Welcome back, Wastelanders!
This week, we're taking our first dive into the venerable (and batshit-bonkers) pastapocalypse genre.
In case you've never heard the term, pastapocalypse films were low-budget Italian b-movies, specifically aimed to cash in on the runaway international success of Mad Max. Studios churned them out by the dozen, often mixing in elements of other popular genre films. Sometimes the results were surprisingly good, as with Enzo G. Castellari's Escape From the Bronx or the half-genuinely-awesome Raiders of Atlantis.
Today's entry is not one of those films.
Wastelanders, I owe you all a preliminary apology for this one.
Welcome to Bruno Mattei's 1984 scholck-stravaganza, Rats: Night of Terror. Spoilers ahead.
The movie opens with a text crawl and voice over, along with grainy stock footage of a desert. And right away we're off to a bang-up start, as the movie manages to turn less than a minute of exposition into a painful slog. I'm quoting it here in its entirety, gratuitous ellipses and all:
"In the Christian Year, 2015, the insensitivity of man finally triumphs and hundreds of atomic bombs devastate all five continents...
Terrified by the slaughter and destruction the few survivors of the disaster seek refuge under the ground...
From that moment begins an era that will come to be called "After the bomb," the period of the second human race...
A century later several men, dissatisfied with the system imposed on them by the new humanity, choose to revolt and live on the surface of the Earth as their ancestors did...
So, yet another race begins, that of the new primitives...
The two communities have no contact for a long period. The people still living below ground are sophisticated and despise the primitives, regarding them as savages...
This story begins on the surface of the Earth in the Year 225 A.B. (After the bomb)..."
Leaving aside the fact that two whole continents appear to have been obliterated before the 2015 atomic war, the stage is now set. We can jump right into a rip-roaring, nail-biting, edge of the seat--
Umm, credit sequence?
An upbeat synth-rock score kicks in as our heroes, a gang of truck and motorcycle-mounted "new primitives," casually joyride across the wasteland. Scary, jagged-edged letters flash across the screen, offering the only reassurance this isn't a movie about a team of plucky, down-on-their-luck dune racers.
The music winds down just as our heroes come to an abandoned village. They cut the engines, dismount, and select a random building to explore.
That building turns out to be a bar, one containing a nest of rats and a large store of food. As the bikers are celebrating their discovery, one of the women wanders to a nearby bed. The large, human-shaped lump underneath cover—which no one else apparently noticed at all—is moving.
She pulls back the covers to reveal a swarm of rats chewing on a bloody corpse. She then proceeds to respond exactly the way a tough, hardened survivor of the post atomic wasteland would respond.
Her scream brings the others over. The women naturally join in on the screaming, and the men stand there looking like the director forgot to give them any guidance whatsoever.
After a good twenty seconds of uninterrupted screaming—I'm not exaggerating, I went back and fucking timed it—their leader, Kurt, yells at everyone to stop it. Assessing the corpse, he comes to the conclusion that someone came here before the bikers, fought for control of the supplies, and was murdered. A genius observation undercut only by the massive pile of untouched supplies less than ten feet away.
The bikers then decide to explore the rest of the building, finding more rats, a few more corpses, and a basement grow house with a functioning water purifier. They also find what appears to be a master control panel and computer, although they don't know what it is or what it's for. The gang's resident "genius," Video, manages to turn it on mostly by accident. Causing the words TOTAL ELIMINATION GROUP to flash on screen.
Rather than taking this an an ominous warning, the bikers decide it's just referring to the dead bodies they already found. After all, what further danger could there possibly be in a corpse-strewn hideout loaded with suspiciously untouched supplies?
Hauling the bodes outside, Kurt torches them with a flamethrower. The bikers then settle in for a night in the communal sleeping area. Everyone has a bed except Lucifer and Lilith, who are loudly and passionately sharing a sleeping bag. Kurt eventually gets annoyed enough to send them out to the building's disused kitchen.
Once there, Lucifer and Lilith finish their tryst, but Lucifer storms off angrily when Lilith refuses him a second go-round. While Lucifer drinks in the bar, Lilith zips herself back up in the sleeping bag.
At the same time, another of the bikers, Noah, is studying the grow room in the basement. He realizes the rats are getting into the water purifier. He tries to get them out before they can infect the clean water. Just then, a literal rain of rats drops onto him from above. He screams his head off, but either nobody hears him or nobody cares.
Meanwhile, Lucifer ends up drunk and stumbling around in the street. He falls part-way through an open manhole cover while chasing his dropped liquor bottle, but manages to catch himself against the ladder.
But before he can climb out, a literal rain of rats hits Lucifer in the stomach, pouring off of what I presume must be the second floor of the nearest building. No indication is given for how they leaped all the way to the middle of the street, mind you, but fuck it. Rain of rats it is. Lucifer falls the rest of the way down into the manhole, and gets eaten.
Back inside, a sole, solitary rat chews its way into the sleeping bag alongside Lilith. She feels the teeth chewing on her, and frantically tries to escape the confines of the bag. But the zipper is stuck.
Yes, Wastelanders. You read that right. "Trapped in an already ripped sleeping bag" is actually a plot point in this movie.
Springing from their beds at the sound of Lilith's screams—because fuck Noah, apparently—the bikers grab their weapons and dash to the next room. But by the time they get there, it's too late. Lilith is dead, and that single rat from her sleeping bag is now crawling out of her open mouth.
Sadly, the shock barely has time to register over the sounds of the women-bikers' screams. Noah stumbles out of the darkness, covered in rats and bleeding profusely. Kurt responds by blasting him with the flamethrower.
Why? Because sometimes, leadership means torching an injured and terrified friend in front of all his buddies, damn it!
In short order, the surviving gang members realize the tires on their motorcycles have been chewed through, trapping them in the village. Kurt then decides the best thing is to go back into the building where two of their number have already been killed.
At this point Duke, another of the bikers, challenges Kurt's leadership. No one agrees to follow him, which is a shame, since he's the only one with the sense to realize that barricading themselves inside the rat infested building is a stupid idea.
Turns out it doesn't matter, though, since the bikers actually forget to barricade a fucking window. And as you might guess, a literal rain of rats spills through it to swarm over one of the women. The rest of the bikers manage to get them off her and escape into the sleeping room, but she's covered in bites. They realize they'll need to clean them or she'll get infected.
Kurt decides they need to get to the water reservoir in the basement. He also decides to leave Duke—the only member of the gang who's openly challenged his authority—to guard the women while the rest try to retrieve the water.
This goes about as well as you can imagine. Long story short, the water is polluted and useless, the rats swarm the bikers and take one of them down, and the survivors are forced to run for their lives. Naturally, Duke betrays them, refusing to open the locked door, and they're only saved by the quick thinking of Chocolate, one of the women that stayed behind with Duke. She actually manages to weaponize another female biker's reflexive, hysterical screaming by yelling "Look out, Myrna! A rat!"
I swear, folks. I've seen snuff films that hate women less than this movie does.
Anyway, Myrna's hysterical flailing and panicked screams manage to knock Duke out of the way, and Chocolate unlocks the door to save everyone. Myrna pleads with Kurt to spare Duke's life, which he does, despite the fact that Duke just attempted to murder half of the gang.
A short while after this bad decision, they hear a man's scream. They think it's Taurus, the man who didn't make it back from the failed water expedition. Kurt and the others go out in search of him, but find the adjacent room filled wall to wall with rats. They also see no sign of Taurus. Kurt begins to wonder if the rats are smart enough to try and trick them out into the open.
They decide to walk into the trap anyway, leaving Diana—the injured, feverish biker woman— behind. Kurt says she'll be safer alone, a statement in no way backed up by their experiences so far.
The rats let them get out to the main bar area, where the bikers find Taurus standing with his back facing them. Kurt spins him around, exposing Taurus' dead, bloody face. The women (of course) scream. Taurus falls over, and his body begins to bulge and swell. Then rats literally explode out of him, flying at the bikers through the air.
At this point, Myrna and Duke make a break for it, running for one of the trucks, which everyone suddenly remembers they have. At the sound of the engine cranking, the rest of the bikers give chase. A brief shootout erupts, and then a standoff, in which Duke holds Myrna and the truck hostage with a live grenade. It ends when the rats show up, causing Duke to drop the grenade, destroying the truck and blowing them both to pieces.
The survivors make their way back to the control room from earlier in the movie. On the way, they discover Diana, the girl who'd been rendered delirious by the rat bites. She'd regained enough of her lucidity to slit her own wrists. They don't have time to mourn her, though, because a literal rain of rats pours down the chimney.
Inside the control room, the bikers find Lilith's body, still wrapped up in her sleeping bag. The rats apparently dragged her in there, in a bid at psychological warfare. Note that this also suggests the room is neither secure nor safe, but that fact doesn't seem to occur to any of the surviving bikers.
As they drag Lilith's corpse out of the room and lock the door, Chocolate finds a recording device they didn't see last time. They get it to play, and listen to the last recording of a scientist engaged in something called "Operation Return to Light.
According to the scientist, the entire expedition is dead, wiped out by the rats. He says the rats were once underground dwellers, pushed to the surface as men migrated underground to escape the nuclear war. The rats survived on the Earth's surface, mutating, growing stronger and more intelligent, eventually taking mankind's place.
The scientist warns anyone who finds the recording that their only hope is to stay in the control room, and wait for the rescue team from someplace called Delta 2. The bikers realize there are still other people like them under the Earth, and that there just might be some hope left.
Just then, the rats begin to break through. Kurt tells Chocolate and Video to barricade themselves behind the computer console. He and Deus, the other surviving biker, will try and hold the door.
At the same time, a group of silent, mysterious men in yellow contamination suits emerge from the sewer tunnels. They begin methodically sweeping the streets and spraying poison gas.
Back at the control room, the door finally gives way. A literal rain of rats falls on Deus and Kurt, and as Chocolate and Video watch, both men are devoured. Chocolate begs Video to kill her. Before he can do it, the rats begin to leave. Video realizes there is gas coming in through the door. He quickly puts two and two together, realizing the men from Delta 2 must have arrived to rescue the dead scientists.
They make their way to the street, passing out from the fumes, but rapidly coming to with the men in the contamination suits surrounding them. As Video and Chocolate are thanking them, the one in the lead removes his mask, revealing the face of a giant, mutated rat.
It's an Italian horror film. Even money says they spent more of the budget on gore effects than they did on things like "safety rigging" and "standby medical personnel" for the stunt sequences.
Plenty of rat-chewed corpses get graphic close-ups, and there are two sequences involving rats ripping their way out of dead bodies—once with explosive results.
On that note, a special call-out has to be made here. While nothing as graphic as Cannibal Holocaust's infamous "tortoise scene" occurs here, some of the shots will leave animal lovers unsettled. Mattei wasn't shy about throwing live rats at his screaming, thrashing actors, or keeping them near his flaming stuntmen.
I didn't pick out any obvious injuries or deaths among the film's furry costars. But consider yourselves forewarned.
Man's Civilization Cast in Ruins -
For a micro-budget pastapocalypse movie, Rats: Night of Terror actually makes a respectable showing here. Yeah, the abandoned village is in suspiciously good shape. But it's suitably moody and atmospheric. Mattei manages to make it feel abandoned.
Credit where it's due. In a movie that does so much wrong, the set design stands out as something it manages to get right.
Dystopian Survivor Society -
None in evidence. In fact, the recording from the dead Delta 2 scientist is the only evidence of any kind of society, dystopian or otherwise.
Of the film's many weaknesses, this might be the biggest. Without any rival groups of humans to fight, there's frustratingly little for our mostly interchangeable bikers to struggle against. The movie is trapped into trying to paint the rats as a formidable and fearsome threat.
Unfortunately, this has the side-effect of making the bikers look like complete idiots.
I suppose some drama could have been milked from showcasing their struggle to find supplies, but that ship sails in the second or third sequence, when they find a giant stash of food, a functioning greenhouse, and a nearly-endless supply of purified water.
Futuristic Bloodsports -
None, but I can't really say the film suffers for it. It's a simple survival tale, with a tight focus on a single gang of rovers. Sports, bloody or otherwise, would have made the story meander worse than it already does.
On the other hand, maybe a little athletic activity would have helped these guys, considering one of them died of "not being able to open a sleeping bag."
Barbarian Hordes -
The main characters, at least according to the lore the film shovels onto us in the opening crawl.
If so, then good news! The apocalypse of Rats: Night of Terror must not be so bad. Any atomic wasteland these guys could survive has to be pretty much devoid of any real dangers.
Kurt's biker gang is the sorriest bunch of barbarians to ever pillage a wasteland. Their juvenile banter and vapid characterization makes them come across more like a roving band of detention hall middle schoolers than a group of hardened survivors. They display all the survival instincts of a Hell-bound snowball, splitting up and wandering off alone at regular intervals, leaving their transportation and weapons out in the street, and not bothering to post any sentries while the rest of them sleep.
Also, they manage to get outwitted and overpowered by a pack of semi-intelligent rats.
Badass Warrior Women -
You'd think a movie featuring four punked-out post apocalyptic nomad women would have at least one tough enough to earn a nod here.
Wastelanders, you'd be wrong.
All of the women in this movie spend their time screaming at the sight of the rats, freezing in panic, and waiting for the barely-competent men to save them. It might not be so jarring if I didn't just watch The Blood of Heroes. But man... Kidda and Big Cimber would break these girls in half.
Watch Thou For the Mutant -
The "regular" rats are the example with the most screen time, being the product of nuclear radiation. But the prize here goes the ridiculous, giant human/rat-things from the ending scene. I don't normally like to repeat myself with screencaps, but seriously...
Just look at this fuckin' thing:
What can I even say about this movie? It almost feels like a cheat to say Rats: Night of Terror defies analysis, but damn if I'm not tempted.
George A. Romero is as obvious an influence here as George Miller. Rats could almost be seen as Mad Max meets Night of the Living Dead, featuring the least intimidating bikers culled from Dawn of the Dead's b-roll footage.
As far as antagonists go, the rats just aren't intimidating. This is doubly true of the Mutant Rat Man at the end. Rather than a snarling, terrifying monster, it looks like the lovable host of a PBS children's show. When your big monster reveal would be more at home on Reading Time With Randy Rat than in an atomic wasteland, you messed up big.
On that note, the "twist" ending makes no sense.
Moments before the big reveal, Video asks the Mutant Rat Men if they're from Delta 2. The lead Mutant Rat Man nods his head. The implication is that the scientist on the recording was also a Mutant Rat Man.
That more or less squares up with the opening crawl, which indicates there are two races of man, now. And the Mutant Rat Man scientists being attacked and devoured by the "regular" rats also makes sense, given the movie goes through great pains to remind us over and over again how territorial rats are. Repeated hints are dropped that rats can smell when an "outsider" rat enters their territory, and the scientist on the recording mentions the rats only started attacking them when they removed their environmental protection suits.
But if that's the case, who the hell came in and poisoned the Mutant Rat Man scientists? The last lines on the recording are clearly "They're here! Their poison! Ah..."
So were the scientists on the recording supposed to be humans, then? Was the Mutant Rat Man just being an asshole when he indicated they came from Delta 2?
Whatever the intention, I'm pretty sure I'm giving this more thought than the writer or director did.
The Rad Rating:
Rats: Night of Terror just barely avoids the lowest possible rating. Some creepy atmosphere and set design are the film's only major saving graces. The action always moves, which is probably another point in its corner, all things considered. But the action is nonsensical at best, and highlights just how incompetent and useless the "heroes" are.
As such, stakes and tension are nonexistent. The only real tension you can milk out of this one is wondering if any of the rats were injured or killed in real life. And that's frankly the kind of "thrill" most viewers can do without. Myself included.
Bottom line, if you're in the mood for Italian b-movie awesomeness, there are plenty of other pastapocalypse films out there. Nearly all of them are more deserving of your time and attention than Rats: Night of Terror.
Give this one a miss, Wastelanders.
Until next time.
Welcome back, Wastelanders.
With the recent passing of legendary actor Rutger Hauer, I thought it only fitting to revisit his single greatest contribution to the post apocalyptic genre.
I'm talking about the largely forgotten 1989 cult classic, The Blood of Heroes, aka Salute of the Jugger.
The film opens on a desert vista, with a rough-looking group of wanderers approaching a small town. These wanderers are Juggers, players of a savage sport known only as The Game. At their head is veteran player Sallow (Hauer).
Excitement in the village mounts at the strangers' arrival. The local team of Juggers quickly assembles, prepared to play off against the newcomers. The rest of the villagers gather to watch. Among the observers is Kidda (Joan Chen), a talented and eager young player who apparently serves as part of her home team's second string.
The preparations for The Game commence. The players suit up, putting on armor and setting out the dog's skull that serves as the game's "ball." The locals set the goal stakes in the ground. They gather piles of counting stones to keep time with.
Once The Game begins, it's raw and brutal. Pretty soon one of the local players is broken and out of commission, and a player on Sallow's team named Dog Boy is playing with a badly injured leg.
Also in the exchange, Sallow's headgear is knocked off, exposing the tattoo on his face. The crowd is stunned. Sallow is (or was) a member of The League, the elite of the elite, the Juggers that play in the Nine Cities. What brought him out to the sparsely populated Dog Towns, they can only speculate.
With one of her home team's players out of The Game, it's Kidda's turn to shine. She suits up, taking her position as the team's "Quik." Her direct opposite is the injured Dog Boy. She begins taunting him before the round begins, saying she's going to break that leg.
The gong sounds, and immediately Kidda and Dog Boy are in a knock-down, drag-out fight over the skull. Kidda prevails, making good on her promise to break his leg. Then she takes the dog skull and makes a run for the goal stake. She nearly makes it, only getting stopped when Gar (Vincent D'Onofrio) and Sallow team up on her. Dog Boy gathers the skull, and drags himself to the home team's goal stake to win the game.
A night of drunken celebration later, and the Juggers are on the move again. Except now they have a follower.
Kidda, having tasted greatness against the traveling Juggers, decides she wants to be as good as the League Players. She follows at a distance, only approaching when they pause to let the limping Dog Boy catch up.
Kidda offers to take his place on the team, saying she's fast, she'll make a good Quik. Sallow rejects her at first. He says that Dog Boy will heal up soon enough, and tries to send her home. But she's still following a day later when Dog Boy admits he can't stand up anymore. The Juggers offer to bring him along, anyway, but he has too much pride to accept.
"No one carries the Dog Boy," he tells them. Respecting his wish, they leave him propped against a tree in the desert, with only his share of the food and water.
The next thing we see is an extended practice/tryout session, as Kidda works to earn her place. She gets knocked down. But she keeps getting up and trying harder. Sallow, deciding she's good enough to stay on, teams her up with the chain-wielding Gar, the team's "Giffer."
Soon the wandering Juggers enter another Dog Town, a village bigger than Kidda's. The ritual from before repeats as both teams square up and gear up. Then The Game begins, and Kidda has a chance to prove she's been paying attention.
Locked in another knock-down, drag-out brawl with the opposing team's Quik, Kidda is getting the worst of it, until she manages to climb onto her opponents back. She bites his ear off, forcing him to drop the dog skull. She scoops it up and makes a run for the goal stake. The team swoops in to protect her, and Kidda scores a victory.
Later, as the night's drunken celebration wears on, the team's surgeon Ghandi attends to Kidda's injuries. As he does, she asks about Sallow. How does a League Player end up out in the Dog Towns?
Ghandi begins to tell her the story: Sallow was apparently a rising star in the League, but young and foolish. He openly flaunted an illicit love affair with a lord's woman, which earned him an expulsion from the League and an exile from the Red City.
The story is interrupted by a drunk Sallow, who offers Kidda backhanded comments, criticizing her play style and saying she needs more practice, before he stumbles out into the night with a woman on each arm. This incenses Kidda, but Ghandi points out that he was actually complimenting her.
"He thinks you're very good," Ghandi says.
"That's not what he said," Kidda replies.
"That's what he meant."
Their talk then turns to the League, the Nine Cities, and the luxuries found there. Kidda's imagination—and her ambition—are stirred.
The film follows this with a montage of Dog Towns, matches, and drunken nights. The team wins every game they play, but the victories are always hard fought. Through all of it, Kidda is getting closer to the team, and especially to Gar, who she takes as a lover.
One night, talking to Sallow after a Game, Kidda observes that the boys in the Dog Town don't look like they've eaten in six weeks. He remarks that they probably haven't.
"We live good, compared to most," he says.
Kidda, though, uses this talk of hunger to pry for details about the League, and the Cities. She asks if they're really as good as everyone says, and if the stories about the luxuries Ghandi told her about are true. He says they are.
The Juggers continue to move further north, and they continue to play and win. But the matches get tougher the farther they go, and eventually Sallow gets blinded in one eye. As Ghandi patches him up, the surgeon remarks that maybe its time for them to turn south again, to head back to the smaller Dog Towns.
The following day, as they're walking to their next destination, Kidda asks why they don't just head for the Red City. She's been talking with the others. She knows now that any team can issue a challenge to the League. That's how Sallow got noticed and accepted.
Sallow refuses, saying they wouldn't accept anyway. But that night in camp, he sits awake, thinking. Kidda's hunger and drive for glory remind him of who he used to be, and what he used to stand for.
Come morning, he's making his way to the Red City. After some debate, the rest of the team follows.
A while later, the Juggers join a procession of refugees and travelers outside a lonely, isolated elevator shaft. They're all waiting to be allowed entrance down into the city. While they wait, Gar asks Sallow if it's true that no League team has ever lost a Challenge. He asks sallow if he thinks they can do it.
"Win," Gar repeats. "Or at least go 100 stones three times. That would be just as good, 300 stones. Tie."
Sallow says nothing, and Gar asks how many stones Sallow went back when he made his Challenge.
Sallow tells him they only went 26.
Gar is shocked. He asks how Sallow could possibly have been allowed into the League after a game like that. Sallow flashes a haunted smile.
"We were the only ones to ever last that long," he says. "Two of us were still standing. It was a good Game. We played very well."
Eventually, the elevator shaft opens, and the Juggers are permitted to take the long ride down into the underground City. Once there, the team goes to get food from a street vendor, while Sallow and Kidda go to watch one of the League Games.
At the sight of it, though, Kidda begins to have second thoughts. The Game is faster, more intense, and more brutal here than she ever imagined.
After the Game, Sallow and Kidda watch the winning players leave the field. The city's lords and ladies stand by the exit ramp, greeting and fawning over the victorious Juggers. While they do, Sallow's gaze drifts to one lord in particular. From there, it rests longingly on the lady by his side. They're obviously the ones from Ghandi's story, the object of Sallow's illicit affair and the lord behind his subsequent exile.
Kidda notices, but she makes no comment, allowing him his private memories.
Then Sallow spots an old colleague of his, a League Jugger named Gonzo. He approaches Gonzo at the end of the ramp, far from the city's elites. He asks about a Challenge match. But Gonzo says the League will never accept. At least not with Sallow on the team.
As they're leaving, Kidda tells Sallow she doesn't want to go through with the Challenge anymore. He asks if she's scared. She says yes. She says she doesn't want the League's attention anymore.
Sallow tells her he wants it.
In the very next scene, the Juggers appear before the League officials. For consideration, they present all the dog skulls they've collected as trophies in their wanderings. While they wait for the officials to give word, Sallow tries to stand near the back, unobtrusively. But the same lord from earlier, the one behind his exile, recognizes him. He wanders from official to official, whispering in their ears.
At last, the chairman announces they will deliberate before making a decision.
At a dining hall, the team sits around, dejected. They suspect that in not being accepted right away, they've been turned down. They saw how the officials looked at Sallow. They know if they're denied, it's his fault, an opinion Gar states out loud.
Both Sallow and Kidda leave to wander the city, eventually winding up in the Red City's ghetto. As Sallow offers to pay for two beds in a flop house, Kidda tells him to just pay for one.
As Kidda and Sallow spend the night together, the action cuts to Gonzo. The League Jugger is dressed in silk finery, enjoying a dinner party thrown by the city's elite. There, he's approached by the same lord seen whispering to the League officials earlier, Lord Vile.
Vile tells Gonzo that at his personal insistence, the challenge from Sallow's team has been accepted. Also at his request, Gonzo will be playing against them. He then instructs Gonzo to put out Sallow's good eye and break his legs when The Game commences.
Gonzo is practically dumbstruck. "You want me to damage him on purpose?"
Vile gives him a cold look. "I insist."
The next day is the day of the Challenge. In the audience stands above the arena, Lord Vile arrives with his lover in tow. Without telling her, he's brought her here to watch as Sallow is broken and humiliated.
On the arena floor, Kidda eyes the opposing Juggers. She talks to Sallow about her fears. She says she was never afraid in any of the other games, because before now, she never imagined it was possible to lose. She always expected to win.
"Then win," Sallow tells her.
On the opposing side, Gonzo tells one of his teammates to pin Sallow and hold him for the remainder of the round. Despite Vile's instructions, he intends to protect his old friend by any means possible.
The Game begins. In short order, Sallow is pinned. One of his other team members, Big Cimber, is down and badly injured.
But Kidda manages to keep the opposing team's Quik from making a goal, running out all 100 counting stones in the first round. It's an unprecedented achievement, and news of it spreads around the Red City as spectators flock to the arena.
During the intermission, team surgeon Ghandi is forced to take Big Cimber's place. The Red City's team gets fresh replacements. Lord Vile berates Gonzo for failing to carry out his instructions.
The second round begins. Sallow takes Gonzo head on. Kidda battles her rival tooth and nail. It's all-in for the entire team, and soon Sallow gains the upper hand on his old friend. He pummels the League Jugger into submission, then he slowly removes his helmet and locks eyes with Lord Vile.
At the same time, Kidda wrests the dog skull from the opposing team's Quik, beating him into unconsciousness. But Sallow stops her from running to the goal stake. He gestures around the arena. To a man, their team has the Red City Juggers down, pinned and defeated.
There's no one left to oppose her.
"Walk," Sallow tells her. "Slowly."
To the sounds of the roaring crowd, Kidda triumphantly strides up to the stake, placing the skull on it. For the first time in the history of The Game, a challenger has beaten a League team.
Plenty of it, and hallelujah to the b-movie gods for that!
While the bloodshed is entirely confined to the playing fields of The Game, a significant amount of the film's runtime is dedicated to it. We get bone-crunching, eye-gouging, skin-ripping action every time the Juggers take the field.
When it comes to violence, The Blood of Heroes lives up to its title.
Man's Civilization Cast in Ruins -
Probably one of the most restrained cases in the entire genre. Arguably, it's also one of the best.
A lesser film would have labored to show the Juggers wandering past the blasted out remains of a city. But The Blood of Heroes doesn't go for such an easy or extraneous shot. Instead, it hints at the ruined state of things by carefully selecting the pieces of the old world the wandering Juggers carry with them.
Ghandi lugs around an old dresser full of his medical supplies, wearing it like an oversized backpack. The Juggers' armor is piecemeal, with most of it being made of old tires or chains.
But the single most striking example is the chess set made of sockets. It's a wonderfully understated piece of world-building, one almost bordering on genius: the competitive, tactically-minded Juggers finding a use they understand for an old-world artifact they don't comprehend the original purpose of.
Is it as spectacular or visually stunning as a shattered Statue of Liberty?
But it brings the world of the film to life in a way that no amount of crumbling landmarks in the background ever could.
Dystopian Survivor Society -
The Red City is an underground hellhole where the aristocracy lives in luxury, the poor live in squalor, and the Juggers fight to entertain the masses.
Sure, it's a fairly standard set-up. But with the story's tight focus on the Juggers themselves—and especially on the parallel character arcs of Kidda and Sallow—the film really doesn't need to stretch here.
Less is sometimes more, and The Blood of Heroes gives us just enough to keep things moving.
Futuristic Bloodsports -
With apologies to Tina Turner and her Thunderdome, The Game featured in The Blood of Heroes is the greatest example of this trope in the entire genre.
It's basically a heavily armed variant of football, where the goal is to put a dog's skull on the opposing team's spike. Time is divided into three rounds, and kept by throwing piles of 100 stones at a metal gong. When the pile runs out, the round ends. One goal is all it takes to win.
Simple enough. But there's a hidden complexity beneath the surface. Each of the five named player positions has a fairly a defined role. Only the Quik gets to handle the dog skull. The chain-wielding Griffer acts as the Quik's blocker and backup. The Slash appears to be the offensive line, with the Back-Charge, and the Drive serving as the defense.
Once the game is on, anything goes, with biting, gouging, and leg-breaking all deemed acceptable moves. Sallow ends up blind in one eye. Dog Boy ends up crippled and left for dead.
But despite the game's brutality, there's a sense of honor and fair-play surrounding it. Gonzo says it best, when defying Lord Vile's instructions to intentionally injure Sallow on the field.
"I've broken Juggers in half, smashed their bones, and left the ground behind me wet with their brains. I'd do anything to win. But I'd never hurt a soul for any reason but to put a dog's skull on a stake. And I never will."
Barbarian Hordes -
None, surprisingly enough. That said, The Blood of Heroes is the rare example of an apocalyptic movie that doesn't need them.
Aside from the Juggers themselves, nothing in the film's world building hints at any intertribal or inter-village rivalries. We see no war-bands, no weapons, and no guards or sentries of any kind, other than those at the Red City. Warfare is never even mentioned outside the pre-title card.
The assumption we're left with is that by some unspoken tradition, all war and conflict have been replaced by The Game.
It's a conceit that 100% works in the context of the story. One the movie pulls off by presenting it matter-of-factly, along with the rest of its premise.
Badass Warrior Women -
While Anna Katarina's battle scarred, boisterous, and fearless Big Cimber certainly deserves a nod, The Blood of Heroes' Badass Warrior Woman MVP is undoubtedly Kidda.
From the first frame she appears in, Kidda has the eye of the tiger. She makes good on her threat to break Dog Boy's leg in her initial game. In her first match as a member of Sallow's team, she bites the opposing Quik's ear off. She battles tooth and nail to help drive her team to victory after victory, culminating in the climactic Challenge match in the Red City.
Sure, Kidda might be small. But she's as tough as they come, and the movie forces her to prove it time and again.
Watch Thou For the Mutant -
None to speak of. Gonzo is probably the closest we get, but that's stretching the definition past its useful limits.
In fact, I'm only bringing him up here because of what he represents in the story.
While most apocalyptic films use the grotesque and the freakish as shorthand for the forces trying to tear down civilization, The Blood of Heroes does the reverse. Gonzo is actually this civilization's representative: an abnormally large Jugger with an exposed steel plate in his head. He's what Sallow could have been if he'd remained in the Red City, and an illustration of the "good life" Sallow was exiled from.
It's an interesting visual choice, especially when coupled with the almost Dantean elevator ride down into the Red City.
For one thing, it underscores that Sallow's exile may not have been an entirely bad thing. We see the Red City, the aristocracy, and the League, and we come away with the conclusion he was better off in the Dog Towns.
Sallow descends into a metaphorical hell in search of his redemption. Keeping with the Dantean metaphor, the Red City is Inferno rather than Paradiso. And Gonzo is one of its bloated, grinning devils.
The first thing that needs to be pointed out about The Blood of Heroes is how flat-out brilliant the concept is. It's a post-apocalyptic sports movie, equal parts Rocky and The Road Warrior. And while the set-up has the potential to be gimmicky, Writer/Director David Webb Peoples uses it to break new ground in the genre.
Where most apocalyptic stories feature characters focused on survival, The Blood of Heroes instead gives us characters primarily concerned with honor. That's a fresh enough take to be noteworthy on its own. But what's truly fascinating about that choice is what it implies about the movie's setting.
The Mad Max films and their imitators mostly portray a world falling into savagery. Bands of lawless nomads rape, murder, and pillage their way across the wastes in an endless struggle for limited resources. But The Blood of Heroes shows a world where the pendulum is just beginning to swing the other way, a world taking its very first steps away from barbarism. The celebrity status of the Juggers, the reverence everyone holds for The Game, and the unspoken but pointed absence of any other kind of violence all hint at a new and emerging order, an infant civilization crawling out of the ruins of the old.
It's the kind of story that rarely—if ever—gets told in this genre.
The second thing that needs to be said about The Blood of Heroes is that in terms of pure story, it's flawlessly constructed.
By maintaining a tight focus on the unknown but ambitious Kidda and the disgraced veteran Sallow, it seamlessly blends two opposite—but not opposed—character arcs, creating a larger and more powerful story in the process.
The film's biggest strength is the way it leverages the main characters' motivations. Kidda's hunger for glory is played perfectly against Sallow's desire for redemption. Most importantly, it avoids the easy trap of dropping them into a traditional Mentor/Pupil relationship, opting for a more nuanced approach.
While Kidda learns the ropes of The Game from Sallow, the aging Jugger sees a reflection of his own lost, youthful enthusiasm in her. It sparks a deep desire to go back and right a wrong committed against his pride.
By act three, both characters have a powerful, consuming need to play in the Red City. The Challenge match is more than just another Game to either of them. It's everything. Win or lose, they'll go down swinging.
And damn if we're not on the edges of our seats the entire time.
Ultimately, The Blood of Heroes is a film is about hope and heroism in a brutal, unforgiving world. Victories are short and fleeting, and they only happen when you make them happen.
But when they do, they're stuff of legends.
The Rad Rating:
The Blood of Heroes comes within reaching distance of the coveted Five Rad rating, but it falls just short of apocalyptic perfection.
The pace never flags for an instant. The action moves along smoothly without feeling rushed. The characters have ample time to grow and breathe. The film knows which moments are important to show us in full, and which ones can safely be summarized in an action montage.
Above all, The Blood of Heroes doesn't engage in hand-holding. It presents its characters and its world matter-of-factly. It trusts its audience enough not to pause and point out the obvious, allowing us to gather everything from the subtext, the dialogue, and the art direction.
Honestly, the film's only real flaws are the relatively wooden performances from the supporting cast, and its somewhat uninspired cinematography. Neither are grievous sins. But they're just glaring enough to prevent me from awarding a full Five Rads.
That said, The Blood of Heroes is a criminally underrated masterpiece of post apocalyptica. It deserves to be mentioned in the same breath as Mad Max and The Road Warrior when discussing the genre's all-time classics.
Until next time, Wastelanders!
So my most recent post created a little bit of a stir.
In case you missed it, I joined in on a debate between masculine culture writer Jared Trueheart, pulp sword and sorcery expert Morgan Holmes, and scholar Jason Ray Carney. I agreed with Jared and Morgan that sword and sorcery is a subset of the venerable Men's Adventure genre, and that it serves much the same purpose: delivering thills and chills to its primarily male audience.
To reiterate and clarify my position a little, I think that--like the post apocalyptic genre—S&S can do more, and can speak to universal human truths. But it absolutely must function as an exciting, thrilling S&S story first. Otherwise, its just an essay masquerading as a S&S tale.
Carney disagrees. He feels the primary purpose of the genre is to do more, and speak to those universal human truths.
One person who agrees with him was respected S&S writer David C. Smith.
On the incredibly off chance you're following this debate but are unfamiliar with him, Smith authored and co-authored several Robert E. Howard pastiches, including the six-volume Red Sonja series. He also created the well-regarded Oron series.
In a lengthy comment on my post, Smith offered insight into the publishing industry of the 1980's, shifting markets, and the work of writers intentionally pushing the genre's boundaries.
Despite Smith coming down against my position, I don't see that many of his observations actually refute it. In fact, Smith's point about "masculine-oriented S&S" gradually giving way to epic fantasy and YA fiction just reinforces the idea of the genre being primarily written for and marketed to men.
But his main argument—one contradicting the point referenced above—is that nobody is trying to get rid of the old-school masculine fiction. In his own words:
"And why be so threatened by an intellectual such as Jason Carney who wishes to discuss the gender boundaries of a genre when such new fiction is included with, but does not replace, the old-school masculine fiction?"
"No one wants to take away the 'visceral' fiction, as Daniel Davis calls it."
"Why are you so hung up on this one specific image of masculinity? Would you prefer to keep all of the bookstore racks as they were in 1981? Can't you just relax and enjoy the wealth of masculine fiction that continues to be available? It's a fair question."
Leaving aside his attempt to frame me as somehow "threatened" by an opinion I simply voiced a disagreement with, Smith's right.
It is a fair question.
I just wonder if before he asked it, he'd heard the news that scriptwriter Phoebe Waller-Bridge is shaking up the iconic—and inarguably masculine—James Bond franchise by replacing 007 with a new female agent.
Quoting the article:
"Bond, of course, is sexually attracted to the new female 007 and tries his usual seduction tricks, but is baffled when they don't work on a brilliant, young black woman who basically rolls her eyes at him and has no interest in jumping into his bed. Well, certainly not at the beginning."
"This is a Bond for the modern era who will appeal to a younger generation while sticking true to what we all expect in a Bond film,' the source added. 'There are spectacular chase sequences and fights, and Bond is still Bond but he's having to learn to deal with the world of #MeToo."
"Waller-Bridge, who wrote the BBC comedy Fleabag and the female-led thriller Killing Eve, was recruited to ensure the 57-year-old franchise moved with the times. She said: 'There's been a lot of talk about whether or not Bond is relevant now because of who he is and the way he treats women. I think that's b******s. I think he's absolutely relevant now. [The franchise] has just got to grow. It has just got to evolve, and the important thing is that the film treats the women properly. He doesn't have to. He needs to be true to his character.'"
Reducing the cool, suave, and hyper-competent Bond to a man "baffled" by rejection? Replacing him with a brilliant young woman who simply rolls her eyes at him and displays no interest in jumping into his bed? Forcing him to confront his history of sexual harassment?
With apologies to Mr. Smith, that sounds an awful lot like "replacing the old-school masculine fiction" to me.
Ms. Waller-Bridge's comment is the one I find the most illuminating. In other words, she's saying Bond can be "true to his character," provided the movie takes pains to portray him as backwards and wrong.
Which brings me back to a point I made near the beginning of last week's post. Genre fiction doesn't have to apologize for what it is, or what audience it's trying to court. That's true whether we're talking about a suave secret agent, a savage barbarian, or a certain red haired she devil in a chainmail bikini.
Turning Bond into an apologetic, baffled parody of himself in hopes of pulling in a broader audience isn't going to work.
For starters, we've seen it already. And with respect to Ms. Waller-Bridge, it was funnier when Mike Meyers did it.
Welcome back, Wastelanders!
A little over a week ago, I took an in-depth look at a bona fide genre classic. As expected, Mad Max stood up well on The Rad Scale. This week, I'm applying those same standards to 1988's tongue-in-cheek "Rowdy" Roddy Piper vehicle, Hell Comes To Frogtown.
The results? Decidedly mixed.
A decade after a nuclear war, mankind is on the brink of extinction. 68% of the male population is dead. Fallout has rendered most of the survivors sterile. Birth rates are plummeting, even as both sides are struggling to rebuild and rearm.
"Rowdy" Roddy Piper is Sam Hell, a notorious criminal and serial woman-sexer.
Hell has left a string of pregnancies everywhere he's been, and according to the militarized fertility nurses at MedTech, he has the highest sperm count they've ever tested. MedTech's primary mission is, of course, to locate and impregnate fertile women in the blasted atomic wasteland.
And they're prepared to offer Sam Hell a full pardon for his crimes in exchange for his *ahem* services.
Hell, of course, agrees, reasoning that a life sexin' women is better than life in prison. He signs the papers, which include a clause declaring his manly parts "government property."
Before the ink is even dry, he's off on a rescue mission in the company of Nurse Spangle and her stoic, steely-eyed subordinate, Corporal Centinella. Their destination: Frogtown, a stronghold deep in mutant territory. According to intelligence sources, rebel "Greeners" originating in Frogtown have kidnapped a group fertile women and are holding them for ransom.
The Provisional Government wants Spangle to get the women out, and Hell to get the women pregnant.
And HOLY CRAP, I just now spotted the double entendre in the title!
Not even joking. I'm actually kind of embarrassed. I was 13 the first time I saw this movie. But somehow, that joke flew over my head until I was 40.
To prevent Sam Hell from running out on his duty, the Provisional Government has fitted him with a special chastity belt. It monitors his physiosexual condition. It transmits his location at all times. It can deliver electric shocks on command. If he wanders too far from Nurse Spangle, it explodes. And it will also explode if anyone but her tries to remove it.
With their weapons in order and their "equipment" properly secured, our heroes set out into the wasteland, traveling in a pink ambulance with an M-60 machine gun mounted on top. Because damn it if this movie isn't just awesome when it wants to be.
Unfortunately, after this zany and promising set up, the movie meanders a bit. For a movie taking place in a mutant-infested atomic desert, the road to Frogtown is surprisingly uneventful.
Sam Hell tries to escape, which earns him a lesson in how his electronic chastity belt works. At camp the first night, Spangle poses seductively for him to "keep the subject in an excited state." Corporal Centinella tries to sleep with him, but they're interrupted by an obviously jealous Spangle. There's some bickering, an attempt by Hell to renegotiate his contract, and an encounter with an escaped hostage from Frogtown, culminating in Spangle once again posing seductively to excite Hell enough to do his job.
The above scenes serve mainly to pad out the runtime, and to demonstrate the rising attraction between Spangle and Hell. Eventually, though, the trio arrives at Frogtown. They halt the ambulance just outside in the hills, leaving Centinella on guard duty. Spangle and Hell infiltrate the rest of the way on foot, with Spangle posing as Hell's prisoner.
Once inside, they encounter an old friend of Sam's, a prospector named Loonie. As it turns out, Loonie discovered a pocket of uranium beneath Frogtown, which the frogs have been mining for profit. They also encounter the double agent they're supposed to rendezvous with, frog burlesque dancer Arabella.
At first, everything is going according to plan. That changes with the arrival of Bull, chief lieutenant to the rebel Greeners' leader, Commander Toty. Soon both Hell and Spangle are in captivity, with Hell chained up in Bull's private workshop/torture chamber, and Spangle in the palace's Harem.
Bull sets to the task of removing Sam's explosive chastity belt. He manages to get it off without triggering the bomb. It does off in his hand as he's examining it, however. The blast is enough to knock him senseless, and it buys Arabella just enough time to sneak in and free Hell from his chains.
Meanwhile, Spangle is forced to perform a ritual called "The Dance of the Three Snakes" for commander Toty. As she dances to the music in the throne room, the frog commander becomes visibly aroused, declaring that she's successfully awakened the "three snakes."
And yes, it's exactly as weird as it sounds.
Thankfully, before Toty can force himself on her, Hell kicks in the door, wielding a shotgun in each hand. He delivers the proper action movie quip of "Eat lead, froggies," just before mowing down the guards. Toty narrowly escapes by leaping up onto the overhead scaffolding.
Spangle and Hell then make a beeline for the harem, where they free the hostages and make a break for Centinella's waiting ambulance. A brief shootout follows, but the heroes peel out and hit the open road. Toty and his warriors give chase, riding in an armored, camouflaged car that has some kind of recoilless rifle attached.
Hell and the others almost make it, but they end up trapped in the rocks with their vehicle destroyed. Sam Hell is forced to fight Toty alone, eventually prevailing and knocking him off the edge of a cliff face.
The threats finally over, Spangle and Hell get into another bickering, heated argument. The argument quickly turns into the passionate kiss that's been building up since the two of them met, but Spangle tells him to hold his horses before he gets too excited.
After all. He still has a job to do.
Violence - Surprisingly little, and most of it confined to the third act. We have a couple of brief fight scenes. We have an even briefer shootout in Toty's throne room. The final chase contains some explosions and gunfire, and we get a climactic fight between Toty and Piper out in the desert. That final fight is almost the kind of knock-down, drag-out brawl you'd expect with a pro wrestler as the lead. But not quite.
Sadly, Hell Comes to Frogtown disappoints on the violence front.
Man's Civilization Cast in Ruins - Fairly standard for the genre. That said, it's delivered with confidence and competence. Directors Donald G. Jackson and R. J. Kizer lean heavily on some of the time-tested tricks of the apocalyptic film trade, but they make them work.
Wide desert vistas, a lonely toll both, and a few hastily erected signs marking the edge of the "Hostile Mutant Zone" provide a quick shorthand for the atomic wasteland. The Kaiser Steel Mill in Fontana, California stands in for Frogtown itself.
There's also the requisite opening narration describing a great war, played over stock footage of an atomic bomb test. But Jackson and Kizer play with the formula here, adding a welcome bit of deadpan snark to the narration. Not to mention a funny sight gag that sends up the iconic ending of Planet of the Apes.
Dystopian Survivor Society - Look, citizen. The Provisional Government is trying to stave off a population disaster. And if that means forcing a man to sign over control of his own penis and testicles, wiring them with an explosive device so they don't fall into "enemy hands," and driving him into the heart of mutant territory to impregnate a bunch of fertile women against his will, then by God, it's a small price to pay.
Futuristic Bloodsports - None. But they would have been better off including some, considering how long this film takes to finally get to the action.
Barbarian Hordes - Nada. Mankind apparently managed to avoid a complete descent into savagery after World War III. Of course, with the plummeting birth rates threatening to wipe out the war's survivors in a few generations, that descent probably isn't far off.
Badass Warrior Women - Nurse Spangle, played by Conan the Barbarian alum Sandahl Bergman. Trained in both combat and the "arts of seduction," Spangle is the rescue mission's fearless leader. In addition to taking down Commander Toty with a series of kicks to each of his "three snakes," Spangle completely flattens the frog sentries in the hallway without breaking a sweat.
Secondary mention goes to Corporal Centinella, who spends most of the film manning the ambulance's M-60 machine gun.
Watch Thou For the Mutant - And fuckin' how! Hell Comes to Frogtown is hands' down the mutie-est mutant extravaganza ever to grace the apocalyptic screen. Where other movies try to pass off extras with dried oatmeal on their faces as mutants, this one goes whole hog... er, frog.
Thats right, Wastelanders. We've got full-on, giant, anthropomorphic human/frog hybrids.
Jackson and Kizer wisely chose to spend the majority of the film's budget here, and it shows. Sure, most of the background frogs stay covered in stereotypical wasteland garb like trench coats, goggles, and dust scarves. But the "star" frog suits—reserved for major characters like Commander Toty and Bull—have articulated eyes, pulsating necks, and working mouths. They're honestly more impressive than anything in the original Teenage Mutant Ninja Turtles film, which would be made just a few years later for considerably more money.
I've gotta admit, "Roddy Piper Saves Humanity with His Dick," is a bold premise for a movie. The fact that Hell Comes to Frogtown works as well as it does is nothing short of miraculous.
With its central conceit of plunging fertility rates, weaponized sperm counts, and what amounts to forced stud work for central character Sam Hell, this film could have taken the obvious route of relying on gratuitous, graphic sex scenes to pad the run-time. The fact that there's only one scene of actual nudity, and that it's played mostly for laughs, speaks to the integrity of the filmmakers. They clearly wanted to make a post apocalyptic action romp, rather than a softcore sci-fi sex film, and they need to be applauded for sticking to their guns.
The unfortunate flip side is that the movie doesn't quite commit to the action aesthetic, either. In fact, there's shockingly little action on display. This was probably for budgetary reasons, and the filmmakers do deserve some credit for trying to turn each action scene into a set piece. But in the end it's just not enough.
So what's left? Aside from the humor, frustratingly little.
Since there wasn't enough budget for more action, and the filmmakers chose to eschew excessive sex, a big chunk of the movie's runtime is dedicated to Sam Hell and Nurse Spangle's budding romance. To their credit, Piper and Bergman do manage to keep these scenes from dragging the film down, thanks to their fun, over-the-top performances. But this shift in focus almost makes the movie feel like a quirky Romantic Comedy. One that just happens to have a tough-talkin,' mutant-killin,' and woman-sexin' subplot tacked on.
Side note: I would definitely watch more RomComs if they included the above elements. Also, if I ever find myself single and in the dating pool again, I plan to use this movie to justify a "yes" answer on the subject of liking RomComs.
Speaking of subplots, there is one about traitor humans selling the frogs guns in exchange for uranium. The traitor even turns out to be the same "bad cop" seen roughing up Hell at the beginning of the movie. But it's not really explored, and when the character pops up at the end just to lengthen the climax, it winds up feeling tacked on.
Likewise with the parts about Sam Hell's old mentor, Loony, and the hints about Hell's deceased wife and daughter. Loony's death during the climactic chase scene doesn't seem to affect Hell enough to warrant his inclusion in the movie at all. And the pendant that belonged to Hell's daughter makes no real appearance in the film until the last fifteen minutes. It seems to have been added solely for the purpose of giving him a tender moment with Centinella.
While the attempt at giving us deeper characterization and a more complex plot is appreciated, it ultimately falls flat. Sometimes the simplest answer is best, and the simplest answer here would have been to include more scenes of Roddy Piper kicking mutant ass.
The Rad Rating:
As much as I hate to admit it, Hell Comes to Frogtown comes painfully close to earning Two and a Half Rads. The slow beginning and the overall lack of violence hamper things badly. Admittedly, that's only two strikes, but they're big ones.
The film's primary redeeming quality—and the one area where it stands above practically all other movies in the genre—is its mutants. Hell Comes to Frogtown pulls out all the stops when it comes to the frogs, enough to bump it up to a full Three Rads.
Bottom line: Hell Comes to Frogtown is a flawed cult classic, frustrating mainly for what it could have been rather than what it is. It's still a fun and entertaining film at the end of the day. Recommended if you've got both an evening and a six-pack of beer to kill.
That does it for now, Wastelanders. Until next time!
I have a long history with The Thing.
One of my earliest memories is watching the 1951 Howard Hawks version with my mom and dad. I was about three or four years old, curled up on the couch in between them, with the blankets pulled up to my chin. I can still vividly remember my horror as I watched the shadow of Will Arness' Thing out in the blizzard, casually slaughtering the team's sled dogs. To this day, that scene of the arctic scientists trying to determine the shape of the magnetic anomaly in the ice—cheesy music sting and all—holds an eerie power for me.
Catching the 1982 John Carpenter version on cable was one of my formative pre-teen experiences. I was already a horror film junkie by that point, well versed in everything from Hellraiser, to Evil Dead, to Alien. I considered myself quite the jaded little gore connoisseur. And if you had told me I was about to watch a movie that would blow me out of the water, one that would genuinely scare me, I would have laughed right in your face.
The Thing, though, was some straight up next-level shit. Everything about it, from the Ennio Morricone score, to the perfect cinematography, to the still-unequaled practical creature effects, was a bar-raising landmark. Combine that with the tight pacing, the claustrophobic sets, the paranoid direction, and the virtuoso acting performances, and you have one of the most perfect horror films ever made.
Naturally, when I got around to reading the original novella that inspired both films—1938's Who Goes There? by John W. Campbell—I was already predisposed to liking it. And I did. No, it's not quite the timeless masterpiece of horror storytelling that Carpenter's film is. The ending isn't nearly as exciting. The sense of menace doesn't quite build the same way that it does in Lovecraft's better-written tales. Aside from McReady, the characterizations are thin to non-existent.
But as a pulp SF tale of the "men-with screwdrivers" school, it more than delivers. Campbell sets the claustrophobic tone in the story's first lines, describing the queer, mingled smells that choke the Antarctic camp's tunnels. When McReady comes on the scene—here as a meteorologist rather than a pilot—he is described in appropriately pulpy terms, a red-haired giant, a bronze demigod come to life. When the creature is at last revealed in the block of ice, Campbell gives us the almost superstitious reactions of the otherwise coldly rational scientists. The discord produces a fantastic effect.
All in all, the opening scene is a master class in establishing mood, setting, and tone while simultaneously kicking off the story with a bang. I'd even go as far as to say this opening is the one thing that Who Goes There? legitimately does better than either of the film versions, both of which take a little time to orient the viewer before introducing the horror.
Which is why despite my excitement, I have a few reservations about the upcoming release of Frozen Hell, from Wildside Press.
In case you haven't heard yet, writer Alec Nevala-Lee recently rediscovered the lost manuscript for the original, novel-length version of Who Goes There?. A Kickstarter campaign to cover publishing costs met its goal in less than twelve hours, meaning we'll all get to read it early next year.
Admittedly, my first reaction to this news was sheer, unbridled joy. And for part of me it still is. So why the reservations?
According to the project's Kickstarter page, Frozen Hell is apparently 45 pages longer than Who Goes There?, with most of the new material taking place before the novella's opening. In other words, that fantastic, moody first chapter will take place somewhere around page 30-35 or so.
Which brings me to an interesting thought about the novella, and half the reason for today's post.
One of the most common bits of advice trotted out to new writers is not to open a story with the dreaded "info-dump." You should hook your reader into the story first, giving them relatable characters and conflict, before giving them blocks of expository text or dialogue. Otherwise, the reader won't care.
There's plenty of truth to that advice, enough where it's a pretty reliable rule of thumb. But what always struck me about Who Goes There? is how much of that opening scene really is just info-dump. For several pages, we have McReady and the other scientists just standing around in a room, talking about this frozen creature.
What's more, in this same scene Campbell violates another piece of writing advice that's become akin to gospel over the years: having characters talk about things most of them already know, purely as an excuse to fill in the reader. Or "As you know, Bob," dialogue.
Campbell partially sidesteps it here, by having Commander Garry address the assembled men first:
You know the outline of the story back of that find of the Secondary Pole Expedition. I have been conferring with second-in-Command McReady, and Norris, as well as Blair and Dr. Copper. There is a difference of opinion, and because it involves the entire group, it is only just that the entire Expedition personnel act on it.
The rest of the opening consists largely of McReady and Blair explaining the events leading until now, events many of the assembled men were already present for. But because it's presented as a briefing intended to get the station's personnel all on the same page, it works.
Even so, it was a genuinely audacious storytelling choice, particularly in a format as dependent on fast-paced thrills as the pulps. The whole thing is carried by Campbell's moody description and the gradual reveal of the situation through dialogue, both of which give the scene its necessary suspense. More proof that you can break any writing convention, provided you do it with style.
Of course, the discovery of the Frozen Hell manuscript reveals that scene's original placement, which was roughly a quarter of the way into the story. That's much more in line with the standard "hook your reader, explain things later" advice. While I'm genuinely curious to see what hook Campbell uses, something tells me it won't be quite as innovative or memorable as an in-media-res, "as you know, Bob," info dump.
There's no question that I'm going to buy Frozen Hell the second it's available for general release. Maybe it's better than the novella. Maybe the scenes leading up to that tense, wonderful cold open will somehow make it more powerful. Maybe not.
In some ways, I feel like a kid who snuck a peek behind the curtain at a magic show. Now that I've seen all the mirrors and the hidden trap doors, I'm just sitting in the audience, hoping the Astounding Campbell can still wow me.
Here's hoping. Either way, I'll be the first in line.
I'm an award-winning science fiction and fantasy writer based out of North Carolina. This is where I scream into the digital void. I like cookies.