John Kenneth Muir's Reflections on Cult Movies and Classic TV
Creator of the award-winning web series, Abnormal Fixation. One of the horror genre's "most widely read critics" (Rue Morgue # 68), "an accomplished film journalist" (Comic Buyer's Guide #1535), and the award-winning author of Horror Films of the 1980s (2007) and Horror Films of the 1970s (2002), John Kenneth Muir, presents his blog on film, television and nostalgia, named one of the Top 100 Film Studies Blog on the Net.
Tuesday, May 26, 2026
JKM on Father, Son, Galaxy!
Friday, May 22, 2026
30 Years Ago: Mission: Impossible (1996)
Director Brian De Palma came to the Mission: Impossible franchise in the 1990s after he had successfully revived another classic TV series at the box office, 1987's The Untouchables.
In many ways, the Geller 1960s creation was a perfect property for a director who believes that "the camera lies 24 times a second," since that axiom is the underlying essence of Mission: Impossible: the "lie" committed against the villain that makes him believe something false. That lie may involve a prosthetic mask that cloaks the identity of an IMF agent, or that lie may involve a camera broadcasting images that are believed to be real (like the death of an operative...), but which, are, in fact, lies. Our perception of reality -- according to De Palma and the IMF force -- can be manipulated by the dedicated (and cunning) use of technical inventions.
And for the tech-obsessed De Palma -- who in his youth had won a science fair prize for a project titled "An Analog Computer to Solve Differential Equations" -- the focus in Mission: Impossible on gimmicks, devices and high-tech toys (like cameras embedded in eye glasses and TV screens on wristwatches...) also appeared a perfect fit.
"My Team is Gone!" -- TV Series vs. Film Series
But because box office sensation Tom Cruise was attached to star in the new movie, the updated Brian De Palma Mission: Impossible was designed instead as a star vehicle. That means one man at the forefront of the action...not an ensemble piece, like the original. Cruise's new character, Ethan Hunt, survives the massacre of the team in the film's dynamic first act and then spends the bulk of the narrative working on an unofficial mission to clear his name from the "disavowed" list.
This deliberate change in focus riled some long-time fans of the classic series (as well as the former stars...) because Mission: Impossible had always concerned cooperation and team work; the sublimation of the personal for the greater cause or mission. Indeed, on the TV series, audiences knew virtually nothing of the characters' lives outside of the job. Emotions, personal connections, even humanity itself were downplayed and the "con" was everything. As producer Herb Solow described Mission: Impossible in Patrick J. White's excellent The Complete Mission: Impossible Dossier (Avon, 1991 pages 10 and 11): "The story was always what pushed the program forward, not the characters."
Another reason the new film adaptation angered some longtime fans of the popular series: Jim Phelps (here played by Jon Voight) is actually the film's villain, not the hero. Original star Peter Graves had been offered the opportunity to resurrect the beloved character, but turned it down rather than participate in a film that would see the character transformed into a disloyal mercenary and, ultimately, killed while conducting an illicit, personal mission.
The other original team members, including Landau, were offered a chance to participate in the film too, and -- down to the very last actor (Emmy winner Barbara Bain, Greg Morris, and Peter Lupus) -- they all turned it down. "They wanted the old team in the first movie..to kill 'em off," Oscar-winner Landau reported, and he was all too-glad not to accept that particular mission. "I said, 'no way.' Rollin Hand will live on in reruns."
Despite this controversy, the 1996 Mission: Impossible film remains one of De Palma's mainstream blockbuster masterpieces. It was the third-highest grossing film of 1996, and the highest-grossing film of De Palma's career. It is true that the thrust of the movie version of Mission: Impossible is quite different from the predecessor series (featuring an individual James Bond-style hero rather than a team effort...), and it is also true that Jim Phelps is featured as a double-agent/villain. And yet -- to some extent -- that latter development serves its purpose well in De Palma's snake-like narrative: proving itself the king of all surprise twists.
I submit that this climactic twist would have worked even better had Graves returned to the TV role he originated...because then nobody at all would have seen the villainous turn coming. I am sympathetic to the fans who decry the transformation of the property into a Tom Cruise vehicle, but in the case of the first Mission: Impossible, it is difficult to deny that the film is a thrilling, kinetic, invigorating experience, regardless of the perceived fidelity to the TV source material.
And -- after 178 "missions" in two TV series -- you might even wish to commend De Palma (and his writers, Steve Zaillian, Robert Towne and David Koepp) for featuring something the audience had never seen before: "IMF blow back." Here -- for the first time -- we see a mission go disastrously, catastrophically, irrevocably off-track and desperate agents forced to improvise on the spot, under fire and in constant life-threatening dangers. Perhaps that's not the core principle of the long-standing Mission: Impossible franchise, but as a one-off adventure, it's an intriguing tale. I can defend the artistic integrity of M:I as a film -- and as a De Palma film -- till the cows come home. I just don't know if I can do the same for MI:2 or MI:3 which have -- essentially -- become James Bond films on (Tom) Cruise control.
Homage, McGuffins and Lies: Avowing The De Palma Touches
One of the qualities I most admire in Brian De Palma is his unswerving ability to enliven material not his own (such as The Untouchables or Mission: Impossible) with his unique and individual film sensibilities. In Mission: Impossible, we get another classic, familiar De Palma touch: the tribute or homage.
Another object of homage here is clearly the film canon and stylistic conceits of filmmaker Jules Dassin, who directed two of the all-time great heist films, Rififi (1955) and Topkapi (1964). Indeed, the trademark "black vault" heist in Mission: Impossible has been described as a direct updating of the scene in Topkapi involving the theft of an emerald dagger in a glass case. And the exquisite, meticulous attention to detail during the course of the central crime in Rififi (a film that eschewed sound, music and dialogue for a focus on the details of a jewel heist) is also mirrored in De Palma's exhaustive direction of the film's three impossible missions (in Kiev, in Langley, and in London, respectively). Ironically, it was these two films (Topkapi and Rififi) that reputedly inspired Bruce Geller to create Mission: Impossible in the first place.
More important than either of these two tributes, however, is De Palma's return to his common thesis that the camera lies 24 times a second. In Mission: Impossible, the duplicitous Jim Phelps secretly runs a mission op within a mission op, so-to-speak, in Kiev. His operatives are running one mission; and Phelps is actually working against them, right under their noses. But the camera lies about this fact: we don't see Phelps' hands in-frame as he operates the computer that sends IMF agent Jack (Emilio Estevez) to his death in an elevator shaft. We don't see Phelps douse himself in stage blood before his eye-glass-mounted camera registers a shot of his bloody hands, fumbling at an apparent gunshot wound near his abdomen. Instead, we see Phelps apparently get shot by an independent assailant (on Ethan's wristwatch screen...) and then -- in master shot -- he fall offs a bridge into a river (a death that forecasts a similar scene in De Palma's Femme Fatale).
Next, during a splendid, third-act sequence involving Hunt and Phelps, we get the truth for the first time, or at least one possible version of the truth. We see the images of Phelp's nefarious activities -- depicted as Hunt's thoughts; his unvoiced suspicions. On this pass of the events, we see Phelps operating the computer to murderous effect. This time, we see him "act out" his own death for the glasses-camera (and Ethan's benefit). Meanwhile, in the dialogue itself, Phelps lies to us again about what actually occurred and who might be behind it. He fingers IMF supervisor, Kittredge (Henry Czerny)
In another brilliantly vetted moment, Hunt even "re-thinks" the moment that one agent's car was destroyed, first imagining Claire (Phelp's wife) detonating the bomb; and then -- in more palatablefashion -- imagining Phelps doing the deed himself. In this case, we never know the exact truth. This is in keeping with the ambiguous characterization of Claire (Emmanuelle Beart), who is either -- in another typical De Palma move -- a Madonna or a whore.
The Mount Everest of Hacks, (Or a Simple Game For Four Players...): The Black Vault Sequence
The Langley interlude in Mission: Impossible, or the so-called "Black Vault Sequence," remains so accomplished, so tense, so remembered that it has emerged, perhaps, as the most parodied scene in mainstream movies over the last decade.Basically, this harrowing scene involves four operatives breaking into CIA HQ in Langley, Virginia. Their mission: to download the NOC List from a small chamber called The Black Vault.
First, De Palma lays out the specifics of the difficult operation, showing the audience all the relevant information while Hunt describes it in voice over. For instance, we learn that the console is a standalone mainframe...which means that the expert hacker Luther (Ving Rhames) can't access it from outside. Furthermore, the security checks (voice-print ID, 6-digit access code, retinal scan, and intrusion counter-measure key cards...) prevent conventional access.
That's the mountain to climb, and in the film's second act, subtitled "Langley," Hunt and his team broach the impossible mission of accessing the Black Vault console. Hunt is lowered via harness, upside down, through a ceiling vent (initially protected by lasers...), wearing his camera/eye-glasses.
And then, once
he's inside, De Palma puts the screws to him and to us. The console operator, William Donloe, for instance, interrupts Hunt in the vault, and the agent is forced to dangle just feet over his head. Donloe need to glance upwards but once, and the mission fails. Importantly, De Palma positions Hunt and Donloe in the same shot to cycle up the anxiety factor: the close-proximity between men becomes plain (and terrifying) as they share space within the same frame.Secondly, a rat (first viewed in a rack focus, distracting our attention), enters the vent shaft and causes Jean Reno's character to lose a grip on Hunt's harness. Accordingly, Hunt plummets downward and nearly smashes into the pressure-sensitive floor. Hunt then swings uselessly and impotently, trying to maintain equilibrium (an act revealed in long shot, so we can note his spatial relationship to the dangerous floor). And then, in close-up, we see a single, glistening drop of sweat fall down across Hunt's harried face. We trace it down his eye glasses, and down towards the floor....
At the last second, Hunt catches the drop in his open palm...
The punch-line is a humdinger. As a successful Hunt climbs out of the vault, with Reno's help...a knife falls down (in agonizing slow-motion) towards the pressure-sensitive floor below. Miraculously (and humorously) it lands on the console, point down...avoiding immediate detection. At least until Donloe re-enters the room. This is a perfect example of De Palma's wicked sense of humor, the knife functioning as a kind of unintentional "flag" planting by Hunt and his team in the conquered territory.
All throughout this sequence, De Palma utilizes the Dassin motif as seen in Rififi, minimizing dialogue, music and sound effects to great impact. The idea is that the movie -- like the audience itself - is virtually holding its breath throughout the Black Vault Sequence, focusing on the details of the operations with a singular sense of focus, and nail-biting.
The Black Vault Sequence is superlative film style, the trademark De Palma set-piece we have come to expect and cherish in his films (and the climactic equivalent, essentially, to the Odessa Steps scene in The Untouchables). Every shot, every camera move -- every technical parry and every thrust -- is perfectly calibrated to play the audience like a piano.
I had not seen Mission: Impossible in thirteen years before screening it again last night, and I must admit, it was a much stronger, cleverer, and witty film than I recalled from my single theatrical viewing in 1996. De Palma gives us three distinctive impossible missions here, makes clever use of technology and gadgets, and admirable downplays conventional violence (such as gun battles) in the same fashion as the classic series did. Indeed, watching De Palma's tale of a rogue, "disavowed" agent trying to clear his name and outwit his own intelligence superiors reminded me a great deal of the popular Bourne films. It makes you wonder if this movie was somehow a template or inspiration for those (great) movies.
Although fans may certainly feel justified in quibbling over the fact that their beloved series was handed over lock-stock-and-barrel to action-star Cruise, for Brian De Palma Mission: Impossible is Mission Accomplished. No need to disavow the film -- or the director for that matter -- for a job capably and stylishly done.
Wednesday, May 20, 2026
Bragging About the Paranormal #1 Patterson-Gimlin (An Abnormal Fixation Podcast)
Saturday, May 16, 2026
50 Years Ago: Grizzly (1976)
Thursday, May 14, 2026
30 Years Ago: Doctor Who (Fox TV, May 14, 1996)
Wednesday, May 13, 2026
Guest Post: Ready or Not 2: Here I Come (2026)
Ready or Not 2: Here I Come - Most Dangerous Game Night
By Jonas Schwartz-Owen
In other hands, Ready or Not 2: Here I Come could’ve been a wasted experience: the premise rhymes a little too closely with the original, our heroine occasionally feels like she’s lost a few hard-won survival points since movie one, and there are only so many ways to run a chase-and-capture story - where the villains hold all the money, guns, and institutions - without snapping the audience’s suspension of disbelief in half. Thankfully, returning directors Matt Bettinelli-Olpin and Tyler Gillett (who also took the wheel for Scream (2022) and Scream VI) walk you down a familiar path… then flip the carriage, set it on fire, and leave everyone dazed, confused, and delighted.
Picking up in the immediate aftermath of the first film, we find Grace (Samara Weaving) punch-drunk, half-feral, and very much not enjoying the post-wedding glow - unless you count the kind of glow that comes from a mansion exploding behind you. She wakes in a hospital, handcuffed to the bed, blamed for the very messy pile of Le Domas bodies left behind (or at least the ones that were still recognizable as bodies). Her emergency contact is her estranged sister, Faith (Kathryn Newton), who shows up with the enthusiasm of someone asked to help you move on a weekend… after you “moved” to New York and basically vanished years ago.
But Grace’s victory lap is premature. The game she survived wasn’t the end of anything - it was an audition. What started as one cursed family’s tradition has metastasized into an international sport for the obscenely wealthy: a “Most Dangerous Game” tournament where various one-percent dynasties compete for the ultimate prize - status, power, bragging rights, and (because these people are monsters) the sisters’ dead bodies as the trophy. Among the contenders is the Danforth patriarch (director David Cronenberg, radiating cold-blooded menace) and his twin heirs: Titus (Shawn Hatosy) and Ursula (Sarah Michelle Gellar, yes, Buffy the FRIGGIN’ Vampire Slayer herself). May the worst family win.
Like the first film, Bettinelli-Olpin and Gillett paint with thick, gleeful brushstrokes - a live-action cartoon in the Wile E. Coyote tradition, if Acme also sold ritual daggers and private security. The gore is grotesque but consistently funny, and sometimes it’s not the successful kills but the spectacularly abortive attempts that land hardest, including a botched rocket launcher and a bout of fisticuffs while everyone’s essentially high on pepper spray.
The script - again from original scribes Guy Busick and R. Christopher Murphy - knows exactly where you think this sequel is headed. It offers just enough familiar beats to lull you into smug prediction mode, then yanks the floor away at the moment you’re about to congratulate yourself. When it zigzags, it commits, and the new direction feels less like a gimmick and more like the movie finally showing its hand.
The directors make smart use of the whole cast, but the best upgrade is Newton, who’s been quietly building a horror-comedy résumé (Freaky, Lisa Frankenstein, Abigail) and slides into this world like she was born holding a taser. Weaving and Newton make winning heroes - scrappy enough to survive, sharp enough to adapt, and stubborn enough to turn the hunted-into-hunter switch the second an opening appears. Their chemistry sells the messy, believable way estranged sisters can go from “we don’t talk” to “I will absolutely set a billionaire on fire for you.”
Gellar - on the wrong side of morality this time - clearly has a blast as the twin who got the brains in the womb, and she plays Ursula with the kind of polished cruelty that probably comes with a private tennis court. But the real standout villain is Shawn Hatosy’s Titus: all flippancy, ignorance, and entitlement, delivered with the oily confidence of someone who’s never once faced a consequence he couldn’t pay to delete. He’s basically a walking comment section - one of those billionaire manchildren you see in the news saying something defiant and wildly uninformed, then acting stunned when the public doesn’t applaud.
Not since Uma Thurman’s blood-stained Bride has anyone in a white gown weaponized matrimony with this much style. Ready or Not 2: Here I Come understands the secret sauce of the original: let the rich be ridiculous, let the violence be inventive, and let the heroine earn every inch of her fury. It’s a sequel that could’ve coasted on brand recognition and bridal trauma, but instead levels up the satire, the set pieces, and the sisterhood at its center. By the time the credits roll, you’re not just cheering because Grace (and Faith) lived - you’re cheering because, for once, the “family values” crowd gets exactly what they deserve. Family is everything… especially when you’re the kind of family willing to burn the whole rotten dynasty down.
Monday, May 11, 2026
CULT TV FLASHBACK: Dead of Night (1994-1997)
This year, Dead of Night: The Complete Series, was released on Blu-Ray by Vinegar Syndrome, and I just had the pleasure of falling into its unusual, low-budget and highly creative world.
The title - Dead of Night -- may ring a bell.
This low-budget, indie series was created by author Wayne Spitzer, with author Andy Kumpon back in the mid-1990s. They also star in the series as security guards Status (Spitzer) and AK (Kumpon), our protagonists.
What struck me immediately watching the first episode "Introductions," is that this show thrives in its analog universe, from the dawn of the CGI and Internet age. This is sturdy, old-school independent filmmaking. Shot on location, well-lit, and with a flair for doing more with less.
Revisiting Dead of Night today is much like encountering a (wonderful) time-capsule. For instance, watching the splendidly-realized night-time scenes, you'll see visual "bleed" on the footage from bright lights in the frame, an artifact of video-recordings of the nineties. It's also a look I happen to love, and which grants Dead of Night a feel of almost documentary-type realism at times.
Dead of Night was shot in Spokane, Washington, and consisted, ultimately of twelve episodes (with an unfinished thirteenth one, "Tool," which has been completed for this blu-ray release), and here's just one more amazing thing about the Dead of Night story: The series aired on local television, on public access (Cox Cable Spokane), for three years.
What that means is that these young, ambitious, independent filmmakers didn't just make a low-budget, 80-minute movie by maxing out their credits cards, they constructed and developed a whole universe and mythology, week after week, on a wing and a prayer (and duct tape, as reported by Wayne Spitzer in a local news report of the era; below).
In other words, the creators of Dead of Night made, essentially, 12 independent films, and on top of that, they got their series on TV, seen by millions.
I love the enterprising, uncompromising, independent spirit of the series, and can see why for many fans, Dead of Night is absolute cult-TV nirvana. People can compare it to The X-Files, or Kolchak, or Twin Peaks, but the great thing about the show is that, ultimately, it is its own animal.
"Introductions," the first episode, commences with Status (Spitzer) meeting his new partner, AK (Kumpon), on his first night on the job as a new security officer for the Viktor Corporation. AK gives Status his badge, a gun, a walkie-talkie and a also friendly warning:
"Things out here happen a little differently."
Immediately, Kumpon and Spitzer fall into an easy rapport with one another. Kumpon is affable and jocular, but with an edge that suggests he knows more than he is revealing to his new partner. Spitzer -- who is a great smoker on screen, by the way, and yes, that is harder than it looks -- is the newbie trying to figure things out, and the one a bit suspicious of his new environs.
Did he just see a snake out there, in the dark, climbing a tree?
Status and AK work for the Viktor Corporation in Viktorville, a strange suburb with different sectors, and drive a squad car equipped with a high-tech "monitor," so denizens can contact them instantaneously when trouble arises.
On his first night, Status receives a message on the monitor about a home intrusion.
"Please hurry, there's someone in my house."
This message leads the viewer into a tale about some unusual individuals, including an attractive woman, who appear to materialize and de-materialize out of our reality. In some way, the laconic performances seem to flow well with the story-telling here. No explanations are given for the odd events in "Introductions," only the suggestion that we will learn more as the series develops. "Auld Lang Syne" plays on the soundtrack, and that's a song.about acquaintances not forgotten (even if they disappear from our sight?) The choice of song heightens the eerie mood and contributes to the overall montage.
Sound quality is variable in some episodes, and yet it hardly matters, because Dead of Night develops and maintains an immersive spell, courtesy of an exquisite Carpenter-esque soundtrack, the ubiquitous falling snow, and the capable performances of the leads. The second episode, "Basilisk" finds Status and AK hunting a murderous giant serpent in Sector 8 with cattle prods, and there's the aura here of the characters descending into a nighttime, industrial underworld. I like the lack of fakery in the choice of locations, and in the selection of shots. When it is freezing out, we see the characters cold breath exhaled, and back in the 1990s, you couldn't fake that effect. You just know the actors are out at night, freezing, grinding through a long and arduous night shoot.
This approach works well because on a low budget (as I can testify, as creator of The House Between and Abnormal Fixation), a good independent filmmaker must do more with suggestion, with tone, with mood, because the budget doesn't typically permit for more.
Watching Dead of Night, I see that approach playing out in the writing, the tantalizing revealing of one clue at a time, or on the dependence upon eerie location shots to carry whole passages of an episode. It's the kind of low-budget filmmaking I admire, to be frank. A little goes a long way, and can carry huge weight.
In "Introductions," an exploration of a creepy apartment gives us extreme-close-up shots of a clock, a wall-outlet, a cat, and then P.O.V. subjective shots of the interior terrain to establish both pace and a sense of space, geography. Then we get in-camera-type effects to convey the slipping in and out of our reality. It's rugged, analog filmmaking from a time when the opportunity simply did not exist to "fix things in post," or as is the case these days, with AI.
But as the series develops, the special effects, the monsters and the story-telling all grow more elaborate and robust, and, finally, you can detect, this is how cult-TV obsessions (and fandoms) are made. With creators experimenting, finding what works, getting stronger, getting better, growing more effective, and leaning into their characters and themes.
If you want to check out a cult-TV series that is unique, experimental, edgy, sharp and fun at the same time, you can find it all here....in The Dead of Night.
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