

Indie horror, Bone Hill has been released on Digital platforms worldwide, including Amazon Prime Video. This supernatural thriller is set in the back county of Michigan and revolves around the awakening of an ancient Native American curse from a haunted burial ground. The filmmakers collaborated with the local Indigenous community for this to ensure the history, language and lore in the film remained respectful - kudos to that. The cast include Jeremy Koch, Abby R. Mooring, James Whitecloud, and Roger Callard.

Are You There? is a supernatural horror film that was directed by Kim Noonan, which felt like a relic from a decade or so back. It has some unexpected twists along its initially slow paced story, and I think I liked the actor who played the protagonist, but there wasn't much real substance here.

After taking yet another downward elevator, you end up on yet another testing floor. You learn pretty soon that this is the last floor that was still in use when the event happened (where the staff and children of a kindergarten mysteriously vanished). It is here that you encounter the goliath sized psychic jelly fish monster; Stinger Flynn, perhaps the creature that is responsible for the missing children and the outbreak of the creatures.
Like I said in my last review, this follows the Poppy Playtime formula by having each instalment be larger than the last. My final play time for this third chapter was about two hours, I'm sure that included the many times I died. This time around there are four main areas, each accessed via a horizontal lift that travels over a vast chasm. It follows the by now familiar format of searching out key cards to open further doors into the complex. Stinger Flynn was an interesting antagonist, I particularly liked the trippy dream sequences you fall into when he psychically connects with you. It was fun to see the non-sentient objects from the second game make a new appearance here. There are the usual drone based puzzles where you have to press switches, including one that takes place as a boss fight against a two headed turtle. The beach cannon puzzle from last time around returns, the only difference here is that you are playing as Stinger Flynn in a flashback sequence, of which there were two, neither of which was particularly exciting . The text on the wall is again written really badly from what appeared to be MS Paint, this led to some annoyances with later puzzles simply for not being able to make out what the primitive looking diagrams were meant to represent. Best puzzle came towards the end, an escape room one where you have to keep resetting the room's look, so that your attempts at escape are not noticed by a patrolling creature. Another memorable one had you performing an operation on a creature, while balancing spinning plates (so to speak) as you did so.
I enjoyed playing this chapter, but I wouldn't say it was as jump scare filled as last time. In fact, while there are jump scares, not a single one made me actually jump. The main antagonist is the mostly static jelly fish, but the teacher creature, Jumbo Josh, and Banban all make returning appearances, as do the birds. The obligatory chase sequence this time around involves you riding on the back of a bird, that was different, if a little messy with how it controlled. The lore comes more from what Stinger Flynn tells you than files found around the place, though they too feature. I actually managed to play a found videotape, but it wasn't very impressive at all.
The game leads up to a fun end, but again, not a very memorable actual exit to the game.
Garten of Banban III was more of the same, it was neither better or worse than the second game, perhaps, with the jump scares not landing, and a few noticeable glitches, this was slightly worse thinking about it. Still, I again finished my playtime wanting to see what was next. I'm sure it will be underwhelming in a design way, but the thought of getting to see an unused floor of the mammoth underground complex has me intrigued.
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Late one night, Abigail (Cristina Moody - November Lies) gets a knock on the door of her house, opening it she finds Officer Marcus (Scott Sederquist - Ghostbusters uncredited) there. He tells her that there has been a breakout from a nearby prison, and that four convicts have managed to escape and are suspected to be in the area, after their car was found abandoned nearby. Abigail doesn't appear too bothered, thinking that the likelihood of the convicts coming to her home were remote. This turns out to be a bit naïve of her, as not long after the officer leaves, she learns all too late that the convicts have already broken into her home. The four desperate men; wildcard Nonzo (Alex Pires - The Punisher), strong silent Nice (Justin Genna - Project Z: History of the Zombie Apocalypse), wounded Smooth (Justin Lombard), and the leader; foul mouthed Doc (Manny Perez - Luke Cage) quickly take the woman hostage. A series of unexpected events leads to the tables being turned, and soon the men find themselves at the mercy of a revenge fuelled voodoo practising woman, whose voodoo dolls work all too well...
I had to butcher the synopsis a little bit just to paste over some of the twists that while occurring early, are still worth keeping a bit secret. Having not read a synopsis myself beforehand, I went into this with only the film's title as a clue as to what this would be about. From the start, this appeared it would be a relatively low budget home invasion horror, and I expected it to follow the story beats of the protagonist somehow getting free and viciously murdering her captors one by one over the course of the 85 minute horror. Expectations are soon changed, the twists coming early and remaining consistent from beginning to end. I found Abigail to be an irritating lead, even with righteousness on her side, I found it hard to root for her. A lot of this come from her stubbornness to do what she wanted, rather than to stick to her agreement with the person she had made quite a serious deal with. I can't really keep that part quiet, the voodoo part of the title comes from the appearance of Houngans (Haitian born Jimmy C. Jules - The Purge: Election Year uncredited). This character is a voodoo priest and is everything you would expect him to be, from his sudden appearances out of nowhere, to his eccentric mannerisms and theatrical way of talking. Over the top, but also quietly creepy, he steals the scenes he appears in, without seeming like he doesn't fit into the film world. The convicts were a little bit more stereotypical, but I enjoyed the performances regardless, Doc was exactly as you would imagine a hardened criminal to be, and I liked how Nonzo related a story that gave a hint at was what to come to his fellow escapees. That related story might have been a bit convenient, but it set up the idea that in this film world, voodoo was a real thing. I like to err on the side of caution when it comes to things like voodoo in real life. Much like I don't believe in ghosts but wouldn't want to spend the night alone in a haunted house, I think voodoo has a more scientific explanation, but still wouldn't want to be anywhere near people who practised such things; just in case, you know?
What had appeared to be a low budget horror was actually more polished than I at first assumed. This is very much a horror drama, the entire film takes place in Abigail's home, and there isn't a lot of action in a sense. Mostly, it is characters standing around talking, arguing, or occasionally having little scuffles with each other. The horror here is effective due to how food the effects are. Voodoo dolls feature heavily, and they work as well as you would want them to. The special effects sell this very well, with details kept fully on screen at points. An early scene where a character has their fingers broken via the doll looked fantastic. Elsewhere, parts that aren't shown in as much detail work due to the imagination being called into play. A scene right near the end conjured in my mind that horrific ending shot in the 1932 film Freaks. The film barely features a soundtrack, it had some atmospheric sounds at times, but no real music at all. Sometimes I did miss a film score, but mostly, I thought the drama of this horror worked much better by not being accompanied by music to try and impart to the viewers what they should be feeling. This is also presented in an old style screen format, not widescreen, this contains the horror to a claustrophobic feeling box in the centre.
Despite not liking the protagonist character, I thought Bad Voodoo was a great little horror. I loved the horror elements and how they didn't overshadow what is at its heart a film about dealing with and processing grief. I loved the drama of this as well, I always find it interesting when a film could work just as well on a stage than from behind a camera. Bad Voodoo released on VOD and DVD on February 10th.
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Miranda (Konstantina Mantelos - Smile, and a co-writer of this film) is not having a good time of it. First, her ex-boyfriend was such a big stalker that she had to have a restraining order put out against him, but now, her current boyfriend has committed suicide by leaping out their apartment window. She begins to look for answers for her misery, joining a therapy group, as well as looking more outside the box, such as heading to a fortune teller. It is at the later that she is told that she might be afflicted with a 'killgrin'; a supernatural entity that feeds off of suffering. Miranda doesn't pay that much heed, but as those afflicted with sadness start to die in horrifically similar ways around her, she begins to suspect there might be some shocking truth in the fortune teller's words.
This supernatural movie fitted all too comfortably into the horror sub-genre it was a part of. I had a constant feeling of déjá vu watching this, which wouldn't have been so bad if parts of this had been done better. My biggest bugbear was the design of the evil, and how it affected those it tormented. The design of the monster wasn't the best, it kind of looked like a guy in a monster suit, and brought to mind the deadite from the well at the start of Army of Darkness. I liked that it was constantly dripping teeth off its malformed body, but it didn't look great, nor did the CG heavy effects of it turning into black smoke. It didn't help that it is barely seen until the third act, the first two thirds all the viewer is treated to is the black smoke, perhaps a blessing when the reveal doesn't land very well. There was also an issue with the method of death. It forces its victims mouth into an inverted grin, eventually causing the jaw to dislocate and rip open. This leads to moments where the protagonist is in the clutches of this evil and has the most ridiculous silly effects to simulate this happening to her. It didn't look great it has to be said.
That was actually a shame, as the rest of the movie, while predictable and familiar, was not bad. I thought Mantelos was great in the lead role, special mention goes to alcoholic side character - Brian (Adam Tsekhman - One in Two People). I admit to thinking he might have been more evil than his innocent character appeared, but he brought light and sunshine to each scene he was in, and I personally loved the set design for his apartment. The less said about the sub plot of the two detectives investigating the strange deaths the better, I liked them, but it didn't make the horror seem any less stupid. An early death was awkwardly moved past by just not being mentioned, despite the outlandish way the victim died. Apparently a character randomly dying in their flat by their jaw being ripped off was just a 'tragic event' with no further insight than that! There were not really any bad characters to be found, no complaints with the casting choices, it was the story decisions that were at fault.
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I will start as always with my obligatory statement about having been made redundant from my bill paying job just in time for Christmas. That is relevant as it coincided with the release of the fifth and final season of amazing horror TV show - Stranger Things. Due to the turmoil in my actual life, it was only on Christmas that I got around to watching this final season (binged watched the first 7 episodes over two days with my family), and with the way the show is being released, at the time of typing, the final episode has yet to be released. I believe it is coming out on New Years Eve. As much as I enjoyed season 4, I would be lying if I said there were not large parts of it I did have issue with. It sometimes felt in a bid to stuff as many characters in it as possible, some of those characters were given pretty abysmal storylines. On the flip side; it did have Eddie - one of the show's best overall characters.
Part of my hesitation for watching this final season was whether the ball would be dropped, whether all the characters growth and stories would come together for a blissful whole. Not having seen the final episode (at the time of typing this section), I can't yet answer that. What I can say is; there will be unavoidable spoilers for previous seasons.
The fourth season ended on a heck of a cliff-hanger; with Vecna's (Jamie Campbell Bower - Twilight) plan successful, the hellish Up-Side down tore open gateways into the sleepy town of Hawkins. The fifth picks up roughly two years later, with a lot of the damage covered up by the military. Hawkins has become quarantined, with no one allowed out of the town, and only certain people allowed in. The cover-up is that the 'natural phenomenon' that flooded the area with ash, could have infected the inhabitants with a new type of a possibly contagious disease. In actuality, the military have used the quarantine as an excuse to send in lots and lots of soldiers. They sealed up the majority of the dimensional tears with vast steel plates, leaving one entrance left which they guard with heavy security. Going even further, the army have set up a compound inside the Upside-Down where experiments have been going on, the soldiers all answering to ruthless military scientist Dr. Kay (Linda Hamilton - Terminator 2: Judgement Day).
The heroes of the show have spent the past two years searching the Up-Side Down for signs of Vecna, with Hopper (David Harbour) sneaking in whenever the army open up their guarded gateway, but they have began to get disillusioned with their lack of progress as there has been no sign of the monster. That is until their latest expedition, when it becomes clear Vecna has resurfaced from his hibernation. He is back, and with a new plan that involves kidnapping certain children who are all of an age that Will (Noah Schnapp) was when he was first taken.
It felt a little dialled back how everything is in Hawkins compared to the season 4 finale, but viewers are soon brought up to speed on what is happening, mostly via a radio broadcast that Robin (Maya Hawke) is doing in her new role as the town D.J. With the age of the child actors ever increasing, this time skip was needed, and it works. With the trouncing that Vecna had, it made sense he needed time to recuperate from his wounds. One of my complaints from season 4 was how the huge cast of characters only came together right in the final episode. This time around it gets things right, with the characters reuniting at several points during the season, as well as going off in their often humorous or exciting groups. The story obviously begins in 'Chapter One: The Crawl', then never lets up. Each episode follows on directly from the preceding one, so it feels like one uninterrupted highly action packed story going on, rather than skips in time. Before, some of the characters were dealt dirty, appearing in pathetic side stories that had little bearing on the main plot. Here, the characters are handled much more sensibly, every side story here is relevant to the overall plot, with no filler to be found.
Despite a large cast of characters, even more new ones are added here, with two in particular really standing out. Early on in 'Chapter Two: The Vanishing of Holly Weaver', the titular Holly (Nell Fisher - Evil Dead Rise) is captured by Vecna's monsters and ends up in a fantastical dreamworld creation. She was a great new character, and she gets a substantial role as she explores the dreamworld, giving revelations to Vecna's origin that was last seen hinted at in the stage play - Stranger Things: The First Shadow. Another great new character was 'Dipsh*t' Derek (Jake Connelly), a big boned child bully who in the best Stranger Things fashion (see Steve - Joe Keery), was made very likeable, despite his many personality flaws. Returning characters are on the whole as enjoyable as they ever where, for better or for worse. Nancy (Natalia Dyer) and Jonathan (Charlie Heaton) are still my least favourite of the core cast, but at least this time around they are more relevant to the story (and the later finally redeemed himself in my eyes in the final episode). I thought the dynamics between Steve and Dustin (Gaten Matarazzo) was perfect here, and has some of the biggest feels, with Dustin still deep in mourning after the death of his idol Eddie last season. It felt like all characters here were treated well. Ones who had only ever had secondary roles are thrust right into the forefront of the plot, while new ones were given enough screen time to shine and make an impression.
There is plenty of action here right from the start. The iconic Demogorgons feature heavily in many of the these scenes, and the army act as a second enemy for the heroes to face, sometimes leading to thrilling three way battles where the different groups all end up in combat with one another. The soldiers are mostly presented as an enemy force, but I did feel a bit bad for the grunts who often act as cannon-fodder for the advancement of the story, with monsters and heroes alike blasting them away without a care in the world, when to me, the grunts just seemed like normal people trying to do the jobs they had been assigned. The special effects are on the whole amazing, with only certain scenes with large scale action scenes looking occasionally a little bit CG heavy.
Up to the final episode, you get psychic powers, gun battles, car chases, deep revelations as to the nature of the Up-Side Down, and surprising new insights into known characters, Will in particular really comes into his own, even if his core side-plot is dealing with his homosexuality, that to my (poor) memory had already been dealt with last season. The new friendship between him and equally gay Robin, was one pair-up that I didn't see coming, but which works fantastically well. Each episode manages to end on a big cliff-hanger that always brought me right back to find out what happens next. But what about that final episode, did it stick the landing, or did it Game of Thrones it smack bang into a wall? At the time of typing I do not know, it is just under a week until that final episode airs. This review will be continued in 2026, where I will write the last few paragraphs, to follow...here.
Having now seen that final two hour episode, I can say that for me it did stick the landing. Literally my only complaint was how long the epilogue section was; did we really need a 40 minute epilogue? I thought Bower's performance was astoundingly good in this finale. The show maintained its amazing pacing, making for me one of my favourite seasons, and ending on a loving note. I don't get the hate for this season, enough hate that the myth of a secret ninth episode that wraps up the story more satisfactory soon came to be believed. A near perfect end to a wonderful show, Stranger Things is a modern classic.
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The first game ended with you descending on a hidden elevator into the depths of the Banban's Kindergarten, before getting attack by a giant creature. This one picks up immediately afterwards, the attack caused the elevator to crash, with you saved by the creature breaking the elevator's fall. You emerge into a secret underground complex, and it is there that someone spots you on the complex's camera system. A man's voice informs you that he has become trapped in the security room, and has asked for your assistance in finding the key card to free him. Can this man be trusted though?
Much like with Poppy Playtime Chapter 2, Garten of Banban II is more of the same but offers a larger experience than the roughly 45 minutes of the first game. It is hard to quantify exactly how long this one took, as I did have the game paused for minutes at a time due to texting a friend while playing. I reckon that this one took me just over an hour to complete, and at a once again dirt cheap price, I find it hard to complain about that length. Thankfully, while still obviously low budget (the signs on the walls and the notes you find still all appear like they were written on MS Paint!), this was a much better made game than before, and is made up of more than just one long corridor with branching rooms off of it. Again in first person, your main goal is finding key cards to proceed further into the labyrinthian underground complex. You still have a drone that you can send to press switches, though this seemed to be used less this time around. Puzzles were all easy, but they were fun to do, not so easy that they felt pointless obstacles to progress. These puzzles range from collecting a group of chick mascots and returning them to their nest, to pressing switches in a correct order, and one sweat inducing platforming section over a large pit, which was more fun than its similar counterpart in the first game. The highlight of this second game was when you find yourself inadvertently trapped in a classroom with a teacher mascot, having to answer the questions she gives you, with surreal break time mini-stories involving the other students, who were made up of non-sentient watering cans, bowling pins, and shade wearing basketballs! I really enjoyed that section, felt unique, doing something different in feel to Poppy Playtime at last.
Before there were only the two mascot antagonists, and both barely featured. For this second game there were at least six of the creatures. I can't recall their names, but these included the return of the bird from the first game, the teacher mascot, a giant snail, a large spider, and a hulking great green monster among others. Similar to Poppy Playtime, some of these mascots are able to talk. The voice acting wasn't great, it felt like they had just dragged random people off the streets to read the lines. In the context of these normal voices coming out of vaguely creepy looking creatures though, the voice work grew on me. There were plenty of jump scare moments should you get caught in any of the sections where that is possible, unlike my first experience, here, I jumped a fair few times. The chapter culminates in a chase sequence, that while not original, was pretty cool, mainly due to the wonderfully massive Jumbo Josh. Dotted around the game world are letters and video tapes. I never actually got a chance to use the tapes, but the letters added a surprising amount of lore to what had seemed to be a wafer thin game story-wise. There are still many lingering questions, but I had far more of an idea what was going on than I did previously.
Level design is better here, but again, the game world doesn't feel like a realistic place, you have dark chasms that stretch into darkness, and this place if real, you would have to assume was created by a maniac, due to the amount of artificial puzzles and level design. It is after all a game though, so perhaps I'm being a bit harsh on that front.
Garten of Banban II was a lot more fun to play than the first. It is still obviously low quality, but I found this to be better designed in general, and I didn't really find any of it frustrating to get through. It also delighted by doing some original things, rather than just feeling like a copied clone. Even with those new ideas, I could never escape the feeling that this is just a poor imitation of a better series, but I would be lying if I said there wasn't some fun to be had here, and would be lying if I said I didn't immediately boot up the third game at the completion of this one.
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A group of camp counsellors decide to celebrate their last summer together before they part ways for college, by having a weekend break at a secluded barn that Josie's (Lena Redford - And Back Again) family owns. Not really a part of the core group, she secretly hopes this idea of hers will bring her closer to the rest of the tight knit teens. The group include Josie herself, alongside best friends; Amanda (Andrea Bambina) and Rachel (Chloe Cherry), and four others. The partying soon begins in earnest, with the group wild and disrespectful of the converted barn and its belongings. Unknown to all, there is a supernatural presence in the barn that is not happy at having its peace shattered, and seeks a way to punish those who have invaded its domain.
I really should have made a note of characters names as I was watching this, as it turns out I can't identify who a lot of the male actor's characters were. The cast of seven are introduced by a lovely montage/credit sequence of the characters dancing and goofing around in a car prior to arriving at the barn. This was the first of several montage sequences, others including one set at a small lake, and a later one showing a volleyball competition between the friends. These, coupled with later ones, often had an intimate close-up feel, with the hand operated camera swinging around in-between the characters, adding to the retro look and feel of the picture. With the saturated look and sublime upbeat retro musical score, and made for VHS feel, this seemed like a film lost out of time. A retro throwback to practical effects heavy horrors of the 1980s and before. Most notably, as mentioned in my prologue, this reminded me of The Evil Dead. The film features many moments where the unseen horror is shown in first person perspective rushing around the barn and the surrounding area. Completely its own thing, this nonetheless shares similarities, such as individual members of the group getting possessed by the evil and coming back as out of control psychotic zombie type creatures. There isn't much effort put into fleshing out the characters, they seem as wafer thin as their personalities suggest, the boys mostly over the top goofy and playful, the girls not much better. Their dynamic worked well, making the scenes of them partying work well, while making it clear that Josie, and the more introverted Simon (Simon Paris) are the only real rational ones. Of course, none of the cast actually look like they are in their teenage years, but this fits the style of this type of retro film, where cast members often looked far older than they were supposed to be.
There is backstory vaguely suggested for why the barn is haunted, but this is never explained in detail, with the briefest allusions from Josie that every family has their secrets, and that hers had more than most.
The horror flows thick and fast, and there is plenty of blood throughout, and fun practical effects. The evil mostly manifests by endless coils of possessed rope, which again, reminded me of the twisting vines from The Evil Dead (a character even meets their end in a gender swapped recreation of the infamous 'tree rape' scene from that other classic!). This is all shown by great practical effects, which always looked fantastic. From early scenes of character's clothes being sucked into the ground, to twisting ropes and ghostly bloody figures, this never skimped on the craziness. There are a lot of fun ideas here, and my only real complaint would be that the third act becomes a bit abstract and hard to follow due to the sheer insanity of the unfolding chaos. Scenes become bathed in thick red light, and locations become fluid and surreal, such as when a character gets pulled into a chest and emerges into a small red room where he is attacked by an assailant wearing farmer's clothes. When characters become possessed, they have the same white/grey waxy look from Evil Dead, and act in a similar murderous manner. The biggest difference being how weak the possessed become, taking lethal injuries that wouldn't have done much harm to a normal person. There are decapitations, partial decapitations, people dancing on ceilings, and leaping out of windows. It all looks absolutely manic and animated, and fits the hallucinogenic vibe of the film very well.
By recreating the feel of an eighties classic, Blood Barn succeeds with its wild story and practical effects, but also felt a little style over substance. Don't come here expecting well developed characters and a satisfying plot, but do come for some wonderful looking and absolutely chaotic scenes of comedically dark horror, with a healthy dose of blood thrown in. This all combines to make a wonderfully manic horror that doesn't waste a moment of its lean 76 minute runtime. Blood Barn had its L.A premiere on Friday 13th, and streams exclusively on SCREAMBOX, starting 17th February.
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The 80 minute mockumentary begins as one thing and alters course, with a distinctly different second chapter that is referenced in teasers for the film. The film's title - We Put the World to Sleep, refers to central protagonists - Adrian Tofei (again playing a fictional version of himself) and his real life wife - Duru Yücel (Dura Yücel also playing a fictional version of herself) coming to believe that humanity would be better off if it didn't exist. Initially they planned to make a found footage type mockumentary about this, but then use the film as a pretext for actually bringing about the end of the world. That is the start of a meta and very convoluted descent into the rabbit hole, where the viewer is made to feel ever unsure what is real and what is part of the illusion.
Even more so than Be My Cat, We Put the World to Sleep adheres deeply to making the protagonists feel like real people, rather than actors. Both give performances that never once feel like the fake onscreen personas are fabricated, going at lengths to give this a feel of reality, such as scenes shot in actual locations like busy streets and airports around an unsuspecting cast of real background characters going about their real lives. This is a really weird film to talk about, with the characters within the mockumentary making a mockumentary, the actors blurring the lines between reality and fiction in an increasing brain hurting way. The first half was a different beast to part two, and sees the two heading to a variety of locations, from Romania, to Ukraine and Türkiye. Their story of trying to find a way to end the world was a bit hard to follow with its exploration of future tech and A.I, but that is just a slight part of it. Keeping to the imitation of reality, Tofei's previous horror is directly mentioned at various points, with him even returning to filming locations from that modern horror along the way.
The second half of the film dials down the adventure, giving a different feel with a singular location, that revolves around a fascination with real life serial killer - Richard Ramirez. This second part feels disconnected in terms of the story telling to the first, but the themes of getting lost within characters, and the blurring of reality and fiction both resonate well with each other.
Going into this expecting a rehash of Be My Cat may leave you disappointed, as the horror here, if it could be called that, is far more slight. This isn't suggested to be found footage, instead, as frequent screens of text suggest, this is a mockumentary about the in-film characters trying to put together a movie. The two leads stay in character throughout and present a far more balanced and normal feel to them than the over the top unaware madness of Tofei in his first film. It is far more talky here, with a large amount of the movie being conversations between Tofei and his wife, including scenes of them just living together, with relatable drama. There are a handful of other roles, some of which are people the couple are talking to on their laptop. Of the technological side, that is another meta part of the film, with it opening as if an unseen person is finding the movie on a laptop and manually playing it, at times the film paused while the unseen person searches the internet for more information on things discussed. All very meta and all very convoluted in a way that I found increasingly fascinating.
We Put the World to Sleep is a very hard film to talk about. It stretches the idea of found footage and mockumentaries to its extreme, delighting with its ideas presented, while keeping a humorous tone that had me smiling with the absurd but not cringe inducing situations. At the start of this I feared it wasn't going to be for me. By film's end I felt like I had seen something special, albeit, something that might not have the same wide reaching appeal of the more simple first film in this thematically connected trilogy (Pure being the third film). Tofei was the standout star first time around, here, both Tofei and Yücel jointly share the limelight, impressive stuff. We Put the World to Sleep won a variety of awards last year, and this year comes more festival appearances, with the European premiere of the film happening at the Romford Horror Festival in London on February 20th.
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As an exclusive world premiere, FOUND TV is going to be debuting Human Hibachi 3: The Last Supper on Friday, February 20th. Once again directed by Mario Cerrito, this latest instalment follows a man who forms a cult, and leads his followers to a ritualized 'last supper' where human flesh is no doubt consumed once again. Once mor in the found footage style, this third entry intends to '...blend(s) psychological horror with themes of religious extremism'. Back in 2023, I reviewed Human Hibachi 2: Feast in the Forest, giving it a respectable 6/10 and saying "...the characters mainly were decent enough, found footage horror films shown from the perspective of the antagonists isn't a new idea, but it does make for entertaining movies". More info for the third film can be found here.

Vincent (Tommy Cooper) is a mild mannered and timid office worker who lives alone with his sister; the titular Gracie (Erin Brown - Midnight Massacre). From the prologue sequence, the viewer is shown that Gracie happens to be a psychotic killer, a secret that isn't kept from Vincent who does his best to try and curtail her murderous ways. When Vincent begins a relationship with his fellow office worker - Meredith (Mary Troutman - Ghosts of EastWind Castle), his sister's anger threatens to derail this unexpected and welcome surprise.
I didn't quite know what to expect at first, especially with the prologue featuring Gracie murdering a random guy with a crowbar. With her iconic white dress and black gloves, she has a very distinct look. Her over the top evil ways I felt were a bit cartoonish, but in context this actually works well for the character. Hopelessly demented, and not really helped by Vincent whose timidness and loyalty prevent him from doing the right thing by her. A crowbar as the weapon of choice was something a little different, and over the course of the 80 minute movie it is used plenty of times, on plenty of victims - deserving and otherwise. Cooper made for an interesting protagonist, and the cast in general were a decent bunch. I liked how 'normal' everyone looked, these are all characters who you wouldn't bat an eyelid if you happened to pass them in public, which helped with the story being told. One odd problem I personally had was not really being able to tell the difference between the character of Meredith and Det. Hermione Jones (Nicole Swanson - Gather by the Ghost Light; podcast series). The actors looked so similar to each other (in my eyes), that when they were in the same location, I struggled to tell them apart from each other! This led to a somewhat confusing finale for the film, even if it was also exciting at the same time.
The pacing of the film was decent, everything proceeds towards an epic (for a film of this type) finale, let down only by an ill placed flashback sequence, and then followed up with an epilogue that was plain bizarre.
Being an indie film, there were only a limited amount of locations, with much of the film either taking place at the offices where Vincent worked, or at his dark and dingy home. The film never felt or looked restricted though, and there were a fair number of characters to make the film feel like a lived in world.
The plot was nothing surprising, though to give an example of a similar film would likely give a spoiler. It might have not surprised me, but the story was executed well, and the runtime didn't have many wasted moments. As for the soundtrack, it served its purpose, but didn't leave much of an impression - maybe the weakest part of the movie for me.
Gracie may not feel original, but I thought it was surprisingly well made, and with a good cast of actors. I enjoyed my time with this, taking me away from the horrors of the real world to the fun horrors of a crowbar wielding maniac and her protective brother!
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Described as a '...horrific psychological thriller', Velvicide is due to be released by BayView Entertainment, if not already out. Directed by Kenneth Perkins, the film follows protagonist Velvet Stevens, who recounts the details of her own abduction. The press release states '...escape was only the first act.'.

Bight is the feature length directorial debut of Maiara Walsh, who also co-wrote this alongside Cameron Cowperthwaite (both of whom co-star). It was described as an erotic thriller, and to be honest; that isn't a subgenre that I'm particularly fond of, nor am I a fan of bondage type goings on, all a bit over the top for me. Going into this with that attitude, I soon found myself feeling like my expectations were correct. However, despite not being a huge fan of the subject matter, I found myself drawn into this dark and depressing tale that oozed atmosphere and had a killer soundtrack.


The wraparound story is fittingly titled The Actor's Curse: A Tale of Twisted Fate. I like it when the wraparound segment actually tells some sort of story, and while a bit basic, this one fits that mould. Here, a bitter washed-up actor (Jon DeBartolo - Jacker 3: Road to Hell, A Hard Place), discovers an old journal outside his apartment door. The man decides to write some fictional stories about people who he has worked with in the past that he attributes to the cause of his personal downfall, unaware that the journal might hold some terrible power. This part was simple, but I did really like DeBartolo's voice, his narration to himself about the stories he was writing was lovely and deep.
The first story proper is 'The Director's Demise', which was directed by Derek Braasch. Here, a sleazy film director (Robert Gutierrez-Spagnoli) hires a new actress who for a change isn't put-off by his very hands-on approach to filmmaking. Even seeing all the conflict he creates around him, the new woman plans to work closely with the director. I found this predictable enough, the suggestion of a supernatural element was welcome, though this idea wasn't implemented that well, only popping up towards the end. There was a scene of violence here that had some fun practical effects, and will also state that this is one of three shorts here that include damage to a man-specific body part, this one the more painful looking of those! Some female nudity here if that is your thing.
Next up is 'The Producer's Plight' that comes from director James Panetta. Victoria (Debbie D - Jim Haggerty's Unnatural Causes, Phil Herman's Unearthed) is a film producer who likes to play games with the people she chooses for her films, setting up various actors against each other. Even when one of the people she has harmed takes his own life, she doesn't let up on her mind games. This again told a predictable enough story, though I did enjoy where this ended up going, and enjoyed how gun shots were shown on screen. The notion of a bad person facing a twisted justice was similar to the story that preceded this, so did feel a little similar.
Despite being mainly in Spanish (with subtitles), the third film 'The Writer's Woe' was my favourite. Written and directed by Marcelo Fabani, this one is about a womanising writer who gets hired to write a documentary exploring the strange topic of South American vampires. In his research he comes across an old book that states vampiric conquistadors were purposely sent to the place hundreds of years back, in order to conquer it for the Spanish authorities. He figures the book is probably not authentic, but other people fearing the truth may get out, take steps to squash his documentary from happening. I liked all the back story here with the idea of vampire explorers. Enjoyed the montage scenes when images are shown as part of the evidence of this happening. I sometimes found the lines to be spoken a bit quietly, but this told a decent and outlandish story with some cool make-up effects .
Finally was the Will Devokees written and directed 'The Makeup Artist's Misfortune'. A vigilante makeup artist (Brooke Ashley) who goes after bad people in the film industry, is intending to flee town after attacking her latest victim, only for the now disfigured victim to corner her at her home, intending to get his revenge. Fittingly enough, this one had the best make-up effects of the whole anthology, the man's half acid burned face looked great, with it often hidden within shadows.
As always, I love anthologies, and with Phil Herman's The Actor's Curse: A Tale of Twisted Fate, you have one with a solid unifying theme. I liked this most when it brought variation, such as the third short about vampires. I felt the first two shorts were a little too similar in the story they were telling, but overall, this was a solid anthology that might not have blown my mind, but was still an entertaining 90 minutes of indie horror that included a large cast over its films.
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Taking place in 1994, Canadian - Caroline Walker, receives a strange letter in the post that contains a single photo of twin little girls. In the weeks that follow, Caroline begins to experience terrible nightmares, unable to stop thinking about the photo. In desperation, she heads to the abandoned Wildberger Hospital (the return address for the letter she received), hoping to find out more information about the two girls. Once there she gets immediately attacked and knocked out by a mystery assailant. Sometime later, she awakens naked in a tub full of water, with a bandaged eye, and breathing tube in her throat. After getting dressed, she checks under the eye bandage in a mirror and is horrified to discover her bandaged eye has been surgically removed! She leaves the storage room she's in and heads out into the hospital (which is situated in an old mansion). Her goal; to find the whereabouts of the twin sisters and rescue them should they need assistance.
This is very classic survival horror, it really reminded me of the golden age of the late nineties. Games have came out before that promise to be authentic returns to survival horror roots, but they often feel like they are missing something essential for the nostalgic feel. Despite some small issues, I loved my time with Tormented Souls thankfully. The mansion setting of course reminded me heavily of the original Resident Evil, and is of comparative size to that game, with my final completion time being around 8 hours. The game is populated with grisly horrors, all of which fit the hospital vibe in their own twisted ways. ghoulish creatures with gas canisters strapped to their legless torso, zombies with blades for arms, and blending of corpse and surgical apparatus. There were also three boss fights, though two of these were against enemies that later join the roster of common enemies. The final boss was neat, requiring puzzle solving and combat blended together; the only one of the bosses that actually stood out. As a note; without going into spoilers; the boss in the game that resembles something from Evil Dead II is invincible, something I wish I had figured out before wasting most of my ammo on the blasted thing. If I had just left the room I would have made the back half of the game a lot easier! Enemy design works when the enemies are hidden in darkness, sometimes in well lit areas they can become a bit goofy looking. Character design mostly failed here; Caroline herself looks great, but other characters encountered had an exaggerated cartoon look to them that pulled me out the immersion on occasion. The less said about the voice acting the better, maybe they were going for a cheesy Resident Evil tone with over empathising each word, but the delivery really pulled me out of the experience.
I first thought it was weird that a hospital would be inside a mansion, but that was explained to my satisfaction in a file I came across. The same happens with why the enemies look like they do. Nothing revolutionary, but was nice to have some lore about that. The mansion is full to the brim with puzzles that need to be solved, from cryptic door locks, to memory repetition puzzles, riddles, and items you discover that need either combining with one another, or used in the environment. Getting around the mansion is like solving an intricate puzzle lock, the puzzles here, while not hard, still are decent enough to give you a rush of dopamine when you solve them.
The mansion's design includes many secret doors and unexpected short cuts, with the detail appropriately hellish. At every turn there are corpses and body bags, literally hundreds encountered during my play through. Special mention to the choice of fixed camera angles, as well as the tremendous lighting that was especially effective in the basement sections.
The game starts off feeling like Resident Evil, but increasingly takes on the feel of a Silent Hill. It starts with tiny sections that feel like the Silent Hill 'Otherworld', then the back half of the game increasingly takes on a more cosmic horror feel. I enjoyed this mix of the grand daddies of the survival horror genre, their blend worked fantastically. The game's plot wasn't particularly engaging, but it served it's purpose. Much of the story for what happened at the mansion comes from diary entries you find dotted around the place, with hints of Fatal Frame II to it. You have to assume Caroline is illiterate, as she always seems very surprised from revelations that had already been revealed in easily obtained diaries. I recall one time around six hours in where Caroline responds with shock to something I had literally found out about within 15 minutes of starting the game by reading a diary entry!
Some of the item management can be fiddly. Thankfully, you have an infinite carry space, rather than limited, and the game sees fit to split key items and gameplay items into different sections in the item screen. You unlock maps of the floors in the building as you play, though weirdly when you bring up the map screen you have to manually locate the map you need rather than it bring it up automatically. The game world is also very dark, this is used in a gameplay way due to darkness causing instant death should you be in it for too long. You come to rely on a lighter (with seemingly infinite fuel) to see where you are going. The only problem is that you can't use your weapons while holding the lighter, nor can you use without, as it restricts you from using them when its pitch black. Neatly used as part of some of the puzzles, with areas of the mansion blocked off by stationary enemies that you can't attack in the dark. You only get access to four different weapons throughout the game, at least it tries something different but having a much more D.I.Y feel to them. Your primary weapon is a nail gun which was quite weak, my favourite came to be the shotgun apparently made out of pipes. Of course, ammo, health, and even save reels are all in short supply, by games end I did have plenty of those save reels stored away. Saving is needed as being old school there are not any checkpoints. Should you die, then you will have to reload your last save. There were definitely a few soul destroying times when I realised all too late my last save was a long time ago.
Tormented Souls was a frequently stressful experience. I was always really hesitant to use healing items, ammo, or to save my game as I was always nervous about how limited these items all where. I liked how the enemies just lay dead where you killed them for the rest of the game, it makes returning to previously explored areas much more chill, as well as make it feel like it wasn't a waste to kill them first time around. The unsettling looking location is the best thing about this game, the story didn't really resonate much, maybe due to the exaggerated voice acting, but the environments were nightmarish and there were some well placed jump scares to be had in them. The old school tank controls and fixed camera angles might not be for everyone (I had forgotten how annoying it was to battle an enemy just off screen), but for those wanting a return to the glorious early days of survival horror, Tormented Souls was an excellent adventure, albeit, not a perfect one.
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The game takes place within Banban's Kindergarten; a kindergarten that was closed down sometime in the past due to all the children who had been attending the place vanishing one dark day. You presumably play as a parent of one of the missing children, who, presumably not happy with the official investigation, has taken it upon themselves to break into the building and do their own search for answers.
It took me around 40 minutes to get through Garten of Banban, which for the price being asked was perfectly acceptable (I believe it is free to download on PC). It is basically a much rougher version of Poppy Playtime, with your character in a first person perspective solving basic puzzles, while of course being hunted by a mascot. The game takes place on the ground floor of the kindergarten, starting with the reception area, before going down a long corridor with classrooms and play areas off to the side. The game world looks quite basic, the mascots are introduced via simple drawings on the walls, the graphics in general were all functional but felt less realistic. The game as a whole felt more like a...well, like a game. There are hidden switches and key cards to find, platforming sections, bottomless pits, and immersion breaking invisible walls that block your progress during key moments. The key innovation here is having the protagonist armed with a helpful drone they can send to press switches. The controls for this drone are extremely simple, and it follows such a simple flight path that it can miss the switches you are trying to get it to press, but was perfectly ok.
The big bad for this first entry is Opila Bird; a human sized pink emu like bird, with it only appearing twice, both times heavily scripted. This was one area where Garten of Banban inadvertently succeeded, the creature is very basic in design which actually made it more disturbing to see. It may only appear in a horror context twice, but both of these times were the highlight of my time with the game.
I'm always a sucker for lore, and here there is some, but only slight. I felt the opening didn't do a good enough job of setting up the story, or setting the motivation for the protagonist. There was assumptions on my part for what was going on, and spending any time with this - it is blatantly heavily inspired by games like Poppy Playtime, the story feels like it is going to be very similar. For me, that is fine, I wanted something to scratch the itch in-between playing that other better series.
There is no getting around the obvious fact that Garten of Banban is a clone of a different and better game series. It also is obvious at a glance that this is much lower in quality. There isn't really anything this one does any better, the antagonist is accidentally creepy, but not iconic looking at all, and the basic looking level design makes this feel more like a video game than an immersive horror. The less said about the placeholder feeling sound effects the better, some of the sounds here legitimately hurt my ears. Still, this game was exactly what I figured it would be; it scratched an itch, and while I'm not chomping at the bit to try the sequels, I will certainly pick them up if I ever see them go on sale.
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Black Chaos' short stories are each by a different author and are really quite varied. You have historical stories, comedic ones, dystopian and magical. Some have happy endings, some have bad endings, and some have neutral endings where not much has really changed for the central character. It all begins with Lee Clark Zumpe's 'Wild With Hunger', interesting as it takes place back during the industrial revolution. It also takes place from two different perspectives; men who have gone to investigate a den of child zombies at a workhouse, and two non-infected children watching the whole thing. I saw this story as a good indication of the variety that might be found. Second story was also one set in the past, though I didn't enjoy it as much due to its abrupt unsatisfying ending. 'The Southern Wind' by J.Adrian Cook takes place in an alternate history where the South won the civil war in America due to having an army of zombies.
The more fantastical of the stories here never really resonated with me, often having fairy-tale type vibes to them. I didn't dislike some of these, but they were not my favourite ones of the anthology. These included K.J Newman's 'As You Were', about a painter who can change reality with her paintings. 'Like the Jellyfish' by Katherine Sanger has a similar concept, though in this one it is a small child who has the ability to bring the dead back to life, ending deliciously dark, similar with playground based 'The Staggering Boy' by Douglas Ford; another one featuring a child as the protagonist, with a bleak end.
A bunch of stories featured zombies who were still self aware, best of these was the nightmare dystopian tale 'The Risen', in which Steven Axelrod envisions a future where a zombie apocalypse happened where the undead kept their intelligence and took over the world. It features a very Donald Trump-like character as the president of the zombies, a shame that last part has come real. Peter Andrew's 'Zombie Chic' is also about a world of intelligent zombies, but this one is more condensed, a comedic story of zombies getting body modifications in the name of fashion.
A large chunk of the stories take place in worlds where a worldwide zombie outbreak has occurred, but people are finding a way to deal with it and carry on as relatively normal. 'Ferals Like You' by Cheryl Elaine Williams details a family trip to a superstore that goes very badly, George Cotronis' 'Last Rites' has sentient zombies being given a last car trip before they are put down, Gerri Leen's 'Run for the Roses' is a very odd one about zombie horse racing, while Conor Powers-Smith's 'Only the Lonely', suggests a world where only lonely people become living ghouls.
Some of the stories here were excellent, best of these was the fantastic and super creepy 'Graveyard Slot' by Christopher Keelty. In this one, a cursed video tape leads to viewers getting trapped within the all too real looking footage of a bloody zombie outbreak. J. Rohr's 'Nothing Else Matters' was huge in scope, and replaces undead humans with a giant bug apocalypse - excellent stuff. 'Preservation' by Rebecca Boyle was the goriest story here, about a zombified woman who convinces a robot maker to make her an artificial body once hers starts rotting. 'Carrion Luggage' by Shane Simmons takes an alternate look at voodoo magic, and I really enjoyed the humorous bureaucratic nightmare of 'Expediency', with Paul Lorello providing a tale about a scientist trying to get his patent registered before he turns. One of the more interesting was penultimate story 'The Chosen', taking place aboard a pleasure boat where a group of women all named Jane make Big Brother style video diaries about their time spent out at sea, unable to return to land due to the undead ruling the world.
25 stories is a lot, but many of these were quite short, meaning they were super easy to get through. There were only a couple that were large enough to require chapters, and one that I believe was less than a page in length. Most of the stories were well written, happily there were only two out the lot that I personally didn't enjoy. Black Chaos is a solid zombie anthology, one that often takes a different spin on the undead beasts, rather than your typical outbreak yarn. Black Chaos comes from Big Pulp Publications.
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Chapter 2 ended with self aware doll Poppy Playtime deciding you were too useful to let go, and so at the last moment diverted the train that was transporting you to the surface, to instead send you deeper into the nightmarish facility, inadvertently causing the train to crash in the process. The third chapter begins with chapter antagonist - CatNap, picking up your unconscious body and discarding it in the trash compactor room. Regaining consciousness at the last moment, you escape the room, and soon get in contact with new character; Ollie, who communicates via a telephone device you collect. He tasks you with powering up a huge machine to divert the hallucinogenic red gas that is blocking the way deeper into the vast underground complex. To do this, you must head into Playcare - the giant biodome orphanage, that also happens to be the stalking ground of the lethal CatNap.
With each subsequent chapter being more expensive to buy, I really hoped the game would increase to match the price rise. That again is the case here, where Chapter 1 was around an hour long, and Chapter 2 around two hours in length, by the time the end credits for Chapter 3 appeared, I had been playing for around four hours. It is more of the same, you explore maze-like levels in first person, solving puzzles, while avoiding the chapter specific enemies who instant kill you should they get a hold of you. The game is at its most unique with the biodome setting, a vast area that is designed to look like it is outside, despite being very very deep below the surface. The central hub area here is made to look like a small town, with various buildings that you travel to as you attempt to reroute the power. Your adventure takes you to a variety of locations, from a school, to caverns, and offices. The horror is in abundance here, with much of it suggested rather than shown in detail. There was something really quite unsettling exploring dormitories and nurseries that featured blood stained bunk beds and cots.
To help assist you, as per previous chapters, new abilities for your grab-hand device are given. You get an upgraded grab-hand that lets you stretch out the hands further, and get two additional upgrades for it - one that allows you to use jump pads, and one that fires flares to light up dark areas. I spent much of my time here cursing how dark the game world was, especially when at the midway point your torch is destroyed. This was a problem of my own making, as I completely forgot I had a flare gun attachment that would have been very useful at giving light to the sometimes pitch black areas! The gun can also be used to protect against the pint-sized enemies that appear in the terrible Playhouse section. Terrible as in horror filled, not terrible as in badly made. Again, forgetting I had the flare gun made that part of the game a whole lot harder.
I was pleased that there is quite a lot of lore revealed during this chapter. You get information about the event that led to the initial disaster in the 90s (that you were seemingly the sole survivor of), and also get a good idea of your ultimate goal in the facility, with the hinted at main antagonist - 'The Prototype', making more of an appearance. The big bad of Chapter 2 was a constant presence, constantly interacting with you. CatNap has a far more hands off approach and barely even appears until the final half of the game. Puzzles were simple, but involved enough to feel satisfying to solve, mainly revolving around moving batteries about, and setting up relays to power up doors. The chapter culminates with a big boss battle, which was basically Five Nights At Freddy's, having you needing to monitor a series of corridors that something was trying to advance down. The hands-off approach of the chapter antagonist was balanced with a few other enemies, a teacher robot that only moves on you when you aren't looking at it, and a horde of tiny robotic animals. These were both neat and effective enemies to face. Often these take the form of chase sequences. There were quite a few of these sections, though strangely, the checkpoints for these were never just before them, but several rooms before. This led to a pointless minute or so walk to get to the section that you previously died in each time (should you fail). Added to the horror mix are nightmare sequences (a result of the hallucinogenic red gas lingering around). These parts gave some variation, adding rather than detracting from the overall experience.
Each chapter of Poppy Playtime has both increased in length, and increased in horror. It was a pleasure to have the best looking area of the game yet with Poppy Playtime: Chapter 3 'Deep Sleep', and I appreciated how survival horror like this felt, even if you are only in actual danger during set events, rather than constantly. I loved the lore here. The dark locations, and not knowing where to go during chase sequences occasionally frustrated, but myself forgetting I had a flare gun was no doubt the cause of some of these frustrations. As I say at the end of each chapter review; I can't wait to pick up the next chapter and get further into the Hell of Playtime Co.
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On an Earth where zombies are a worldwide phenomenon (though hasn't led to the breakdown of law and order), a loving husband (Joseph Will - American Horror Story) is unable to come to terms with his wife's (Treva Tegtmeier - The Shadow Men) zombification. He keeps her chained up in the basement, feeding her a diet of cow brains. He hopes that one day a cure will be found for her condition, and in the meantime tries to search for any signs of her remembering her former life.
The general story of Not Even Death was perfectly fine, and was told well. I thought the prosthetic make-up effects for the zombie were very neat, even if you do have the generic contact lenses to simulate undead eyes. With such a short runtime, not a moment is wasted, but the whole thing is let down by a cheesy score that reminded me of made for TV movies. Not a bad little cliff-hanger to end things on, though again, wasn't something that felt wholly original. Still, I thought the basement setting looked great on camera, and the performances were suitable, making for a nice little zombie based appetiser.
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The story has always been a convoluted mess for me, but old fans of Zombies might be pleased to hear that the four original protagonists are back, alongside the four new protagonists of Black Ops 6's mode. From what I can gather, all eight characters have found themselves trapped in a nightmare zombie infested realm - the Dark Aether, ruled over by an all powerful being named The Warden. The mode launched with three maps, one of which was the fun but throwaway 'Dead Ops Arcade 4' (an overhead arcade style experience that always manages to outstay its welcome). As of typing, there are now six different Zombies maps. There are two large maps; 'Ashes of the Damned' (said to be the largest round-based map yet), and season 1 map - 'Astra Malorum' (seemingly taking place on an asteroid). These are both fun to play around with, but it is Survival where things really became both old school and interesting.
Survival features much smaller maps, ones which remind me of the original Zombies experience, though these maps are some of the smallest ones yet. 'Vandorn Farm' is a remake of the farm section from Black Ops II's 'Transit' map. 'Exit 115' takes place around a diner, while 'Zarya Cosmodrome' takes place at a soviet rocket site. There are minimal doors to unlock in these Survival maps, with you just needing to last until you die, or until you exfil from the map. Me and my best friend have absolutely loved these old school maps, is refreshing to not feel the need to be trying to solve some convoluted series of Easter egg steps.
The game remains a round-based experience, where each round the zombie enemies get more numerous and stronger. Every five or so rounds is a special one where dog like beasts spawn, and later rounds see the arrival of huge powerful zombie bears! To help you, you can bring whatever weapon you like into the game, and the Pack-a-Punch machine (that powers up your guns) and Perk machine are easily accessible to make you able to keep up with the increasing danger level.
I have found multiplayer this year to be a bit of a nightmare, no longer skill based match making means I am forever matched with players far, far better than I would ever be able to be. It isn't much fun coming last each and every match. Thankfully, there is Zombies. While I will always miss being able to board up windows in modern maps, it still retains a really old fashioned feel that has seen me put more than double the hours into it than multiplayer, something that I haven't done in countless years.
