here would’ve been more than adequate to drive the point home.
On a side note, Tyreese seems to have put his aversion to violence against the living to rest with the killing (even though he was already dead) of Bob, which is nice. He’s been pretty useless lately, and it was a huge slap in the face to see he actually let that scumbag from the premiere live.
Also, has anyone else had it with the group constantly being split up? I know Rick and friends had to wait for Darryl and Carol, but did the rest have to take off so quickly? And with Glen and Maggie no less. An interesting, yet equally frustrating choice, especially when we just got everyone back together for the first time since the prison two episodes ago. Damn.
Separation issues aside, this was an extremely enjoyable and well constructed episode, which in turn lent some much needed credibility to last weeks perceived flop. Funny how later episodes can lend substance to previous chapters that at the time felt a little empty. Happens all the time with this show.
The big question on my mind now is, why was Carol hiding back when Darryl approached the church? Am I reading something into nothing, or is something going on here? Well, I think we can look forward to some Beth screen time next week. Let’s hope it pays off.
What did you think of “Four Walls and A Roof?” Did we get rid of the Termites to quickly? Anyone else not feel sold by Abraham’s conflict?
Next week we’ve got “Slabtown”
Clark Thompson is a 31-year-old horror fanatic currently residing in Kelowna B.C. His main goals in life are to one day experience a zombie apocolypse,and/or undergo surgery to have his heart mounted on the exterior of his chest. You can reach him at firstname.lastname@example.org or on facebook Clorkwork Torange.
The weekend is over, but don’t let that bum you out. Just remember that Halloween is waiting for all of us, and the final obstacle that stands between us and the spookiest day of the year is one more work week. David joins me again for tonight’s episode, where we play the awesome Contractions mode in F.E.A.R. 3. The game might not be as scary as we’d hoped it would be, but I think its multiplayer offering is good enough to go a long way in making up for that.
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In video games, Slender Man is an entity that cannot be stopped, and it seems that trait extends to the real world, too. A recent rating from PEGI, Europe’s video games rating board, has leaked the news that Slender: The Arrival is headed to PS4 and Xbox One a bit early, but seeing as it’s already available everywhere else, it was really just a matter of time before the game made the jump to current-gen.
PEGI gave it a 12 rating for “images or sounds [that are] likely to be horrifying” to anyone aged 11 and younger. Slender Man will have to stop scaring the bejesus out of us if he ever wants to break into the kiddie market.
By the way, more 13 Days of Horror videos can be found right here.
If you didn’t know, horror wizard Clive Barker is currently running a Kickstarter for his art book Imaginer: The Art Of Clive Barker. The campaign, which has already surpassed its goal by well over 300%, has added new stretch goals in the form of autographed Tool posters, which were designed by guitarist Adam Jones.
Only one of two posters remains and is at a stretch goal of $1,800. The poster is for the band’s May 4th performance at the Allophones Arena in Sydney, AU.
Barker states the book, which carries art from over the past 50 years, is, “…finest book to ever carry my name.” You can support the Kickstarter campaign here.
Shock rocker Marilyn Manson has released a brand new track entitled “Third Day Of A Seven Day Binge” and you can download the track for free via his official website.
The song has an almost Nick Cave feel to it, using claps to accentuate the percussion and Southern Rock guitar tones.
Manson’s last album was 2012′s Born Villain. He also released a new track in the form of “Cupid Carries A Gun”, which is the theme song to the television show Salem. That track was composed alongside producer Tyler Bates. Manson also released a new song “Killing Strangers” in the new Keanu Reeves film John Wick.
Stonehearst Asylum takes place at a turn of the century looney bin, where everybody seems to be off their rocker – especially the ones running the show. It’s the latest film from Brad Anderson, a talented guy who’s shown skill in the past handling deeply atmospheric thrillers like Session 9 and Transsiberian. Here his hand is surprisingly uneven as the film teeters between campy melodrama and dark chiller without ever really settling in to a singular tone. Not helping is the fact that writer Joseph Gangemu loosely adapts Edgar Allen Poe’s short story “The System of Dr. Tarr and Prof. Fether,” padding it out to its bursting point, making a two hour movie feel like four.
Jim Sturgess (Heartless) plays Edward Newgate, a recently graduated doctor who takes an assistant position at a secluded nuthouse, nestled in the foggy bosom of the English countryside. The superintendent of the asylum is Silas Lamb (Ben Kingsley at his most stately), who lords over the patients with a seemingly gentle touch – allowing them to roam freely about the grounds, even dining with them. The patients themselves are a special lot. Most of them come from well-to-do families and have been committed for “maladies” like homosexuality and epilepsy.
One patient in particular grabs Newgate’s attention: Eliza Graves (Kate Beckingsale), a proper Victorian woman whose husband had her taken away to the funny farm to quell her sinful desires. Newgate’s first hint that something is amiss at Stonehearst comes the first night, when Eliza warns him to flee before Silas can spot him slipping away. He dismisses her warnings (she is crazy after all, right?) and as Newgate digs further into the secrets of the asylum, he uncovers a conspiracy that involves Michael Caine locked up in the basement – never a good sign.
But even Michael Caine can’t seem to figure out what kind of movie he’s in. The usually spot-on actor gives a stifled performance, as does nearly everyone else except Kingsley, who maintains a menacing persona throughout. Regardless of his great work in the film, it’s this see-sawing between melodrama and chiller that makes Stonehearst Asylum feel like a schizo film unsure what it’s trying to be. The atmosphere is fantastic, no doubt about that. It’s established early on and Anderson does a great job preserving it, but hot damn the story drags like a donkey with Lou Ferrigno on its back. Newgate uncovers the asylum’s dirty secret fairly early on, but the ball doesn’t really get rolling for a at least another 30 minutes. It’s not even padded out with anything particularly interesting. I’m all for a slow-burn as long as the fuse is burning along a compelling plotline.
I really like Brad Anderson’s films (hell, I even dug The Call), so Stonehearst Asylum is a painful disappointment. It could’ve benefited from some tighter editing and a stronger focus on tone. The performances are solid enough to give the movie a one-view pass, but ultimately it’s a forgettable film.
Bloody-Disgusting has teamed up with experimental act The Marshmallow Ghosts to bring you the exclusive premiere of their track “Pulling The Rivers Teeth”, which comes from their upcoming 7″ Corpse Reviver No 1, Vol 1 (pre-order here). The track is a slow burner, with shoegaze elements and lovely yet haunting melodies.
The limited 7″ is a 24 page storybook with colored vinyl. It is limited to 250 copies and ships on October 28th.
The band will be performing tomorrow night at the Lit Lounge in New York, NY alongside Creepoid, Dott, Cancers, and more. More details can be found here.
Our newest release (storybook w/ 7″) reminds us of kids on a dark-hearted sugar high. The sound is somewhere between optimistic adventure music and a sad slumber party. As always, our intention is to conjure the exhilaration that comes from feeling leaves crunch under the listeners’ feet as they run to or from the unknown. See you at Raven’s Grin Inn!
The film markets appear to be key in getting this new The Crow reboot off the ground, and with AFM approaching Relativity is taking a new approach.
Producer Ed Pressman (Wall Street, American Psycho) has revealed that The Crow remake’s long and bumpy road could finally be reaching an end, with production targeted to start next year, reports THR.
Pressman, who was in Abu Dhabi to attend the International Showbiz Expo and also to collect a lifetime achievement award from the festival, described The Crow as “the anti-Spider-Man.”
“It still has a big fan base even though it was so long ago,” he said. “But the generation today doesn’t even know The Crow.” A true statement, which sort of gives a reason to bring the awesome comic antihero back to life.
A string of actors have been linked to play the iconic role made famous by the late Brandon Lee — who died in the making of the first film — with Dracula Untold’s Luke Evans the current favorite.
While Pressman said that nothing regarding casting was confirmed at this stage, we know here at Bloody Disgusting that the film is being shopped at the upcoming American Film Market with Evans attached.
The 1994 adaptation starred Brandon Lee as a man brutally murdered who comes back to life as an undead avenger of his and his fiancée’s murder.
Another day means another episode in our 13 Days of Horror series. Tonight I’m playing a new demo for the surreal indie horror game Grave, which is slated to release on PC and Xbox One at some point in the hopefully near future. Aside from being an unusual, almost dream-like experience, Grave is also one of a growing number of crowdfunded horror games. Its Kickstarter campaign raised an impressive $37,622 on Kickstarter back in April, just a few grand short of its first stretch goal which would’ve also brought the game to PS4.
The demo I’m playing in the video below is available now for the game’s Kickstarter backers. If that doesn’t include you, feel free to live vicariously through me as I kick hordes of monster bum with only a flashlight.
Don’t forget to subscribe to our YouTube channel so you don’t miss a video!
I’ve known for awhile now that Outlast developer Red Barrels had begun working on a mystery horror game, seemingly immediately after wrapping up Outlast: Whistleblower. I didn’t know what it was until today, but that didn’t make the wait to share this exciting bit of news with all of you any less excruciating.
Outlast is one of my new favorite horror games, and at some point in the future it will get a sequel. We won’t know much about it until development is a little further along, so until then we’ll have to make due with the few precious details Red Barrels co-founder Philippe Morin was able to share with me for this exclusive reveal.
BD: Between the release of Outlast and its Whistleblower expansion, it’s been an exciting year for Red Barrels. You’ve left an indelible mark on the horror genre and made an impressive debut for such a new studio. What did it feel like being able to wrap up the story of Mount Massive Asylum?
We always intended to do a DLC for Outlast. It made sense production-wise to do it, because the programmers would be busy working on the PS4 and XB1 ports, so we couldn’t jump on a new project right away. Right from the start, we had a few ideas of what the DLC could be, but it was only a few weeks after shipping the game on PC that we decided exactly what we were going to do.
We took some time to gather all the feedback we could find and decided that the DLC needed to start before the events of Outlast, but end after them. For Outlast, we always wanted a dramatic ending, but we wanted something different for Whistleblower. Although both games have a different protagonists, we approached it as if it was one journey, because after all, it’s more about the player.
Some of us spent 3 years inside that Asylum. We started working on our trailer to help us find the money back in February 2011 and we shipped the game on XB1 back in June 2014, so the ending of Whistleblower meant a lot to us and we wanted players to share those emotions.
BD: Did anyone on the team need therapy (or at the very least, a well-deserved vacation) after it released?
Making the game was our therapy! We had fun coming up with ideas and situations we knew could be disgusting, scary or provocative. We’re in the business to deliver emotions and we like the idea of going places where others don’t go. That’s part of the advantages of being a small independent studio, we don’t have to worry about diluting the experience to please a wider audience.
BD: Outlast spread like wildfire online. Its gorgeous visuals, jump scares and streamlined mechanics made it the perfect kind of game to play through on video sites like YouTube. Was designing a horror game that’s as fun to play as it is to watch others play it a goal early on, or was it a happy accident?
I have to be honest and say it was a happy accident.
When we started production, we were not really familiar with the whole YouTubers phenomenon. But we quickly realized the opportunity it represented and we decided to take full advantage of it. Our budget was tight and we didn’t have a lot of money for marketing. So, YouTubers were a great help and we thank them. So far, Outlast has been downloaded by more than 3 million people across all platforms and YouTubers have played a big part in its success.
And, it was also a way for us to get useful feedback because we could see when and how people reacted to the events in the game.
BD: I’m sure the Murkoff Corporation has plenty evil left in them to warrant a sequel; are you interested in returning to the series down the road, or is its fate undecided?
We based Murkoff on some of the big corporations founded in the late 19th century or early 20th century. A lot of these companies made their money drilling for oil and then eventually became so powerful they could expend their activities to a lot of other areas, including scientific or medical research. These corporations have become so powerful, that it’s unthinkable to get rid of them these days. Governments come and go, but these entities are like immortals.
BD: I could happily chat about Outlast all day, but the world wants to know: what’s next for Red Barrels? What can you tell us about your next game?
It’s important for us to be passionate about whatever we’re working on, because we believe it’s the only way to achieve quality.
After shipping the XB1 version of Outlast, we took some time to analyze our situation and we quickly realized we had at least another horror game in us.
So, yes, we are working on Outlast 2.
The game will be a survival horror experience and it will take place in the same universe as Outlast, but it will have different characters and a different setting. We might go back to Mount Massive Asylum one day, but for now we have new ideas and themes we’d like to explore and we think we’re cooking up something special.
We’re still a small indie studio (12 people), so we’ll need a little bit of time to ship our next game, but hopefully it will be worth it.
BD: Outlast set the bar pretty high for the future of the series; how are you planning on surpassing it?
We really want to keep on improving our craft, but ultimately we’ll approach things the same way we did with the first game, which was to make a game we’re scared to play ourselves and trust our instinct.
BD: Will Outlast 2 tie into the events at Mount Massive in any way, or is this story going to be totally different?
Part of the fun of playing a horror game is the sense of discovery and progressively understanding “wtf” is going on. So, I’d rather not say too much at this point.
BD: Fair point! One of the things that really stood out to me about Outlast was its simple design. It didn’t waste time burdening players with complex mechanics or controls. Will Outlast 2 play like its predecessor, or are you taking a different approach with the sequel?
Our goal is still to give players first and foremost an emotional ride, so every design decision will be based on how it affects the experience and if it serves it.
BD: Is there a chance we’ll be able to defend ourselves from the monster(s) that hunt us this time, or will the emphasis again be on flight over fight?
Too soon to say. Part of the beauty of game development is its iterative process!
That’s all the details Red Barrels is prepared to divulge to us for now, but it’s enough to get me sufficiently excited for the future of one of the scariest video game series I’ve played in a long time. When they’re ready to give us a release window and/or an idea of which platforms Outlast 2 will come to, you can be sure I’ll share that here.
Huge thanks to Philippe Morin for taking the time to chat with us!
If you missed our review of Outlast: Whistleblower, you can check that out below.
Magnet Releasing released a new TV Spot for our V/H/S: Viral, which is now on VOD platforms with a limited theatrical run slated for November 21, 2014.
The new tape features segments directed by Marcel Sarmiento (Deadgirl, the incredible The ABCs of Death segment “D Is for Dogfight”), Nacho Vigalondo (Timecrimes, Extraterrestrial), Gregg Bishop (The Other Side, Dance of the Dead), as well as Justin Benson and Aaron Moorhead (Resolution, Spring).
“A police chase after a deranged ice cream truck has captivated the attention of the greater Los Angeles area. Dozens of fame—obsessed teens flock to the streets with their video cameras and camera phones, hell—bent on capturing the next viral video. But there is something far more sinister occurring in the streets of L.A. than a simple police chase. A resounding effect is created onto all those obsessed with capturing salacious footage for no other purpose than to amuse or titillate. Soon the discovery becomes that they themselves are the stars of the next video, one where they face their own death.”
Patrick Lawrie, Emmy Argo, Heather Hayes, Jessica Luza, John Curran, Justin Welborn, Mary Ralston, Michael Aaron Milligan, Gustavo Salmerón, Marian Álvarez, Xavi Daura, Esteban Navarro, Nick Blanco, Chase Newton, Shane Bradey and Jayden Robison star.
Marcel Sarmiento, TJ Cimfel, Dave White, Gregg Bishop, Nacho Vigalondo, Justin Benson and Aaron Moorehead wrote the screenplays.
Yesterday we shared the UK trailer and sort of joked that it wasn’t real, because, well, it wasn’t. Thank God it was just a UK tease because this new U.S. trailer The Woman In Black 2: Angel of Death, the sequel to the hit 2012 haunted house film that starred Daniel Radcliffe, is filled with awesome new footage.
The fright sequel, directed by Tom Harper and stars Jeremy Irvine and Helen McCroy, takes place in the same house 40 years later when a group of children who are evacuated from London during World War II come to stay and awaken the house’s darkest inhabitants.
It opens in theaters January 30, 2015.
“As bombs rain down on London during the Blitz of World War II, a group of school children are evacuated with Eve, their young and beautiful schoolteacher, to the safety of the English countryside. Taken to an old and empty estate, cut-off by a causeway from the mainland, they are left at Eel Marsh House.
One by one the children begin acting strangely and Eve, with the help of local military commander Harry, discovers that the group has awoken a dark force even more terrifying and evil than the city’s air raids. Eve must now confront her own demons to save the children and survive the Woman in Black.”
Now that Universal’s Dracula Untold was a monster success (see what I did there?), the studio is moving forward with their planned Avengers-style reboot of their Universal Monsters franchise with films focused on Dracula, Frankenstein, The Invisible Man, Wolf Man, and, of course, The Mummy.
Superhero Movie News allegedly landed the screenplay for the new The Mummy, which is to be helmed by Alex Kurtzman for release in 2016. For whatever reason they chose not to share anything but the opening sequence, which to me sounds bland, generic and lazy. Here, take a look…
“The story follows Navy Seal Tyler Colt and his mission in the Iraqi desert to find a group of terrorists hiding out in a bunker. To him and his teams surprise the terrorists within the bunker turn out be nothing more then some grave robbers who have all magically died. Upon entering the bunker Tyler and his team also succumb to some mystical forces out of their control. They soon realize the bunker they have infiltrated is actually a centuries old tomb.
Mayhem erupts as all the Navy seal members start turning on one another and are captivated by the forces within the tomb. Tyler is the only one to make it all the way deep within the tomb alive to find an Black Iron Sarcophagus. It’s marked with Egyptian symbols like the Ankh and Eye of Horus. Here Tyler is entranced by the forces to open up and release what is inside. But after placing his hand onto the sarcophagus he is immediately stabbed in the palm with a star shaped symbol. From then on his mind is cursed with visions of Ashurbanipal, King of Assyria…..The Mummy.”
So, when they arrive at this crypt, it’s already infested with supernatural forces, one of which persuades a character to open a black sarcophagus? That’s the big set up? That’s how The Mummy is unleashed back into the world? I mean, that’s about as lazy as Leatherface just picking up a chainsaw because “it was convenient.” Thank God this isn’t a confirmed shooting draft, although I’m not expecting much from any of these films after what Uni allowed on screen with Dracula Untold. WE are not their audience, clearly.
Other character’s the movie include archeologist Jenny Halsey, shady billionaire Lorenzo Montanari, and Malik leader of the Temple Brothers.
The Mummy reboot hits June 24th, 2016
In theaters and iTunes tomorrow, from Blair Witch director Eduardo Sanchez, Exists pits a group of twenty-somethings against the legendary Bigfoot.
“For five friends, it was a chance for a summer getaway— a weekend of camping in the Texas Big Thicket. But visions of a carefree vacation are shattered with an accident on a dark and desolate country road. In the wake of the accident, a bloodcurdling force of nature is unleashed—something not exactly human, but not completely animal— an urban legend come to terrifying life…and seeking murderous revenge.“
The film stars Chris Osborn, Dora Madison Burge, Roger Edwards, Samuel Davis, Denise Williamson and Brian Steele and is produced by Jane Fleming, Mark Ordesky, Robin Cowie and J. Andrew Jenkins.
See Bigfoot in this clip!
Opening in Select Theaters and On Demand on Friday, October 24, 2014
New York City at the AMC Empire 25
Los Angeles, CA at the AMC Burbank 8
Austin, TX at the Galaxy Theatres Highland 10
Chicago, IL at the AMC Country Club Hills 16
Dallas, TX at the AMC Mesquite 30
Denver, CO at the AMC Highlands Ranch 24
Houston, TX at the AMC Studio 30
Orlando, FL at the AMC Universal Cineplex 20
Philadelphia, PA at the AMC Cherry Hill 24
Phoenix, AZ at the AMC Arizona Center 24
Tampa, FL at the AMC Veterans 24
Baltimore, MD at the AMC Owings Mills 17
Think you’re a fan of Doom? Maybe you are, but your love is insignificant, embarrassing even, when compared to Jason Hite. The only proof you need is this incredible sculpture that’s essentially a shrine to Hite’s love for id Software’s iconic horror shooter franchise. It looks like it took a lifetime to make, with its obvious and very impressive attention to detail.
The project started small, with a few toys Hite painted and posed, before becoming the collage of fan-love you can see in all its high-res glory below.
The sculpture is currently on display in the Copro Nason Gallery in Santa Monica, California as a part of their “Roadside Attractions” exhibit. If you’re in the area, or willing to make the trip, this gruesome work of art will remain on display until November 8.
For more of Hite’s work, check out his gallery.
Indie developer Endnight Games has released two new updates this month for their open-world survival horror game The Forest, so if you’ve been looking for something scary to play in the days leading up to Halloween, you really can’t go wrong with this. The first update introduced a slew of new features, including a first pass at infinite weapon upgrading. Now your weapons can be improved using teeth, feathers and shards of glass.
They’re also experimenting with stealth mechanics, in case you’d prefer not to turn dozens of tribes-children into orphans. Bushes can now be used as hiding spots, or if there isn’t any foliage nearby, mud can be used as temporary camouflage. For those of you who are looking to go full Rambo, you can cover yourself in mud and sneak up behind unsuspecting tribes-people for stealth kills.
Full list of changes below!
Version 0.08 Changelog:
First pass at infinite weapon upgrading! use collected items to upgrade your weapons. Use teeth, feathers and glass shards to improve weapon speed and damage.
First pass at Cloth/fire upgrading system added – add cloth to your weapons and set them alight
Stealth gameplay! Lowered vision range on enemies and gave them a smaller cone of vision.
Bushes will now hide player from enemy vision when crouched!
Player now less visible to enemies at night – unless lighter is out, making him more visible.
Covered in Mud will now correctly conceal player making him harder to spot by enemies.
Lowered range that enemies can hear player when walking/running
Stealth kills added! If player attacks an enemy from behind with rock or axe type weapon and enemy is unaware of player it will be an instant kill
Enemies will bash away bushes looking for player when hidden from them
New cave explorer model added to cave (hanging)
New cave explorer model added (crushed)
Better death theme (less grating)
High detailed plane doors added
Better looking log held model
Improved building memory usage
Improved HUD memory usage
Heads can now be cooked on fires to create skulls
New pick up item added: Skull
New craftable item : Club (skull plus stick)
You can now pick up and use enemy clubs
Picking up items in quick succession will now display a number for how many were collected
All collected items now have message appear
Improved previous weapon switching system to be more reliable
New buildable item: Chalet Style Treehouse
New buildable item: Meat drying rack
New buildable item: Bonfire
New buildable item: WalkWay
New buildable item: Small animal trap!!
New buildable item: Gazebo
New buildable item: Defensive spike barrier
New art for body stumps (decapitated head, leg, arms)
Cannibals eating dead bodies now takes longer
Chicory and coneflower plants are now collectable
New Craftable item: Energy mix (chicory plus coneflower)
Eating Coneflower will restore a small amount of health
Eating Chicory will restore a small amount of energy
Raccoon group behaviours added
New raccoon animations added, walk, trot, improved idling, overall raccoon animation speed increased
New craftable item: Headbomb (head plus bomb)
Fixed door on medium cabin
New animal added: Deer! Deer will turn towards approaching player, eat grass, run away from player and more
New crafted axe model
Crafted axe now requires rope to build (Rock,Stick, Rope)
Improved motion blur quality,stability and memory usage
Fur! Raccoons and rabbits now have fur shading
Improved look of lizard armour
Improved bird reactions to player, should fly away when you approach
Increased fog ranges
Reduced clipping of player arm in body when looking down at self
Removed deeper cave dead positions. Waking up in cave will now always be reasonably close to surface
New detailed rope model added, along with new curled rope pick up prefab
Tweaked pacing of daytime enemies
Less blue enemies in upper parts of caves
New lizard skin inventory model (replacing scaled lizard mesh)
New inventory item : Tree sap! can be collected from trees, can be used in weapon upgrading/crafting
New tooth model and texture
Improved pickup system. Will now pick up closest item you are looking at
Increased chance of meds and torches in suitcases, lowered chance of tennis balls.
Improved look of alpha selected items in inventory(feather, herbs)
Torch now displays amount of charge left in inventory tooltip
Inventory herb models replaced with more realistic versions
Fixed issue where weapons would swing a second time if you clicked again during early part of swing
Randomized size of animals
Cave lakes, collision,lighting and layout improvements
Added more randomness to plane crash possible locations
Flashlight no longer auto equips on pick up, needs to be manually selected from inventory
You can no longer pick up rabbits, you need to catch them in trap first.