Monday, July 31, 2023

John and Jim's Excellent Journey: The House Between

The latest "John and Jim's Excellent Journey" podcast episode has been posted over at Kasterborous!

This time up, James McLean and I are discussing audio dramas of cult-TV and movie franchises, as well as my own experience creating Enter The House Between, my new audio drama.

Here's the link: 

https://www.kasterborous.co.uk/john-and-jims-excellent-journey-5-the-house-between/

Here's the show on Apple:

https://podcasts.apple.com/us/podcast/john-and-jims-excellent-journey-5-the-house-between/id1045277918?i=1000622901219

Thank you for listening!

Saturday, July 29, 2023

40 Years Ago: Krull



Although it isn't heralded as much as it should be, the span from 1980 - 1987 surely represents a new golden age in terms of silver screen fantasy. 

This was the era that brought the world Clash of the Titans (1981), Excalibur (1981), Dragonslayer (1981), The Dark Crystal (1982), Conan the Barbarian (1982), Tron (1982), The Neverending Story (1984), Legend (1985), Highlander (1986) and many, many more.  

Raiders of the Lost Ark (1981), The Road Warrior (1981), Superman II (1981) The Last Starfighter (1984) and other titles of this epoch also leap quickly to mind, sterling instances of action, super-heroic, post-apocalyptic, and outer space-styled fantasy. 

In all likelihood, this renaissance in cinematic fantasy arises from the unprecedented financial success and cultural popularity of George Lucas's Star Wars in 1977. That grand space opera was the ultimate pastiche of Lord of the Rings, Arthurian legend,  Joseph Campbell's mythic heroic journey -- the so-called "mono-myth" -- and about a dozen other literary and filmic sources of both swash and buckle (see: Dune).

In 1983, director Peter Yates presented another big-screen fantasy in this mold, the handsomely-mounted epic called Krull. The movie was a box office bomb, unfortunately, and has never really found a considerable audience.  

Yet in terms of visuals, the film remains both incredibly imaginative and dazzling in almost breath-taking proportions. Pre-CGI, Krull presented an alien world in terms that seem both realistic and legitimately other-worldly. That's no easy trick, and perhaps Krull's greatest success is forging this sense of "place" that seems both tangible and a little magical.

Writing in terms of narrative, Krull's familiar fairy tale story plays mostly like a familiar re-iteration of the Campbell "mono-myth," featuring stock characters such as the young hero who-would-be-king, the damsel in distress, the old wizard, the comedic sidekick, and the embodiment of True Evil, here known as The Beast. 

Despite this overly familiar story, Krull offers viewers some unique and worthwhile flourishes. In particular, one emotional and tense interlude involving a character called "The Widow of the Web" (Francesca Annis) contextualizes the classic  heroic journey in terms of generational passage. 

That's a novel and worthwhile twist that grants the Yates film a much-needed sense of gravitas leading up to the final battle.

Only if we're united do we stand a chance against them...

The Black Fortress lands on Krull.

Krull depicts a story about freedom and individual liberty (and not incidentally, true love). On the distant world called Krull, an alien Beast has landed in his menacing Black Fortress and set loose his destructive slayers to dominate the almost-Medieval-style landscape.  The Slayers are terrifying soldiers too: greasy insectoids housed in humanoid armor, boasting deadly, advanced technology. When the armor is breached, the juicy insectoids squirm out, squawking plaintively.

The humanoid people of Krull bravely resist the deadly, planet wide invasion. In particularly, two kingdoms unite when young Princess Lyssa (Lysette Anthony) and Colwyn (Ken Marshall) choose marriage over the political status-quo.  Unlike their bickering fathers (think the  Hatfields  and McCoys), the next generation of Krull selects unity over division and petty differences. 

But the Beast is not content to see his enemies unite.  His slayers lay siege to Lyssa's kingdom and capture the young princess.  His father murdered, Colwyn is left, barely alive, to brace an uncertain future. 

Fortunately, a wise old man named Ynyr (Freddy Jones) travels down from self-imposed exile in the distant Granite Mountains (think Obi Wan Kenobi in the desert wastelands beyond the Skywalker farm...) to instruct the boy how to destroy the Beast and rescue his true love.

The Glaive: An ancient symbol of freedom.

The first order of business is for Colwyn to acquire an ancient weapon called a "Glaive" -- a five-point, jewel- encrusted throwing-star (think of Tron's MCP-destroying frisbee/disc). Colwyn climbs a treacherous mountain peak to remove the Glaive from a  bed of lava. Like Arthur's sword-in-the-stone, Excalibur, Colwyn holds the glaive up to the light to see it shine...

The next order of business is for Colwyn to learn where the Black Fortress is going to materialize the next day.  In one of the story's more interesting twists, The Beast causes his headquarters to teleport from day-to-day so that it can never be located, much less attacked. 

With the help of Ergo the Magnificent (David Battley), a robber named Torquil (Alun Armstrong) and his merry men (including  Liam Neeson and Robbie Coltrane), plus a lonely Cyclops, Rell (Bernard Bresslaw), Colwyn sets out to learn this information from a blind Seer (John Welsh).

Unfortunately, the Seer is replaced by a deadly changeling in a perilous swamp, and the heroic protagonists face an ambush by Slayers.  Many of the team are killed in the ensuing, leaving Ynyr no choice but to visit the mystical Widow in the Web -- his long-lost lover, also named Lyssa --  to acquire the important knowledge about the Beast's lair...

Meanwhile, in the Black Fortress, the Beast attempts to seduce Lyssa with a golden wedding gown and the promise of immense power (a clear predecessor to a similar plot-line in Ridley Scott's Legend). She resists, temptation and voices one of the film's unpretentious themes. When she is told by the Beast that "love is fleeting; power is eternal," she turns the axiom around on him, insisting the reverse.  "Power is fleeting; love is eternal," she insists.

Eventually, in Krull's prescribed and all-together expected ending, she is proven right, of course. The Beast is defeated by true love, and everyone on Krull (and in the galaxy) lives happily ever after.

And if you're pure at heart, you simply wouldn't have it any other way.

Krull as Mono-myth

The Kingdom of Krull is threatened and order is overturned, true to the Monomyth.

In too dutiful fashion, Krull ticks off every anticipated stop in the long-established "hero's journey."  There's Colwyn's initial "call to adventure" as he is forced to become King when his father is murdered by Slayers.

Then there is the archetypal "refusal of the call," -- a dedicated refusal to fight and to accept personal fate/destiny -- until Colwyn is guided by a surrogate father-figure, Ynyr.


In further compliance of the Campbell outline, Colwyn also calls upon supernatural aid in his quest to fight Evil.  Here, those supernatural auspices are the weapon with a mind of its own, called a glaive, a lonely Cyclops, an inept sorcerer, the wild fire mares, and the Emerald Seer  Without these supernatural tools supporting him, Colwyn could not emerge from his trials victorious.

Colwyn also succeeds at the Monomyth's "first threshold" by retrieving the ancient weapon -- the Glaive -- and, finally, in the third act, goes into deep into "The Belly of the Whale," the villain's frightening, Hellish headquarters.  Here, in the Home of the Beast, Colwyn undergoes a metamorphosis that allows him to understand his spiritual powers.   Specifically, his union with Lyssa -- true love -- makes him strong.

Why, there's even the archetypal a woman temptress in one important scene, and finally, Colwyn -- after his road of trials -- delivers a boon unto his people: a generation of peace, and a son who shall benevolently "rule the galaxy."

You can admire Krull's slavish devotion to the details of the human mono-myth at the same time you might feel compelled to yawn a little and note that -- especially in this fantasy film era -- we've been here before.

"No Man has Ever Seen Him and Lived"

Princess Lyssa trapped in the mind's eye of The Beast.

The primary reason that Krull is as diverting and entertaining as it is? Even forty years after it was made, the film's visual imagination is nothing short of dazzling. The film is, without exception, gorgeously crafted.

In particular, visual effects supervisor Derek Meddings and production designer Stephen Grimes have forged a marvelous fantasy world that, even now, compares favorably with modern CGI epics such as Peter Jackson's Lord of the Rings installments.

There are several stand-out scenes the film that yet dazzle the eye and spark the imagination.  For Lyssa's captivity in the Fortress, for instance, the interior of that Pandemonium-like structure is depicted in utterly surreal terms.  The Beast is seen only in distorted glimpses for much of the film; but the inner chambers are bizarre, abstract and wholly impressive. At one point, Lyssa appears to be trapped in a room that resembles a giant claw (she is literally trapped in the Beast's grip, the set design reminds us). 

At another memorable juncture, Lyssa is seen staring out from a chamber that appears to be a humanoid eye. This means that the Beast's eye is upon her; and the weird surreal sets like this also express the notion that The Beast and the Black Fortress are two heads of the same monster; that its interior is a representation of his fearsome, inhuman Id. The Campbell-ian idea of the "Belly of the Whale" is translated very literally: this is the belly (or brain?) of The Beast.

The point of all this strange and almost biological interior design is to preserve the mystery and terror of the Beast as long as possible; and therefore heighten suspense about his gruesome, malevolent nature.  He is not seen as a recognizable (and very alien...) life-form until the film's not-entirely-satisfactory conclusion. 

And then, after his wicked Fortress interiors have done so much work to establish his evil credentials, the visualization is almost a disappointment; a man in a suit.  It's a good suit; but clearly a suit nonetheless.  The Beast is more effective in close-ups, and even in the final battle, Yates relies on these close-ups, wisely, to accent the Beast's alien-ness and undercut our sense of place (and therefore safety).

The Slayers spring their trap in a wonderfully-realized visual moment.

Outside the Black Fortress, another visualization that holds up remarkably well involves the deadly swamp where the Blind Seer is replaced by a long-fingered Changeling. All the trees in the swamp are dead, gnarled things; and the sky in the background is a hazy, menacing mauve color. But the best moment sees a squad of Slayers rising slowly from the reflective waters of the swamp -- heavily armed -- to launch their surprise attack. 

There's something incredibly powerful about this moment: alien soldiers on an alien landscape, attacking the film's heroes. It looks like a real evocation of an extra-terrestrial war in ways that CGI somehow can't yet manage (Avatar excluded, perhaps). Watching this scene, you are immersed in the details of the planet's struggle, countenancing visions of believable "other-worldiness."

Perhaps the film's most dynamic visualization occurs as wise old Ynyr attempts to navigate a gigantic spider's web to reach his long-lost love, the Widow. He is shadowed by a giant spider the whole way, and the scale of the web (and the albino spider) is nothing less-than epic.

Shot at Pinewood Studios in England, and on locations in Italy and Spain, Krull is a gorgeous fantasy that legitimately deserves comparison to The Dark Crystal, Legend, and other classics of the period. Yes, the visuals are that good.

Where Krull comes up a little short, however, is in its pacing and an its perhaps too-simple narrative. At just over two-hours the film feels over-long and slow-paced, even with James Horner's rousing, blood-pumping score. 

And the film's lack of major cult support from fans arises, I believe, because unlike Star Wars or other fantasies of the period, the film does not very clearly erect a believable or logical basis for its "magic."  

To wit, in Krull's last act, Colwyn learns that the Glaive is not the source of  his power. Rather, it his love for Lyssa and vice-versa, that gives him such awesome power. He takes on the Beast and literally shoots fire out of his hand, like a flame thrower

While this is undeniably a beautiful thought -- that unity brings great strength and power -- it is also somewhat child-like. 

On the one hand, that childishness grants the film a legitimate and nice sense of wonder.  On the other hand, it sometimes plays a little as arbitrary.  Convenient that Colwyn's hand should become a flame thrower, right?  Though, certainly, an early wedding ceremony in the film involving fire, as well his retrieval of the Glaive from fire/lava, embeds this eventuality as a possibility.

Another way of saying this is that George Lucas made sure in Star Wars that everything had a basis; a kind of sense. 

The use of "The Force" -- an energy field binding, penetrating and surrounding all life forms -- enabled the "magic" to not seem magical, if you get my drift. There was an order to things, and if you could tap into the Force, you could influence others (Jedi Mind Trick), and even destroy the Death Star. 

Here, there's some sense of inconsistency, of magic haphazardly applied to resolve crises in the story.  How does Ynyr -- the wise elder -- know so much about the Black Fortress and the Beast, for example?  

It isn't even clear how long these "invaders" have been here, at all. We see the mountain arrive (from deep space) at the film's opening, and a voice-over narration tells us of the Beast's history for taking over other worlds, but that doesn't answer the question. 

Is the Beast new to Krull, or is this a multi-generational campaign of terror? 

Also, how does Ynyr know of the Cyclops' otherworldly history? He recounts a fascinating tale that positions the Cyclops as extra-terrestrials who were seduced by the Beast's promises, but how does he know this information? Come to think of it, who first spoke the "Prophecy" of Lyssa, Colwyn and their offspring?  The answer: we don't know.

Occasionally in the film, Ynyr functions too much as all-purpose exposition without explaining how he knows so many important things. He is a convenient mouthpiece for the writer, for the most part.

Furthermore, since it is relatively easy to tame the film's flying "fire mares" (think Pegasus in the original Clash of the Titans), why aren't these impressive and fast-moving animals being harnessed in battle against the Slayers and the Beast on a regular basis?  Seems like that could even the odds a bit...

And where are the people of Colwyn and Lyssa's kingdom, anyway? We see a castle, beautifully-realized, and the palace guard decimated by the Slayers in a great battle scene, but no "regular folks."

When you couple the random application of magic with the overly familiar details of the monomyth -- the quest, the sacred Excalibur-like weapon, the wise elder, etc. -- Krull finds it hard to sustain interest at two hours. 

The make-up, visual effects, production design and scoring do a lot of the heavy lifting for a narrative that often seems to glide, on automatic pilot, to its pre-ordained conclusion. 

Even the occasional movie quotations -- such as a fight with Slayers in the palace that recalls Errol Flynn's Robin Hood -- don't do much to make the movie move nimblly enough.

"These are the Sands of My Life"

Colwyn (Ken Marshall) and Lyssa (Lysette Anthony) play hide-and-seek.

All these criticisms and questions established, Krull is not without an overarching theme of relatively nice complexity. 

Specifically, the film balances the story of Old Ynyr and his Lyssa (The Widow of the Web) with the story of young Colwyn and his Lyssa. 

That both  female characters in the film are named "Lyssa" is no accident. Rather, the identical name for this damsel in distress makes the audience consider the woman (the love object of the hero in Campbell's monomyth) as something more than a person. Krull contextualizes the princess as a woman "of ancient name," meaning that this name carries with it an historical legacy.

In two cases in the film, a "man" (Ynyr and Colwyn, separately) has the opportunity to follow his heart -- to unify the world too -- and find peace and happiness with a "Lyssa." In the case of the older generation, that opportunity is lost. Ynyr forsakes his Lyssa and out of anger, she murders their child together. As punishment, she is transformed into the eternal "Widow of the Web," a creature luring men to their doom.   She is not happy about her crime or her fate, but as this Lyssa tells Ynyr, her "rage needed a victim."

Ynyr is now an old man, and in this stand-out sequence, he forgives the woman he once left; realizing his part in her unhappiness and rage. He was not true to their love. They will have no future together ("no man has ever escaped the web"), but at least there can be final reconciliation.

With the current lovers, however, the mistakes of the past can be rectified. Kingdoms can be united...and love can become "eternal." Lyssa does not accept the seductive wealth and power of the Beast; and Colwyn does not accept the sexual comforts of a woman who comes to him (really a minion of the Beast).  They have learned from the mistakes of their fathers and are not going to repeat them.

In short, this is an optimistic take on the world in the 1980s, a time when old men in the United States and the Soviet Union held the fate of the world in their hands (and could destroy civilization with the push of the button). 

Here, the young generation promises to set right that which the older generation has gotten wrong (and in terms of contemporary films, you can see the same theme played out in Wes Craven's 1984 version of A Nightmare on Elm Street).  The dream of Krull is not for a world of eternal enemies on opposite sides, but "a single kingdom under our children."

That's still the dream.

But the wistful, sad "Widow of the Web" interlude powerfully gets at the passage of the generations.  Every generation has its chance to succeed, and must grasp it or face death a failure. 

In this enchanting scene, Ynyr notes that his "race is run" and his Lyssa implores him to help the world anyway, even if they, personally, shall die.  "Save the other Lyssa," she pleads. This is Krull's way of noting that there is a time when adults must stop living for today and for their own happiness, and start living for the happiness and continuance of the species; for the next generation; for their children.

Alone, this beautiful and sad passage nearly manages to redeem the almost rote "mono-myth" narrative of Krull. One wishes the film could have followed through with a bit more of the complexity and adult perspective depicted here, but then perhaps wonder might have been sacrificed.

Still, overall enjoyment and appreciation of Krull arises from the film's stellar production values: effects, sets, make-up and costumes that still impress and even amaze nearly three decades on.  But also largely from the Widow of the Web sequence which is the red meat, perhaps, that grown-ups need to enjoy what seems like an almost childish fantasy at times.

It doesn't hurt if you posses that proverbial pure heart, either, at least during a screening of this movie. 

The are movie virtues other than originality, to misquote Ynyr in the film, and one of them is charming innocence. 

Krull succeeds on that front. Without cynicism or skepticism, the movie dreams big for a better tomorrow and it does so with vivid, gorgeous visualizations. 

Maybe in these days, that's legacy enough worth cherishing.

Tuesday, July 25, 2023

Sci-Fi Pulse Reviews Enter The House Between (2023)





Sci-Fi Pulse's Raissa Devereux has just reviewed our full-cast audio drama, Enter The House Between and rated it a 9.5 out of 10.  Whoo-hoo!

The author writes:

"15 years ago, John Kenneth Muir’s web series — The House Between — was ahead of the zeitgeist. Now, his podcast continuation — Enter the House Between — is heartwarmingly on-trend...For the unfamiliar, Muir’s universe is less Doctor Strange in the Multiverse of Madness and more Everything Everywhere All at Once. Moreover, his less is more story telling allows room for accessible exposition. As a result, new listeners won’t feel left behind.

That said, there’s plenty for fans of the original series to love. As with the web series, the podcast is character driven. Happily, Muir hasn’t missed a beat..."

Read the full review and scores for audio production, performances and story here, at Sci-Fi Pulse: https://www.scifipulse.net/enter-the-house-between-podcast/

Our first six episodes are available NOW on all podcast platforms, and on YouTube.  Our final three episodes of the season drop this fall!  Joins and and Enter The House Between...







Saturday, July 22, 2023

40 Years Ago: Jaws 3-D


The last two films in the Jaws franchise are terrible. We all know this fact.

What isn’t settled, perhaps, is the question of which entry -- Jaws 3-D or Jaws: The Revenge -- actually takes the crown as the very worst installment of the bunch.  

Traditionally, I have favored Jaws: The Revenge (1987) as representing the absolute nadir of the saga. But a recent re-watch of Jaws 3-D (1983) suggests that maybe I had it wrong. Though Jaws: The Revenge is consistently, unceasingly dumb and ridiculous, it somehow manages to be entertaining in its stupidity. You can laugh at it at the same time you acknowledge how bad it is.

Released 40 years ago today, Jaws 3-D is dull, over-long and unceasingly dumb too...only without the unintentional laughs. That makes it a bigger drag to sit through.

In short, Jaws 3-D is a horrible, ill-conceived mating of the disaster film format and the shark attack film.  

Most 1970s disaster flicks are set in one scenic locale (a tall building, a ship at sea, etc.) and chart how chaos progresses there, often following some form of usually-natural threat, whether an avalanche, an earthquake, or a storm in the ocean.  

The Jaws films, by contrast, have focused on the Brody family and its ongoing travails with great white sharks. Aiming for originality, Jaws 3-D blends the two approaches. Here, the Brodys contend with a great white shark at an amusement park populated by thousands.  

And hey, isn’t that the plot for Jurassic World (2015)?

Anyway, a very young Dennis Quaid here plays the older Brody son, Mike, and John Putch is the afraid-of-the-water Sean Brody. 

As the film begins, preparation are underway for “Preview Week” at Sea World (replete with “The Undersea Kingdom,”) a new amusement park/attraction owned by controversial entrepreneur Calvin Bouchard (Louis Gossett, Jr.). Mike is the chief engineer there, and his girlfriend is a marine biologist, Kathryn Morgan (Bess Armstrong) whose job it is to tend to dolphins.

A small great white shark is soon detected in the Sea World lagoon, and publicity hound and D-list celebrity FitzRoyce (Simon MacCorkindale) wants to hunt and kill it for the paparazzi. But Kathryn, realizing that there are no great white sharks in captivity, sees that this incident represents an opportunity for the park, and for science. Sensing dollar signs, Calvin agrees, and the shark is captured rather than killed.  It later dies in captivity.

Unbeknownst to any of these individuals, however, the shark’s angry mother is already in the Sea World lagoon too, ready to strike back…on Opening Day.


It’s a cliché, for certain, to say that a Jaws film lacks “bite.”  But -- what the hell? -- Jaws 3-D really lacks bite. 

The 1983 sequel never generates a real sense of terror, in part because the visual special effects are so bad that they take your attention away from the characters and their predicaments. For instance, a model, or miniature shark is used on several occasions, and it swims right at the screen, in full view, looking absolutely immobile and unreal.  A better director might have sought ways to hide the model shark, or feature it more judiciously. It's baffling that the Spielberg approach -- a reliance on P.O.V. and the genius of John Williams -- isn't repeated here, since the effects are so clearly lacking.

The moment when the shark strikes a plate glass window is perhaps the worst use of the aforementioned great white miniature. A fake shark, matted against a background, appears to strike  a fake window.  It's layers upon layers of incompetence here, one of the worst composites you'll ever see in a major motion picture.

The shark carnage -- body parts, bones, and so forth -- is similarly rendered in a lame way, with sizable matte lines showcasing for posterity their unreality.  Even something that should have been simple -- making a run-of-the-mill submersible look "real" while underwater -- is utterly botched here.


The silliest moment in terms of effects, however, arrives in the finale, as two dancing dolphins are matted into the respective corners of the frame while Mike and Kathryn swim to safety. The results are so atrocious that they look like a bad Hallmark card come to life. 

Notice below, how you don't even see the entire dolphin bodies, and how they don't seem to be in the water (making ripples or waves), but standing in front of the water.


Beyond the terrible, movie-destroying effects work, the editor on Jaws 3-D tries desperately to gin up tension, and largely fails.  The main technique used is slow-motion photography.  So suddenly, during the finale, we get exaggerated, interminable close-ups of Louis Gossett, Jr., Dennis Quaid, and Bess Armstrong dropping their jaws in terror, their eyes popping at some off-screen menace.  

But the shots last so long that they are kind of funny.


Jaws 3-D  also attempts to ape the naturalistic, staccato dialogue made famous by the first two films, but never gets anywhere in the same ball-park. No real human connection is made with the characters here, and so the banter about leaving the park for another country, or Mike and Kathryn getting married largely falls flat.  Similarly, Sean’s attempts at pitching woo with Lea Thompson’s character -- a water-ski performer -- seem unimpressive. All these moments reminded me of a bad Friday the 13th film of the 1980s; one populated by interchangeable teenagers who would later serve as victims for Jason.

One can  also that the filmmakers hoped to create a new triumvirate here, to replace the classic Brody-Hooper-Quint threesome of the 1975 original. We’ve got our Brody (two for the price of one, actually...), our fish-loving scientist (Armstrong), and the self-confident, somewhat amoral hunter, FitzRoyce (MacCorkingdale).  

Suffice it to say that it’s a weak B-team by comparison to the trio we met in Jaws.

Also, the film’s final moments are lacking suspense, and silly to boot. We’re to believe that FitzRoyce -- killed by the shark two-thirds of the way through the film -- is still whole and intact (though not alive) in the shark's mouth, still clutching a grenade for the finale.  

So the weapon is right there, on the shark’s tongue, I guess, waiting for Mike to detonate it in time for a happy ending.  

Do sharks not chew their food? 

Do they just let it sit in their mouths for hours on end, slowly but passively digesting it like a sea-going Sarlacc?

And would not the water loosen the grenade at some point, anyway? 

Heck, what about the movements of the shark?  Wouldn't they cause the bomb to detonate?  And if Fitzroyce's corpse is just lunging there, unchewed inside the shark, how does the shark have room for her next victim?


Let’s just say it’s extremely convenient that when the chips are down, and the shark is in the room with the heroes, that Mike has an easy way to kill it. 

Just pull the ring and dive for cover.

One of the few scenes that I liked in Jaws 3-D, or which I felt achieved the desired effect, involves Mike and Kathryn discussing his family history, and the event that changed the Brodys forever: the shark attacks his father dealt with.  He talks about the repercussions of those shark attacks in Amity, and the moment serves not just as a call-back to better (and beloved) films, but as an acknowledgment of how a tragedy can change the path of one’s life forever.



But for most of its run, Jaws 3-D is a tired, poorly visualized disaster, with unlikable characters, plenty of clichés, and almost no scares whatsoever. 

The film is a suspense-less effort in three dimensions or two.  It is unbelievable to me not only that another film in the saga was produced after this floater, but that the follow-up is arguably as bad (if not as dull) as this sequel is.

Thursday, July 20, 2023

Destinies: The Voice of Science Fiction Interview!

Last Friday night, I had the great honor of appearing live on Dr. Howard Margolin's radio series, Destinies: The Voice of Science Fiction, to discuss my latest. horror movie book Horror Films 2000-2009, and my audio drama series, Enter The House Between.  

It is always a pleasure and privilege to spend time with Howard, who is one of the top interviewers in the business. I can't believe this was my 15th appearance on the immortal Destinies, and that my wife and I have known Howard for over twenty five years.

On the interview, we counted down my top ten "best film" choices for the span of 2000-2009, and talked a little about trends in the decade. We also got to discuss Enter The House Between briefly.

You can give the interview a listen here:

http://www.captphilonline.com/Destinies/Destinies_07_14_23.mp3

Let me know what you think!

Tuesday, July 04, 2023

Twilight Zone Marathon: "Come Wander with Me"


There are, perhaps, several episodes of Rod Serling's classic The Twilight Zone (1959-1964) more sharply-written, more morally-valuable, and more resonant in a simple, emotional sense than "Come Wander with Me." Many Twilight Zone segments also boast superior twist endings.

And yet, for my money, there are few segments more haunting or dream-like than this superb fifth season phantasm, penned by Anthony Wilson and directed by a young Richard Donner (The Omen [1976]; Superman: The Movie [1978], Ladyhawke [1985]).

Simply stated, "Come Wander With Me" casts a hypnotic spell.


"Come Wander With Me" was the final episode of The Twilight Zone filmed/produced for CBS, and the third-to-last episode to air on that network in prime time. It premiered on May 22, 1964 and dramatized the tale of Floyd Burney (Gary Crosby), the so-called "Rock-a-Billy Kid."

Burney is a cocky but insecure "celebrity," an up-and-coming music star without the slightest sense of originality, individuality or artistry. As the episode begins, Burney has arrived at the foothills of Appalachia in hopes of "stealing" a song from the naive locals there and "conjuring" another hit to augment his singing career. He justifies this act of creative theft by noting that all the folk-music stars of the day do it...

This narrative set-up mirrors a real-life context of the times. From the 1950s-to-early 1960s, there was a folk music revival movement in the U.S., one in which a wide variety of artists imported the fiddle and banjo-style of Appalachian folk songs (often ballads...) from remote, poverty-stricken Appalachia into the nation's musical mainstream.

This local music style proved increasingly popular -- especially as the Beatnik "coffeehouse" movement came to life -- but so did the notion of Appalachia as a backward, violent, isolated realm of cultural separation and inscrutable mystique.This geographical region in the South East U.S. became increasingly feared and derided because of popular stereotypes; for the sense of it as a setting of oppressive fundamental religion and...ghost stories.

In "Come Wander with Me," we see such a world-view fully articulated.This Appalachia is a dangerous, foreign place that doesn't conform to the "rules" of life as Burney understands them. In other words, cash isn't God; and actions (such as pre-marital sex...) have consequences. And far from being an authentic musician (or even boasting a particularly "Up with People" attitude...) Floyd Burney is but a slick, self-centered celebrity looking simply to steal a resource. Even his car is gaudily decorated with the titles of his insipid hit songs. We recognize immediately that he's out-of-his-element...and playing with fire.

There's a great visual touch that inaugurates "Come Wander with Me." As Burney stops his car at the foot of a rickety, damaged bridge, we can see that a floorboard is missing directly ahead. So Burney exits his car, and steps over that gulf himself, unawares.

That missing plank in the bridge, however, is the specific demarcation point between reality and the supernatural; between the American mainstream and isolated Appalachia. And, as Rod Serling would no doubt declare, it's our point-of-entrance into...The Twilight Zone.



Once in the woods, the hungry, exploitative Burney begins hunting for his "new" song. He tells a gargoyle-esque junk/music shop owner "Anything you got is PD - public domain! You've got no rights!" and then graciously (!) offers to buy the old man's songs for a meager handful of cash. The local declines to help, but Burney refuses to relent...until he hears a recurrent, eerie melody emanating from somewhere deep within the forest ahead.

Burney passes into a heavy mist as he treads deeper into the seemingly-endless woods, and is so consumed with his mission that he misses something important nearby: his own grave-stone, jutting roughly out of the Earth.

As Burney goes in search of the obsessive melody, he misses something else too. In at least two separate shots, we detect a mystery figure shrouded in black...reaching out for him in the distance. This apparition appears in the background of the frame (as Burney hunts in the foreground...), and the long-shot, deep-focus composition crafted by Donner is creepy as hell. Because the figure is at first stationary -- and almost camouflaged -- we don't see it right off the bat amid the ancient woods. When we do see it, we're startled. 

This Life and the After-Life have merged...


Burney soon discovers that the source of the song is an innocent young woman, Mary Rachel (Bonnie Beecher). This siren is beautiful, a bit sad, and all-together reluctant to sing Burney the entire song.

Ever the smooth operator, Burney romances Mary Rachel, even though she's already "be-spoke" to a local gent named Billy Rayford. Successfully taken-in by promises of a life with Burney, Mary Rachel finally reveals the melancholy song in its apparent entirety: a haunting, timeless composition by Jeff Alexander, called, appropriately, "Come Wander with Me." 

As the song is repeated -- and as Floyd and Mary Rachel consummate their relationship 'neath an old willow tree -- the episode cuts to another montage that seems to fracture time: a series of progressive zooms leading into crisp dissolves. The zooms always draw us nearer to the intermingled duo (sometimes from doom-laden high angles). It's as though Fate itself has locked them in its cross-hairs.

"That song was meant for me." Floyd declares, more accurate than he realizes.


"It can't be bought," Mary Rachel counters, but Burney doesn't understand what she means.

Then a jealous Billy Rayford shows up -- a man with the odd, shambling gait and blind, lifeless stare of the living dead. There's a scuffle, and Burney (too easily, perhaps...) kills him. 


Suddenly, Mary's song changes. It is no longer soft and melancholy. Now it is loud, strident, and fearful. A new verse emanates from the tape recorder and states "You Killed Billy Rayford...bespoke unto me..."

In fact, as Billy's brothers relentlessly hunt down Floyd Burney to avenge the death of their kin, Mary Rachel's song continues to morph and grow, adding new, more disturbing verses all the time.

Mary Rachel begs Floyd not to run "this time," but he does it anyway. As he flees, he sees Mary Rachel once more, now garbed in black...a mourner at his grave

And when the Rayfords finally come for Floyd, we never actually see them as human beings. Rather, they are suggested as inhuman Furies. They are depicted as long black shadows which stretch malevolently across the ground, and then, finally, eclipse the light over Floyd Burney's terrified face...

What "Come Wander with Me" circumscribes, however, is truly a vicious circle. A cycle without end and without beginning, very much like a song being composed before our eyes and ears. If we could ever truly feel what it likes to be trapped inside a song -- inside a personal melody -- I have the feeling it would seem just like "Come Wander with Me" because the story is graced with a sense of the inevitable, the inescapable

And the main character, Floyd Burney, has already been "conceived" or "imagined" by the composer as the subject of this tune, and therefore cannot change his path, his destiny, his crescendo. He will always be the Rock-A-Billy Kid...the one who trespassed (by stealing a song and a woman...), and who paid with his life. The song tells us who he is; and he can never change because those verses are already written and sung. The song which can't be bought...defines him. He already "owns" it. 

Or it owns him.

The less-important supporting characters, like the doomed Billy Rayford, are barely "human" at all. They are merely ciphers -- musical notes, perhaps -- who help bring the song round to its final stanza. As Mary Rachel explains, they do only what is expected of them. "He always comes here," she says, in regards to Billy. He has no choice in the matter, because this isn't his song...it's Floyd's.

If you remember the story of Sisyphus, you might recognize "Come Wander with Me" as something more than a never-ending song. 

It's also a personal Hell for Floyd Burney (meaning, perhaps, that it occurs after his mortality ends, in Hell itself). 

Just as Sisyphus's punishment was to always push a rock up a hill, only to see it roll back down, and have to start over, our Floyd Burney must likewise re-live -- again and again -- the avaricious song hunt (and personal manipulation of Mary Rachel) that led him to his trespass and demise. 

In each refrain of the song (and of his personal Hell...) Mary Rachel begs Floyd to change his course (to hide, rather than run...) but Floyd is stuck in a rut -- like a record repeating on the same groove again and again. Even Fate (or is the Devil?) is seemingly against Floyd: when he returns to the junk music store to hide, all the musical instruments come miraculously to life to reveal his position to the Rayfords.

And, finally, when Burney states that he has "come too far, too fast to be buried in Sticksville," I wondered if he meant, perchance Styx-ville.

There's a majestic sweep, and subtle, cerebral horror underlining "Come Wander with Me." The song was deployed to similar haunting effect in Vincent Gallo's 2003 film, Brown Bunny. Several contemporary bands have covered the tune too, and it even appeared in a Dutch insurance commercial in 2006.

But for me, it's virtually impossible to separate "Come Wander with Me" from Bonnie Beecher, Floyd Burney's personal hell, Applachia, or this unique, brilliantly-crafted episode of The Twilight Zone

This is a song (and an episode) you just can't get out of your head.

Twilight Zone Marathon: "Death Ship"


During The Twilight Zone's fourth season in 1963, Rod Serling's trademark anthology was expanded from half-an-hour to an hour in length. 

Most of the episodes produced during this span are not included in syndication packages or annual marathons (except for the Robert Duvall episode, "Miniature"), because they don't fit the half-hour time slot. For Twilight Zone's fifth and last season, the format was restored to the more famous 30-minute period, and many of these hour-long installments faded to undeserved obscurity.

And the general meme on the fourth season, on the hour-long shows, is that somehow the experiment failed. That the episodes are not as good, or as powerfully wrought as the shorter installments. The thinking goes that at a half-hour, Serling sets up the premise, expands it just enough, and then delivers the closing whammy or twist before you grow fatigued with the narrative. It's a perfect thirty-minute structure. 


By contrast, goes the conventional wisdom, at an hour length, you get mired in the story-line and sort of wander off the point.

I haven't watched all of the fourth season shows recently, but based on my viewing of "Death Ship," I'm not sure that the latter argument holds much water. Written by Richard Matheson and directed by Don Medford, "Death Ship" is the sort of creepy sci-fi story I'm almost predisposed to love. Why? Well, as much as I love, adore, revere, and honor Star Trek and what it has accomplished over the long years, I prefer to view the realm of outer space not as a giant ocean separating countries, where starships stay in touch with Earth by subspace radio and serve a sort of cosmic United Nations, but as something more...enigmatic


Again, this is merely my personal preference, but I especially enjoy the concept of outer space as terrain of mystery, awe, and terror...a realm that we -- even as intelligent and technologically-advanced human beings -- are not quite able to understand at this point.

Solaris, 2001: A Space Odyssey, Space:1999 and yes, Richard Matheson's "Death Ship" all seem to view outer space in these fascinating terms. I think space adventuring is great in any form, but especially so when the mysteries unlocked at the end of the universe have some bearing on our understanding of ourselves and the very nature of existence. I'm not talking about morality (Star Trek was unmatched in focusing on the morality of our species), but the very core ideas of "what are we?" "what is existence?" and so forth.

And those are the sorts of interrogatives raised in "Death Ship."




As the story begins, it is the far-flung year of 1997, and three astronauts from the rocket bureau man the exploratory vessel E-89 as it seeks out habitable planets for colonization. 

Captain Ross (Jack Klugman), Lt. Mason (Ross Martin) and Lt. Carter (Frederick Beir) observe the surface of one distant planet, and spot something odd: something metallic glittering in the jungle far below them

Excited at the prospect of man's first alien contact, they land E-89 (the spaceship from Forbidden Planet [1956] redressed...) and discover that the "glittering" on their scope is actually something more frightening, the wreckage of an Earth spaceship.

The astronauts head out to the ruined ship and find that it is of the same class and construction as their own vessel, E-89. When they enter the wrecked craft, they discover the bodies of the three-person, human crew. Disturbingly the corpses are actually...their own. 


The crashed ship is actually E-89 and somehow it crashed on the surface of this alien world, and Ross, Mason and Carter were all killed during the event. Now, thanks to the auspices of the Twilight Zone, the astronauts have caught up with their grim fate.

At first, the thoughtful and determined Captain Ross thinks that they have "circumnavigated" time and somehow arrived on the planet in their own near future, perhaps as the result of a time warp. He makes an interesting decision. If their future involves a crash, he suggests, then he won't order the crew to launch. Ever. He decides to stay on the planet for an unlimited duration instead, because he knows he will eventually discover a "logical" explanation for what they've found on the surface. He just has to puzzle it through. "Eventually, we'll find an answer," he suggests.

But then another odd thing occurs. The longer the crew remains on the strange planet with their corpses aboard that duplicate ship, the more the crew begins to "fall apart," hallucinating a very different existence. Lt. Carter imagines he is home and visits his house on the very day of his funeral. He finds his wife's mourning attire laid out across his bed, next to a telegram from the rocket bureau announcing his demise.

Lt. Mason also experiences what might be a delusion. Outside, on the surface of the planet, he encounters his daughter and wife. They are happily sharing a picnic lunch lakeside, and Mason feels compelled to join them. In short order, however, he is torn out of this pleasant reality by the committed and stubborn Captain Ross, who reminds him that his wife and daughter were killed in a car accident long, long ago.

Captain Ross rallies the troops. He believes he has discovered the logical explanation (because everything has a logical explanation, he says). 




Everything that has happened on the mysterious planet is an alien trick, he tells his men; a ruse to keep humans from colonizing there. It's mind control...illusion.

Ross is so convincing in his "logical" explanation of the events on the planet that Mason and Carter believe him. The three men recommit to their mission, with great trepidation lift off, and head once more for the stars.

Miraculously, the spaceship does not crash on ascent, as the crew feared it would. E-89 makes orbit successfully. The three men have escaped their fate, or so it seems. The trap below cannot snare them.

But then the determined and intellectual Captain Ross orders they return to the planet surface to collect specimens and complete their assignment. After all, he says to his men, he understands the alien trick now, and won't be fooled again.

Ross sets the controls for re-entry, Carter objects and...

...Well, to tell you any more of "Death Ship" would be to ruin the denouement of one of the truly great (and perhaps not very well-known) Twilight Zone episodes. 


What occurs finally on that distant planet, and the explanation to the riddle -- the very thing that renders E-89 "a latter day flying dutchman" -- has nothing whatsoever to do with time warps or alien tricks. 

Instead, as you may have guessed at this point, the solution to the mystery grows out of the characters, and in some aspect, the so-called "cult of personality," the willingness of some men to follow leaders...because they want to believe something pleasant so badly. 

"Death Ship" is a great story because it arrives at the shocking ending sideways. The episode features all the trappings of futuristic science fiction drama, with discussions of time travel and alien life, but as is so often the case on The Twilight Zone (and in the work of Richard Matheson) the resolution of the enigma involves the very nature of man; the metaphysical not the technological.

In crafting a tale of a protagonist and captain who sees what he wants to see, and the men who follow him in that vision, Matheson's "Death Ship" takes the mysteries of outer space and links them right back to the essential nature of humanity, right here on Earth. For awhile it looks like the story is about "fear," the "death fear" as one character describes it, but the tale actually involves the acceptance of the unacceptable in our lives...and in our deaths.

As is typical for The Twilight Zone, "Death Ship" is presented in stark black-and-white and beautifully shot. There's one terrific, highly cinematic shot in which the camera prowls through a hole in the damaged vessel's wrecked exterior, and then scans the ruined command center, finally settling on the three corpses. 


There's some nice, unobtrusive use of split-screens and photographic doubles in another scene, and the performances are all intense and very good. Jack Klugman, in particular, does well in the role of the stubborn commander. One wouldn't automatically think of Klugman as astronaut timber, but he is intense and charismatic here. We pin our hopes on his character; just as his men do.

It's startling a bit startling to recognize the fact that this series (despite "futuristic" dates like 1997...) and the works of Richard Matheson don't seem to age at all.  They are -- truly -- as timeless as infinity.

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