Horror Film Review: Evil Dead (dir. by Fede Alvarez)


“I don’t know if you’ve noticed this, but nothing has been fine. And everything’s been getting worse every second.” — Eric

Evil Dead does not tiptoe around its legacy; it kicks the cabin door open, grabs the Necronomicon, and buries the audience under gallons of blood. Fede Alvarez’s 2013 soft reboot faced the nearly impossible task of revisiting Sam Raimi’s The Evil Dead, a cult horror landmark so tied to its handmade weirdness, manic energy, and eventual dark-comedy sensibility that a straight duplicate would have been pointless. Alvarez wisely does not try to replace the original. Instead, he takes its basic framework—the isolated cabin, the Book of the Dead, a group of doomed young people, and an escalating demonic outbreak—and reshapes it into something more polished, more punishing, and much more relentlessly nasty.

The major difference is tone. Raimi’s original had a rough, handmade quality that made every improvised effect, wild camera move, and strange performance feel like part of its identity. It was scary, but it was also energized by a kind of reckless invention. Alvarez’s Evil Dead goes in another direction. It is slicker, more controlled, and deeply mean-spirited in a way that makes the cabin feel less like a creepy vacation spot and more like a rotting death trap. This is not a winking horror-comedy, at least not until the violence becomes so excessive that it starts circling back around into stunned laughter. For most of its running time, the movie plays things brutally straight. It wants the audience to feel trapped in that filthy cabin right alongside the characters, watching every injury worsen and every possible escape route close off.

That seriousness is actually one of the film’s smartest choices. The cabin trip is no longer just a random weekend getaway that turns into hell. Mia, played by Jane Levy, is being brought to the family cabin by her brother David and a few friends so she can detox from heroin. It is a grim premise, but it gives the story a real emotional spine. Mia’s friends and family are not merely there to be picked off one by one; they are trying, however imperfectly, to help her survive something terrifying before any supernatural force enters the picture. When Mia starts seeing horrific things, the others initially assume she is suffering withdrawal symptoms or trying to manipulate them into letting her leave. That adds a nasty layer of uncertainty to the setup. The audience knows something evil is happening, but the people around Mia have a believable reason not to trust her.

Jane Levy carries a huge amount of the movie. Mia has to move through several different modes: vulnerable, furious, terrified, possessed, exhausted, and eventually almost mythic in her determination to survive. It would have been easy for the movie to turn her into either a helpless victim or a standard final girl, but Levy gives her enough rawness that she feels like a person fighting two battles at once. She is struggling with addiction, family resentment, and an actual demonic infection spreading through the cabin. Her performance gets more intense as the movie goes on, and by the final act she has become one of the more memorable protagonists in the franchise.

The supporting cast is less developed, though that is partly by design. David, played by Shiloh Fernandez, is Mia’s estranged brother and the closest thing the film has to a traditional lead for much of the first half. Lou Taylor Pucci’s Eric is the unfortunate idiot who reads from the Necronomicon despite the book being wrapped in barbed wire, marked with warnings, and seemingly designed to scream “do not open this.” Still, the movie at least gives him more guilt than the average horror-movie fool. Once he realizes what he has unleashed, Eric spends much of the film trying to help Mia and clean up his mistake. Olivia and Natalie are thinner characters, but the film uses them effectively as different stages of the Deadite infection and as delivery systems for some especially vile set pieces.

And that is where Evil Dead really earns its reputation. The film’s violence is not merely bloody; it is aggressive, tactile, and determined to make the audience squirm. Needles, glass, nail guns, electric carving knives, box cutters, hot water, exposed nerves, severed limbs—Alvarez and co-writer Rodo Sayagues treat the cabin like a giant torture chamber filled with household objects waiting to become weapons. The gore is so over-the-top that it becomes almost operatic. There is a clear effort to make every major injury feel specific rather than generic. This is not just people getting slashed in dark rooms. The movie wants viewers to remember exactly what happened, which is why several scenes are difficult to shake even after the credits roll.

What makes the carnage work is the heavy use of practical effects. The film has digital touch-ups here and there, but it mostly wants blood, makeup, prosthetics, and physical messiness in the frame. That choice connects it directly to the old-school horror tradition that made the original The Evil Dead so memorable. Alvarez has a cleaner visual style than Raimi, but he does not make the mistake of turning the Deadites into sleek CGI monsters. They look diseased, swollen, burned, cut open, and horribly physical. The cabin itself is just as important. It is damp, dark, decaying, and full of corners that seem infected before anyone even opens the book.

The film also knows how to use the iconography of the series without becoming trapped by it. The Book of the Dead is immediately recognizable, but it is presented as a more grotesque object than ever: bound in human skin, wrapped in barbed wire, and full of disturbing images and warnings that practically dare someone to ignore them. There are nods to Raimi’s films, including a familiar yellow Oldsmobile and the expected cabin imagery, but Alvarez avoids simply repeating Ash Williams’s story. Bruce Campbell’s Ash is such a distinct character that trying to replace him outright would have been a disaster. Instead, Evil Dead makes Mia its own survivor and lets her final confrontation stand apart from the earlier movies.

The biggest criticism of Alvarez’s film is also a fair one: it can feel almost too grim. The original movies had a wild punk-rock sense of fun—raw, fast, messy, inventive, and powered by the kind of reckless confidence that turns limitations into personality. Alvarez’s soft reboot abandons that punk-rock attitude almost entirely. If Raimi’s The Evil Dead feels like a sweaty, chaotic garage band ripping through a horror song at maximum volume, Alvarez’s Evil Dead is the Norwegian black-metal version: colder, uglier, more nihilistic, and committed to burying the audience under mud, blood, grief, and cruelty. It is still extreme, but it is extreme in a much more punishing key.

That is not automatically a flaw, even if it may leave fans of the original’s humor missing the unhinged fun. Alvarez is not trying to make a Raimi imitation. He makes a full-blooded, punishing horror film that takes the mythology seriously while still delivering the series’ essential pleasures: demonic possessions, a cursed cabin, practical gross-out effects, and enough blood to drown a small town. The dialogue is occasionally stiff, some of the supporting characters never become much more than targets, and the addiction metaphor can be a little blunt, but those weaknesses do not erase the film’s commitment or craft.

The climax is where the movie finally fully embraces the outrageousness that defines the franchise. Mia’s fight against the Abomination during a literal rain of blood is ridiculous in the best possible way. It is gruesome, excessive, and visually unforgettable. The movie has spent so long tightening the screws that this ending feels like an explosion of all the pent-up insanity it had been holding back. It is not as funny as Evil Dead II or Army of Darkness, but it absolutely understands that an Evil Dead finale should be bigger, wetter, louder, and more deranged than logic permits.

Ultimately, Evil Dead works because it treats the source material with respect without treating it like museum property. It is nastier than the original, more emotionally grounded, and less playful, but it is still recognizably part of the same cursed family tree. Alvarez’s version may not have the handmade chaos or goofy charm of Raimi’s The Evil Dead, but it has its own savage identity. More importantly, it proved the franchise could move forward without simply repeating Ash Williams’s story. Its grimy, practical-effects-heavy, emotionally brutal approach became the blueprint for the modern Evil Dead films that followed, including Evil Dead Rise and Evil Dead Burn, even as each one found a new setting, cast, and nightmare to unleash. Evil Dead Rise moved the carnage from the cabin into a cramped apartment building, while Evil Dead Burn carried that modern branch of the series forward with another standalone story connected to the same larger Deadite universe.

For viewers who want horror movies to go all the way—who want the blood to spray, the limbs to fly, and the final girl to earn every second of her survival—it remains one of the strongest horror remakes of its era.

Horror Film Review: The Legend of Hell House (dir. by John Hough)


“Hell House doesn’t mind a guest or two. What it doesn’t like is people who come snooping around.” — Benjamin Franklin Fischer

There is something deeply unpleasant about The Legend of Hell House, and that is exactly what makes it so effective. Directed by John Hough and adapted by Richard Matheson from his own 1971 novel Hell House, the film takes a fairly simple haunted-mansion premise and turns it into something mean, claustrophobic, and surprisingly adult. It is not the most visually elaborate ghost story ever made, nor the most frightening in a conventional jump-scare sense, but it has a cold, nasty atmosphere that lingers. This is a haunted-house movie where the house does not just contain evil; it seems designed to degrade everyone who steps inside.

The setup is strong because it puts several opposing viewpoints under the same roof. A wealthy man hires physicist Dr. Lionel Barrett, played by Clive Revill, to investigate the notorious Belasco House and settle the question of whether life after death exists. Barrett brings along his wife Ann, played by Gayle Hunnicutt, and the couple joins two people with far more personal connections to the place: Florence Tanner, a deeply spiritual medium played by Pamela Franklin, and Benjamin Franklin Fischer, played by Roddy McDowall, the sole survivor of an earlier investigation. The job has a deadline, a large payday, and an obvious catch: every previous expedition into the house ended in death, insanity, or both.

It is the kind of premise that could have easily become an old-fashioned “wait for the next victim” thriller, but Matheson’s script gives it more bite than that. Every character arrives with a different theory of the supernatural, and those theories become personal weapons. Barrett is the hard-line rationalist, convinced that any haunting can be explained through physical energy. Florence believes in trapped souls and approaches the house with a nearly religious determination. Fischer knows better than anyone that Belasco House does not care what people believe, while Ann becomes the emotional pressure point between all those men and their supposedly superior ideas. The ghost story works because the haunting pushes directly on each character’s vulnerabilities instead of merely making lights flicker and doors slam.

Clive Revill makes Barrett an interesting kind of horror-movie skeptic. He is not simply smug or foolish, although he can be both. He has the conviction of a man who thinks he is on the verge of solving the biggest mystery in human history with engineering equipment and enough confidence. That makes him a perfect target. Revill plays the character with a blunt, almost comically forceful seriousness that fits the film’s style. Barrett is a man who keeps insisting that the house is a machine, even as it starts treating him like a piece of disposable machinery.

Roddy McDowall is arguably the film’s secret weapon. Fischer could have been a standard nervous survivor whose only job is to warn the newcomers not to go into the basement. Instead, McDowall gives him a sly, guarded, intermittently hostile energy. He knows the house, he has seen what it does, and he has built a personality around refusing to be emotionally open about any of it. His sunglasses, dry delivery, and generally strange behavior make Fischer seem a little ridiculous at first, but that awkwardness becomes part of the performance’s appeal. By the time the film gets into the mystery of Emeric Belasco, the wealthy sadist who once ruled the estate, Fischer’s trauma feels like the one thing in the movie that cannot be explained away by a machine.

Pamela Franklin is also excellent as Florence Tanner, particularly because the film lets her be forceful rather than purely fragile. Florence is sympathetic, but she is not passive. She believes in her gifts enough to challenge Barrett head-on, and her desire to help the lost spirits of Hell House gives the story some genuine emotional stakes. The movie can be pretty ruthless with her, especially in the way it explores sexual humiliation, possession, and psychic assault, but Franklin never plays Florence as merely victimized. Her scenes with McDowall have an uneasy charge because they represent two different forms of faith: Florence sees the dead as people worth saving, while Fischer treats the dead as weapons that must be avoided.

That unpleasant streak is really what separates The Legend of Hell House from a lot of cleaner, more comforting haunted-house films. The Belasco House is not merely spooky; it is aggressively cruel, with a history rooted in sexual degradation, murder, and the grotesque whims of its former owner. Matheson’s novel was more explicit than the movie, and the screenplay softens some of its more graphic sexual and violent material. Even so, the film remains unusually frank for a mainstream early-1970s supernatural thriller. Its horror is not just that ghosts exist. It is that a dead man’s perversions can keep poisoning the living decades later.

John Hough handles all this with a remarkably physical visual style. The camera prowls through corridors, peers around corners, tilts at unnerving angles, and uses wide lenses to make the mansion feel warped and hostile. The movie’s low, wide-angle shots give the characters an exposed, trapped quality, as if the building is staring down at them. The direction is not subtle in the same manner as Robert Wise’s The Haunting, but that is not a flaw. Hough makes Hell House feel less like an unknowable mystery and more like a spiritual pressure cooker.

The film does have limitations. Its effects are sometimes modest, and a few of its shock moments are more abrupt than scary. The climax gives the haunting a concrete answer, which makes the story’s blend of supernatural Gothic horror and strange pseudo-scientific logic feel even more pulpy and distinctive. It may not carry the elusive ambiguity of The Haunting, but The Legend of Hell House is not trying to be that kind of ghost story. It wants the audience to feel trapped in a hostile space with people whose certainty, fear, and private weaknesses are being exposed one ugly piece at a time. Even when its mechanics are a little dated, that sense of contamination remains powerful.

It also benefits from being lean. At around 90 minutes, The Legend of Hell House wastes little time building out the haunted-house situation, escalating the attacks, and forcing its investigators to choose between their competing explanations. That economy makes it feel more vicious than many later possession or paranormal movies that inflate a similar premise into two-hour lore marathons. There is no elaborate mythology to memorize. There is a bad house, a horrible dead man, four damaged people, and a deadline. That is enough.

As for influence, the film has clear roots in The Haunting and Henry James-style psychological ghost stories, but it also left traces of its own. Its combination of paranormal investigation, supposedly scientific equipment, skeptical experts, psychic mediums, and a house that manipulates people’s sexuality and emotional weaknesses can be felt in many later haunted-house stories. The direct influence is most explicitly documented in Edgar Wright’s fake trailer Don’t, made for Grindhouse: Wright and Simon Pegg riffed on Hell House’s fog-shrouded mansion imagery and echoed Roddy McDowall’s distinctive 1970s look. It also features one of the earlier cinematic depictions of sexual assault by an unseen supernatural force, a disturbing concept later revisited much more brutally in The Entity.

It would be a stretch to claim that every modern “ghost hunters enter a cursed house” movie comes directly from The Legend of Hell House, but its DNA is easy to spot. The procedural side of paranormal investigation, the conflict between technical explanation and spiritual belief, and the sense that a house preserves human evil like an infection all became familiar horror tools. Its visual atmosphere has also invited comparisons to The Shining, especially in its use of ominous spatial compositions and its fixation on the house’s ability to reshape the mental state of its occupants. The connection should not be overstated—Stanley Kubrick’s film is its own colossal thing—but they are clearly kindred haunted-house nightmares.

Ultimately, The Legend of Hell House is a rougher, nastier, more aggressively lurid cousin to The Haunting. It does not have that earlier film’s sublime ambiguity, but it has its own grimy personality: a mixture of British Gothic atmosphere, American genre bluntness, psychic melodrama, and just enough 1970s sleaze to make the mansion feel truly diseased. It is best approached not as a polished prestige classic, but as a smart, compact supernatural shocker with a nasty sense of humor and an unusually strong cast. Hell House may not be the most famous haunted mansion in horror, but once you have spent an hour and a half inside it, you can understand why nobody should want to go back.

Horror Film Review: Army of Darkness (dir. by Sam Raimi)


“Well hello, Mister Fancypants. Well, I’ve got news for you, pal: you ain’t leadin’ but two things right now: Jack and shit… and Jack just left town.” — Ash Williams

Few cult movies embrace their own insanity as joyfully as Sam Raimi’s Army of Darkness. Directed by Raimi and released in 1992, the third chapter in the Evil Dead series takes Ash Williams out of the isolated-cabin horror setting of The Evil Dead and Evil Dead II and drops him into a sword-and-sorcery adventure full of skeleton armies, haunted forests, miniature doppelgängers, exploding Deadites, and more quotable one-liners than most action comedies manage in an entire franchise. It is still technically a horror movie, but calling it just a horror movie misses the point. This is a slapstick fantasy-action comedy with monsters, and its ridiculousness is exactly why it has endured as a cult favorite.

The story picks up almost immediately after the end of Evil Dead II, with Ash getting sucked through a portal and landing in medieval England. Rather than being welcomed as some prophesied savior, he is immediately treated like a suspicious outsider and thrown into a pit with a Deadite. That opening alone tells you what kind of movie this will be. Ash is no longer simply a terrified everyman trying to survive an impossible nightmare. He is now a chainsaw-handed loudmouth who shoots first, insults everyone around him, and somehow carries himself like the greatest warrior in history despite constantly making situations worse through his own arrogance.

Bruce Campbell is the entire engine of Army of Darkness. Ash has become a full-blown cartoon hero by this point, halfway between a B-movie John Wayne, a professional wrestler cutting a promo, and a smug department-store employee who has somehow convinced himself he is a legendary warrior. Campbell plays the role with total commitment, which is the key to why the comedy works. He never acts embarrassed by the dialogue or tries to make Ash seem cooler than he is. The character is funny because he is deeply incompetent beneath all the bravado. Ash talks like a conquering hero, but his victories usually involve panic, luck, explosives, and a lot of property damage.

The familiar “Groovy” attitude from Evil Dead II gets pushed even further here. Ash is not meant to be a noble fantasy protagonist. He is selfish, crude, lazy, and usually more interested in returning to modern life than helping the people trapped in a medieval war. That makes him a funny fit for the genre. In a normal fantasy film, the chosen hero would humbly accept his destiny, train with a sword, and unite the kingdoms. Ash complains about the inconvenience, makes demands, insults the locals, and uses his knowledge of basic mechanics to become a magical figure in their eyes. His improvised metal hand, shotgun, chainsaw, and homemade weapons make him look like a mad scientist dropped into an old Ray Harryhausen movie.

Raimi’s direction is as energetic as ever, even if Army of Darkness is noticeably cleaner and more studio-sized than the first two films. The early Evil Dead movies had a grimy, do-it-yourself quality that made their horror feel unusually mean and immediate. This one has a broader, more polished adventure-movie look. There are castles, battlefields, elaborate costumes, large-scale miniature work, and a full army of stop-motion skeletons. It is still cheap-looking in places, but that is part of its charm. The effects do not need to be seamless because the movie’s entire personality is built around heightened artifice. When skeletons leap around in exaggerated stop-motion or a tiny Ash attacks the full-sized Ash in a windmill, the film feels like a live-action cartoon with blood, dirt, and medieval armor.

The windmill sequence is probably the purest expression of what makes the movie special. Ash enters a windmill to escape danger and ends up trapped with miniature versions of himself, eventually swallowing one by accident. It has almost nothing to do with the larger plot in any serious sense, yet it is hilarious because Raimi keeps escalating the gag. Instead of treating the tiny Ash as a brief visual joke, the movie turns him into a recurring problem that literally grows into Evil Ash, Ash’s undead double and the leader of the titular army. That progression makes perfect cartoon logic: a small annoyance becomes a full-scale apocalypse because Ash was too careless to deal with it properly.

The horror elements are lighter than they were in the first two films, and that will probably be the biggest dividing line for viewers. Anyone expecting the nasty isolation, body horror, and relentless dread of The Evil Dead may be surprised by how openly silly this installment is. The Deadites are still grotesque enough to keep the supernatural threat alive, especially in the opening pit fight and the later siege, but they are no longer as frightening as they are funny. Raimi is much more interested in visual gags, wild camera movement, and action-movie momentum than scares.

That tonal change does not make Army of Darkness a lesser movie; it just makes it a very different one. In fact, it may be the most accessible entry in the original trilogy for people who do not normally enjoy horror. You can watch it without being especially invested in the mythology, because the plot is basically a delivery system for set pieces. Ash needs the Necronomicon to get home. He says the magic words wrong. Evil Ash rises. A skeleton army attacks. Ash helps defend the castle. The movie keeps moving, rarely pauses to explain itself, and never tries to make its fantasy world feel more serious than necessary.

The final battle is a great example of Raimi getting the maximum entertainment out of a relatively limited toolbox. Ash turns medieval villagers into a makeshift modern army, complete with explosives, contraptions, and a vehicle that feels hilariously out of place in the period setting. The action is messy, noisy, and deliberately overblown, with exploding skeletons and clashing armies staged more like a rowdy theme-park spectacle than a conventional epic. Raimi understands that the point is not realism. The point is seeing Ash yell at an undead army while wielding a chainsaw and acting like he personally invented warfare.

The movie’s dialogue is another major reason it remains so beloved. “This is my boomstick” has become the obvious classic, but Army of Darkness is packed with lines that sound like they were designed to be repeated by friends after midnight screenings. Campbell’s delivery turns even the dumbest insult into something memorable. The movie knows Ash is absurd, but it also understands that he needs to be just cool enough for the audience to enjoy watching him survive. He is a lovable jerk because he is never actually in control for long. The universe keeps humiliating him, and Campbell makes every humiliation feel like another opportunity for a louder comeback.

Army of Darkness is not the scariest Evil Dead movie, the most atmospheric, or even necessarily the best constructed. It is uneven, shamelessly goofy, and occasionally held together by pure momentum. But it has a distinct personality that most franchise sequels would kill for. Raimi and Campbell take a low-budget horror premise and stretch it into a medieval monster comedy without losing the series’ manic spirit. It feels handmade even when it is big, silly even when it is violent, and weirdly triumphant despite Ash being one of the least heroic heroes in fantasy cinema. For fans of practical effects, stop-motion creatures, quotable cult movies, and Sam Raimi operating with absolutely no interest in restraint, Army of Darkness remains a blast.

Horror Film Review: The Evil (dir. by Gus Trikonis)


“When am I gonna make you see? It’s something inside the dog!” — Dr. Caroline Arnold

On paper, The Evil has no business being as entertaining as it is. It has a familiar haunted-mansion setup, a group of characters making predictably bad decisions, a handful of effects that are more enthusiastic than convincing, and a story that often feels like it was assembled from supernatural-horror leftovers. Yet Gus Trikonis’s 1978 film somehow makes that combination work. It is a scrappy, surprisingly lively late-1970s chiller that keeps finding ways to turn its limitations into part of the fun. The movie may not have the elegance of The Haunting or the full-scale dread of The Omen, but it has momentum, personality, and just enough weirdness to make it stick in the mind.

Richard Crenna plays Dr. C.J. Arnold, a well-meaning physician who buys the old Vargas mansion with plans to turn it into a rehabilitation center. He brings his wife Caroline, played by Joanna Pettet, along with a small group of friends and workers, to spend time cleaning up the place and preparing it for renovation. It is the kind of horror-movie premise where viewers can tell within seconds that nobody should be spending the night there. The mansion is enormous, decaying, isolated, and full of the sort of dark hallways that seem specifically designed for people to wander into alone. Still, C.J. sees a building with potential rather than a nightmare waiting to happen, and the movie gets a lot of mileage out of that mistake.

Before long, the house starts acting up in all the expected ways. Doors move on their own, strange noises echo through the corridors, flames appear where they should not, and the guests begin to realize that the mansion’s history is more sinister than they were led to believe. None of this is particularly groundbreaking, even for 1978, but The Evil understands the usefulness of a clean, direct setup. It does not waste a huge amount of time pretending the house is safe. The film gets its characters into trouble, gives them an increasingly hostile environment, and lets the tension build through a series of practical, often mean-spirited scares.

The movie came out during a period when horror was especially interested in demonic forces, cursed places, possession, and spiritual danger. You can feel the shadow of films such as The Exorcist, The Omen, Burnt Offerings, The Sentinel, and The Legend of Hell House hovering over it. The Evil is clearly playing in that same sandbox, mixing the isolated-house horror formula with the era’s fascination with the Devil and the supernatural. What keeps it from disappearing completely into the crowd is not originality so much as commitment. The film believes in its own nonsense, and that sincerity goes a long way.

Gus Trikonis directs the material with a briskness that suits it. At around 85 minutes, The Evil moves quickly enough that it rarely gives viewers much time to dwell on its thinner character work or its occasionally awkward plotting. The mansion itself does a lot of the heavy lifting. It has the faded, neglected grandeur that every good haunted-house movie needs, with dark rooms, winding staircases, sealed-off spaces, and enough shadowy corners to make even a simple walk down a hallway feel questionable. The location gives the movie a genuine sense of place, which is important because much of the film depends on the audience accepting the house as an active threat rather than just a backdrop.

There is a very specific low-budget 1970s flavor to the production that adds to its charm. The movie is not sleek or refined, and that works in its favor. The roughness of the camerawork, the muted colors, the occasionally dated sound design, and the practical effects all give it a handmade quality. The Evil never looks expensive, but it often looks tangible. When the house lashes out, the effects may not always be flawless, but they have physical weight. A lot of modern horror relies on digital polish to sell its scares; this film has to make do with tricks happening in front of the camera, and that gives the best moments an immediate, almost old-fashioned punch.

The movie is at its strongest when it keeps things simple. A character hears something in another room. Someone gets separated from the group. A familiar household object or feature of the mansion suddenly becomes dangerous. These are basic horror devices, but Trikonis uses them efficiently. He knows that the fear of walking into an empty room is sometimes more useful than a long explanation of why the room is dangerous. The Evil is not a slow-burn ghost story in the style of The Innocents. It is more interested in delivering jolts and keeping the body count moving. That can make it feel mechanical at times, but it also makes the movie easy to enjoy as a late-night scare picture.

Richard Crenna gives the film more credibility than it probably deserves. He plays C.J. as a rational, decent man who believes he can bring order and purpose to a place everyone else would wisely avoid. His growing inability to explain what is happening gives the movie an anchor. Crenna does not act embarrassed by the material or play it with a knowing wink. He treats the situation seriously, which makes the supernatural chaos around him feel more convincing. He is the kind of sturdy, professional lead who can sell even the film’s more ridiculous turns simply by looking genuinely alarmed.

Joanna Pettet also helps keep the human side of the movie from getting completely lost. Caroline is more willing than C.J. to recognize that something is wrong with the mansion, and that divide gives their relationship a modest but effective tension. The rest of the cast, including Andrew Prine, Cassie Yates, Mary Louise Weller, and Lynne Moody, is more variable. They serve the story well enough, though most of them are defined more by the danger they face than by particularly deep characterization. The film does not spend much time building rich backstories, but the actors keep the group dynamic watchable.

The middle section is where The Evil shows its limitations most clearly. The structure can become repetitive: something strange happens, someone investigates alone, the house responds, and the survivors become more desperate. The mythology behind the mansion is also not always developed with much precision. But again, the movie gets away with more than it should because it keeps pushing forward. It has the energy of a film that knows it cannot afford to be boring. Even when the story is familiar, there is usually another strange image, creepy sound, or sudden danger waiting around the corner.

The final stretch is best left mostly unspoiled, because the movie takes a turn that is much stranger and more ambitious than its early scenes might lead you to expect. It broadens the scope of the story without abandoning the slightly tacky, practical-effects character that defines the rest of the film. Some viewers will probably find the shift abrupt, especially if they are expecting a straightforward haunted-house ending. Others will enjoy the fact that The Evil refuses to settle for the safest possible conclusion. It is a movie that starts with a familiar premise and gradually gets more unhinged, and that unpredictability is a real asset.

Ultimately, The Evil is not a lost classic, but it is a lot more fun than its reputation and basic setup might suggest. It has no right to work as well as it does. The premise is familiar, the characters are not deeply written, the effects are uneven, and the story occasionally runs on pure genre momentum. Yet that momentum is exactly what makes it enjoyable. Trikonis delivers a lean, energetic little horror movie with a great old mansion, a convincingly serious Richard Crenna, a few solid practical scares, and enough late-game insanity to make the experience memorable. If you enjoy the rougher, more obscure side of 1970s supernatural horror, The Evil is the kind of movie that can catch you off guard: imperfect, sometimes goofy, but much more entertaining than it has any right to be.

Horror Film Review: Evil Dead II (dir. by Sam Raimi)


“Swallow this.” — Ash Williams

With Evil Dead II, Sam Raimi took the basic cabin-in-the-woods nightmare of The Evil Dead and turned it into a frantic horror-comedy fever dream. Released in 1987, the film occupies a strange and wonderful place between a genuine continuation of The Evil Dead and a wildly exaggerated reimagining of it. It is nastier, funnier, more technically ambitious, and considerably more confident than its predecessor, yet it retains the homemade, anything-can-happen energy that made the original such a cult landmark. If The Evil Dead was a lean, rough-edged cabin-in-the-woods nightmare made by young filmmakers determined to prove themselves, Evil Dead II is Raimi and star Bruce Campbell returning with more resources, sharper instincts, and a total willingness to push every idea until it becomes cartoonishly grotesque.

The film begins with Ash Williams and his girlfriend Linda arriving at the infamous isolated cabin in the woods. It does not take long for them to stumble across the Necronomicon, the ancient book responsible for awakening flesh-hungry Deadites. What follows is an escalating barrage of possession, bodily mutilation, flying blood, demonic laughter, severed limbs, possessed household objects, and increasingly deranged attempts by Ash to survive the night. On a basic story level, it is familiar material. A group of people trapped in a remote location awaken evil forces and become possessed one by one. Raimi’s great achievement is that he never treats the formula as a limitation. Instead, he turns it into a delivery system for visual invention, slapstick timing, and creative violence.

The question of whether Evil Dead II is a sequel, a remake, or both has followed the movie for decades, and the honest answer is that it is effectively a sequel with a condensed remake-style opening. Raimi could not simply reuse footage from The Evil Dead, so the beginning retells the essential premise of the first film with Ash and Linda as the only characters at the cabin. That recap changes details, leaves out the original group of friends, and presents a shortened version of Ash’s first encounter with the Deadites. Once Ash survives the opening stretch and the evil returns, the movie continues beyond the events of The Evil Dead, making it a genuine sequel. Still, because the first act recreates so much of the original’s setup in a more polished and heightened form, it understandably feels like a remake before it becomes a continuation.

Bruce Campbell is the center of everything, and his performance is a huge part of why the film remains so beloved. Ash begins as an ordinary, frightened guy in over his head, but Campbell slowly transforms him into the character audiences recognize today: bruised, filthy, angry, absurdly resilient, and just arrogant enough to make his suffering hilarious. One of the movie’s most impressive qualities is how long Campbell can hold the screen almost entirely by himself. For substantial stretches, Ash has no real human companion to play off. He is acting opposite fake hands, props, stop-motion creatures, splattering fluids, camera movements, and the hostile architecture of the cabin. Campbell has to sell physical terror while also land jokes with the precision of a silent-film comedian.

The famous scene in which Ash’s possessed hand attacks him is probably the clearest example of what makes Evil Dead II special. In another horror movie, a man losing control of his hand might be played as disturbing body horror. Raimi turns it into a manic live-action cartoon. Ash battles his own hand with plates, books, a mousetrap, and anything else within reach, while Campbell throws himself around the room with astonishing commitment. The scene is funny because it is so excessive, but it never entirely stops being gruesome. Ash is still bleeding, suffering, and increasingly losing his mind. That balance is essential to the movie. Raimi does not abandon horror for comedy; he makes the comedy emerge from the intensity of the horror.

The cabin itself becomes one of the film’s great characters. In The Evil Dead, the location feels claustrophobic and decayed, a believable place that happens to become a site of supernatural violence. In Evil Dead II, it becomes something closer to a haunted funhouse. The walls seem alive, furniture appears to mock Ash, mounted animal heads laugh at him, and the entire building seems to participate in his breakdown. The sequence where Ash starts laughing alongside the room’s objects is especially memorable because it captures the film’s unstable tone. It is visually ridiculous, but there is genuine unease underneath it. Ash may be seeing a supernatural manifestation, losing his sanity, or both. Raimi keeps the audience off-balance by making laughter and fear feel almost inseparable.

Raimi’s direction is ferocious. The camera is constantly moving, rushing through forests, crashing into rooms, swooping toward characters, and creating the impression that the evil itself is an invisible force with a point of view. The “demon-cam” technique, in which the camera races through the woods toward its victims, returns from the first film but feels even more aggressive here. It gives the Deadites a strange presence despite the fact that they are often unseen. You do not merely hear something approaching; you feel the camera barreling toward Ash as if the movie has become possessed.

The practical effects remain a major reason to watch the film. They are intentionally messy, tactile, and sometimes obviously artificial, but that artificiality is part of the charm. The Deadites look like diseased puppets dragged out of a nightmare, their faces stretching into exaggerated masks of rot and rage. Blood does not behave like blood; it sprays in impossible volumes and bizarre colors. Bodies deform, heads spin, limbs detach, and tiny monsters swarm the frame. Rather than striving for realism, the effects aim for maximum impact. They create a world where physical rules have broken down, which suits a story about ancient evil invading the ordinary world.

The film’s humor also deserves credit for never making Ash too cool too early. Later installments, especially Army of Darkness, would lean more heavily into the swaggering, wisecracking version of the character. In Evil Dead II, he earns every bit of confidence through suffering. He is not a superhero with a chainsaw hand; he is a man forced to improvise a grotesque solution because he has no better option. When he straps the chainsaw onto his stump and prepares for battle, it is triumphant, but it is also the result of one of the most painful and grotesque scenes in the movie. The iconic image works because Raimi lets the audience experience the desperation behind it.

The supporting cast arrives later than expected, including Annie Knowby, daughter of the archaeologist connected to the Necronomicon, along with several others whose involvement predictably goes terribly wrong. They are not developed with the same attention as Ash, but that is not really the point. Their function is to give the Deadites fresh bodies to possess, create new complications, and help move the story toward its gleefully chaotic finale. Sarah Berry gives Annie an appealing mix of intelligence and panic, while Ted Raimi’s Henrietta becomes one of the movie’s most monstrous creations. The cellar scenes involving Henrietta are nasty, darkly funny, and among the strongest reminders that Raimi still knows how to make the audience uncomfortable even amid all the comedy.

By the time the film reaches its ending, Evil Dead II has become larger than its cabin setting. Its final twist sends Ash somewhere no viewer could reasonably have expected, turning what began as a contained survival-horror story into the launching point for the more openly fantasy-driven Army of Darkness. Yet the ending works precisely because the entire film has trained us to expect escalation. Every scene somehow finds a way to become more exaggerated than the last. A possessed girlfriend becomes a dancing corpse. A severed hand becomes a homicidal creature. A cabin becomes a carnival of insanity. A man with a chainsaw becomes an accidental hero.

More than three decades later, Evil Dead II still feels alive because it has a personality that no polished studio production could replicate. Its effects are physical, its performances are fearless, and its direction is so energetic that the movie seems ready to burst through the screen. It is gross, loud, silly, inventive, and sincerely scary in flashes. Raimi understands that horror can be horrifying and hilarious without weakening either quality. Evil Dead II is not merely a cult classic because people quote Ash or remember the chainsaw. It is a cult classic because it transforms limitations, madness, and handmade craftsmanship into a one-of-a-kind cinematic experience.

Hellboy: Wake the Devil (by Mike Mignola) Horror Review


“We are not enemies. We are the agents of change. To that end we are bound together.” — Hecate

By the time Hellboy: Wake the Devil begins, Mike Mignola has already made clear that Hellboy’s world is not one where the dead stay buried or where ancient evils remain confined to history. Building on the groundwork established in Hellboy: Seed of Destruction, this graphic novel moves deeper into the peculiar mixture of pulp adventure, Gothic horror, occult conspiracy, folklore, and apocalyptic myth that makes Hellboy so distinctive. It is a darker, stranger, and more confident continuation, one that expands Hellboy’s world through vampires, witches, ancient ruins, Russian legends, Nazi occultists, and the ever-present suggestion that the past is not buried so much as waiting to rise again.

Where Hellboy: Seed of Destruction had to introduce readers to Hellboy, the B.P.R.D., Rasputin, and the ominous question of the hero’s intended destiny, Hellboy: Wake the Devil benefits from being able to assume some familiarity with the larger premise. It does not waste time reintroducing every concept or explaining Hellboy’s origin in exhaustive detail. Instead, Mignola plunges directly into another supernatural crisis, trusting the reader to follow the fragments of history, prophecy, and folklore that emerge along the way. That confidence gives the book a more distinctive identity than the first graphic novel, which was highly entertaining but still carried some of the structure of a traditional early-1990s superhero adventure.

This difference also reflects Mignola’s greater control over the material. While Hellboy: Seed of Destruction was co-plotted and scripted by John Byrne, Wake the Devil feels more purely shaped by Mignola’s own creative instincts. The writing is leaner, stranger, and more willing to leave mysteries partially unresolved. The plot remains accessible, but it is not interested in handing readers a complete guidebook to its mythology. Rather than explaining every occult reference, historical figure, or supernatural artifact, Mignola presents them as pieces of a much larger hidden world. That approach gives the story a dreamlike quality, as if Hellboy has stumbled into a folktale that has been unfolding for centuries without him.

The story begins with a stolen corpse, an opening that immediately establishes the book’s grim tone. This theft is connected to Vladimir Giurescu, an ancient vampire whose resurrection becomes the central threat of the graphic novel. Giurescu is not presented as a familiar, romantic version of Dracula, nor is he simply another monster for Hellboy to punch through a wall. He is an old-world figure tied to European violence, occult ritual, aristocratic power, witchcraft, and death. Mignola makes him feel ancient in the best sense: not merely old, but connected to a past so deep and cruel that modern people cannot fully comprehend it.

Giurescu’s presence is one of the book’s greatest strengths because he embodies the kind of villain Mignola handles especially well. He is frightening not because he constantly performs elaborate acts of violence, although the story has no shortage of monstrous imagery, but because he carries the weight of history with him. His return does not feel like the arrival of a single antagonist. It feels like a buried nightmare opening its eyes. Mignola’s supernatural villains often possess this quality. They are dangerous as individuals, but they are even more dangerous as evidence that Hellboy’s world is built over ancient horrors that have never truly disappeared.

The plot also brings back Ilsa Haupstein, one of the Nazi occultists introduced in Hellboy: Seed of Destruction. Her involvement gives Wake the Devil a direct link to the previous story without making the book feel like a repetitive sequel. The Nazi occult material remains important, but Mignola wisely expands the scope beyond it. The conspirators and occultists are no longer the entire center of the story. They become one part of a wider mythology involving vampires, witches, old relics, secret histories, and supernatural forces that existed long before the twentieth century. The result is a story that feels more expansive without becoming bloated.

The title carries an interesting irony, since Hellboy himself is constantly associated with the devil because of his red skin, horns, tail, and demonic appearance. People who encounter him often assume that he must be monstrous, dangerous, or connected to evil. Yet Wake the Devil again makes clear that Hellboy’s appearance has little to do with his moral character. He may look like a demon, but he is still the person trying to stop the resurrection of an ancient vampire and the spread of occult evil. The real devils in the story are the people and creatures who seek power through murder, ritual, resurrection, and the exploitation of forbidden knowledge.

Hellboy’s moral simplicity is one of the series’ most enduring strengths. He is not simple in the sense of being a shallow character, but he is direct about what matters. He does not spend pages agonizing over whether monsters should be stopped. If something evil is threatening innocent people, he goes after it. He complains, gets irritated, takes a beating, delivers a dry joke, and keeps moving. That makes him an ideal protagonist for Mignola’s world. The setting is filled with cryptic prophecies, ancient names, hidden archives, and supernatural mysteries, but Hellboy gives the reader someone grounded to follow through it all.

His humor remains especially important. Wake the Devil is a dark book, full of graves, corpses, ruined buildings, occult rites, and creatures whose existence seems to violate the natural order. Without Hellboy’s blunt attitude, the material could become overly solemn. He does not make light of the danger, but his presence keeps the graphic novel from collapsing under the weight of its own mythology. Hellboy has the energy of a hardboiled detective dropped into a nightmare, even though his methods usually involve a massive stone fist rather than a revolver and a fedora.

The B.P.R.D. supporting cast also becomes more meaningful in this story. Abe Sapien and Liz Sherman are not merely background teammates, even if Hellboy remains the main focus. Abe’s intelligence and aquatic strangeness make him a natural fit for a universe filled with lost civilizations, secret knowledge, and evolutionary mysteries. Liz, meanwhile, carries a more tragic and dangerous presence because of her pyrokinetic powers. She is not simply a character who can shoot fire at monsters. Her abilities are tied to fear, isolation, and trauma, which gives her a vulnerability that contrasts sharply with Hellboy’s more durable and outwardly confident persona.

The relationship between these characters reinforces the unusual nature of the B.P.R.D. It is not a brightly polished superhero team assembled to save the world in matching costumes. It is an organization of people who have been pushed outside ordinary society, whether by their appearance, their powers, or the bizarre things they have experienced. Hellboy, Abe, and Liz are united less by traditional comic-book camaraderie than by shared alienation. They understand dangers that ordinary people would struggle to believe, and that creates a quieter emotional bond beneath the monster fights and supernatural investigations.

Visually, Hellboy: Wake the Devil is a major achievement. Mignola’s artwork is not built around realism or dense anatomical detail. Instead, it relies on dramatic shapes, bold shadows, exaggerated silhouettes, and a masterful sense of composition. His pages can make a single doorway, tomb, hallway, or distant figure feel ominous. A black shape against a pale background becomes threatening because Mignola knows precisely how much information to withhold. His art frequently suggests that the real terror is not necessarily what readers can see, but what might be waiting inside the darkness beyond the panel.

The book’s use of architecture is especially striking. Castles, crypts, underground chambers, cemeteries, churches, and ruined interiors are not just places where the action happens. They feel like extensions of the story’s ancient dread. Heavy stone walls, towering doorframes, deep corridors, and massive areas of black create the impression that Hellboy is moving through a physical landscape built by history itself. The settings seem to contain memories. Every abandoned room and buried chamber implies that something dreadful once happened there, and perhaps never truly stopped happening.

Matt Hollingsworth’s color work adds enormously to this atmosphere. The palette is often muted and moody, dominated by dark blues, sickly greens, faded browns, purples, and deep black shadows. This restraint makes the bursts of red more powerful, whether the red comes from Hellboy himself, blood, fire, or supernatural violence. The colors give the pages an aged, almost storybook texture. It can feel as though the reader is looking at a collection of old illustrations from some forbidden European folktale rather than a conventional comic book.

Mignola’s pacing is equally important. Wake the Devil knows when to pause and let the mood settle. There are moments where a character simply stands before an open grave, explores a silent corridor, or confronts an object that hints at a terrible history. Those quieter scenes make the action scenes more forceful. Hellboy does not fight with the slick agility of a typical superhero. He crashes through doors, falls through floors, gets thrown into walls, and responds to impossible threats with the stubborn endurance of someone who has spent his whole life being sent into terrible places.

That physicality helps make Hellboy feel vulnerable even when he is clearly superhuman. He is powerful, but he is not untouchable. He gets hurt, overwhelmed, deceived, and placed in situations where brute strength alone is not enough. The Right Hand of Doom is visually iconic, but it is not a solution to every problem. Hellboy survives because he is resilient, practical, and unwilling to give up when the supernatural situation becomes more complicated than expected.

The story’s deeper theme is the danger of seeking power through forbidden knowledge. Nearly every major threat in Wake the Devil grows out of someone trying to revive, exploit, or control something that should have remained lost. Characters pursue immortality, occult strength, revenge, or access to secret history, only to discover that ancient evil does not become manageable merely because someone has learned its name. Mignola draws heavily from Gothic vampire fiction, but the story also has the broader cosmic unease that defined Seed of Destruction. The horrors here are not merely monsters with weaknesses. They are fragments of a much bigger darkness.

At times, the book can seem deliberately cryptic, particularly for readers unfamiliar with the expanding mythology of Hellboy. Mignola introduces artifacts, historical references, mystical forces, and supernatural figures without always providing a detailed explanation. Yet that ambiguity is largely part of the appeal. The comic does not make its world feel small enough to be completely explained in a few captions. Instead, it invites readers to feel the weight of a hidden history that Hellboy can only partially understand.

Ultimately, Hellboy: Wake the Devil is an essential chapter in Mike Mignola’s larger saga. It confirms that Hellboy is not merely a clever premise about a demon who fights monsters for a government agency. It is a singular world of pulp adventure, folklore, Gothic horror, vampire mythology, wartime conspiracy, and dark fantasy, all filtered through Mignola’s unmistakable visual imagination. The graphic novel deepens the mythology while preserving the straightforward pleasure of watching Hellboy enter a supernatural disaster, trade a sarcastic remark with a monster, and refuse to let ancient evil dictate his fate.

If Hellboy: Seed of Destruction introduced a hero resisting the destiny imposed upon him, Hellboy: Wake the Devilreveals the scale of the haunted world surrounding that struggle. It is eerie, violent, funny, mysterious, and visually beautiful. Most importantly, it shows that Hellboy’s greatest strength is not the Right Hand of Doom or his ability to survive battles with creatures from nightmare. His true strength is his refusal to let monsters, prophecies, occult conspiracies, or his own infernal appearance determine who he is.

Hellboy Saga

Horror Film Review: The Evil Dead (dir. by Sam Raimi)


“I fear that the only way to stop those possessed by the spirits of the book is through the act of… bodily dismemberment.” — Professor Knowby

The Evil Dead is the kind of movie that feels like it should not have become a classic, at least not by conventional standards. It was made cheaply, filmed under brutal conditions, packed with unknown actors, and built around an extremely simple premise: five college friends head to an isolated cabin in the woods, unwittingly awaken an ancient evil, and spend the rest of the night being torn apart by demonic forces. Yet more than four decades later, Sam Raimi’s 1981 horror debut remains one of the most energetic, inventive, and genuinely nasty independent films ever made. It is rough around the edges in ways that are impossible to ignore, but those rough edges are a major part of its appeal. The Evil Dead feels handmade, hungry, and a little bit unhinged.

The story starts with Ash Williams, his girlfriend Linda, Ash’s sister Cheryl, and their friends Scotty and Shelly arriving at a remote Tennessee cabin for what is supposed to be a relaxing getaway. It is one of the most familiar setups in horror history now, but Raimi and his collaborators made it feel threatening before the real violence even begins. The cabin is decrepit, damp, and isolated to an almost absurd degree. There is no real sense of civilization nearby. The forest itself seems hostile, with tangled trees, strange sounds, and an atmosphere that makes the woods feel less like a location and more like a living organism surrounding the characters.

The group soon discovers a cellar beneath the cabin, where they find an ancient book bound in flesh, a dagger, and a tape recording left by an archaeologist. The recording describes the Necronomicon, a book of demonic incantations, and naturally the characters make the worst possible decision by playing the tape aloud. That act releases the evil presence that has been lurking in the forest, and the movie moves quickly from creepy cabin story to all-out supernatural nightmare. The concept is simple, but it gives Raimi room to focus on mood, visual invention, and escalation rather than complicated mythology.

What makes The Evil Dead special is how aggressively Raimi directs it. Even in his first feature, he had a style that was impossible to mistake for anyone else’s. The camera is constantly moving, lunging through the woods, creeping around corners, tilting at unnatural angles, and racing toward people as if the audience has become the demon’s point of view. The famous “demon-cam” shots are still startling because of how physical they feel. The camera does not glide elegantly. It charges. It crashes through the environment. It feels like something has broken loose and is hunting the characters.

That restless filmmaking gives the movie a personality far larger than its budget. Raimi turns limitations into an advantage. The cabin becomes a maze of shadows, floorboards, trap doors, windows, and hidden spaces. A cheap-looking hallway can suddenly become terrifying because the editing, sound design, and camera movement make it feel unstable. Raimi understands that horror does not always come from seeing a monster clearly. Sometimes it comes from the sense that the camera itself has stopped behaving normally, that the space around the characters is warping, and that even the trees outside are watching them.

The special effects are another major reason the film still has such a devoted following. They are obviously practical, often messy, and occasionally so exaggerated that they cross into dark comedy, but they have a tactile quality that modern digital effects often lack. The possessed characters look genuinely diseased and wrong: pale skin, dead eyes, rotting makeup, distorted faces, and unnatural movements. When the deadites attack, they do not simply become generic zombies. They taunt their friends, laugh at them, imitate their voices, and enjoy causing emotional pain. That cruel playfulness makes them more disturbing than ordinary monsters.

The makeup work on the possessed Cheryl, Shelly, and Linda remains especially effective because it turns familiar faces into grotesque masks. Ellen Sandweiss, Betsy Baker, and Theresa Tilly bring an unsettling intensity to those transformations, switching from frightened victims to shrieking, mocking demons. The performances are broad and theatrical, but that is exactly what the material needs. Nothing in The Evil Dead is subtle for very long. The film keeps pushing the characters past the point of normal human behavior until they are laughing, screaming, convulsing, and bleeding all over the cabin.

Bruce Campbell’s Ash is interesting because he is not yet the wisecracking, chainsaw-handed cult hero he would become in the sequels. In The Evil Dead, Ash is mostly an ordinary young man who slowly realizes he is trapped in a situation beyond comprehension. Campbell is still charismatic, and there are flashes of the physical comedy and wild-eyed determination that would define the character later, but this version of Ash is more vulnerable. He panics, hesitates, and suffers. By the end, he looks exhausted in a way that feels earned, covered in sweat, dirt, blood, and trauma.

That difference gives the original movie its own identity within the larger Evil Dead series. Evil Dead II would remake and expand many of the first film’s ideas with more money, more comedy, and a much more overtly cartoonish sensibility. Army of Darkness would take Ash into full fantasy-adventure mode. Those later films are arguably more polished and more immediately entertaining, especially for viewers who love Campbell’s comedic performance. But The Evil Dead has a rawness that the sequels never tried to reproduce. It is a horror movie first, even when its excesses become funny.

The film’s tonal shifts are one of its most fascinating qualities. Raimi clearly understands that grotesque violence can become absurd if it is pushed far enough, and the movie occasionally seems aware of its own madness. A possessed hand reaches through a window. A character gets stabbed with a pencil in one of the film’s most infamous scenes. Bodies erupt in streams of colored goo rather than realistic blood. The final destruction of the deadites is so elaborate that it feels like Raimi and his effects team were determined to empty every container of slime they had available. It is disgusting, but it is also gleefully imaginative.

At the same time, The Evil Dead can be more unpleasant than people remember. Its treatment of Cheryl in the woods is difficult to watch and remains one of the film’s most controversial moments. The scene is meant to establish the cruelty and violation associated with the demonic force, but it is not necessary to enjoy the movie, and it has aged badly compared with the more comic-book brutality of later entries. Raimi himself would move away from that kind of material in the sequels. It is worth acknowledging because the scene changes the tone of the film and may be a deal-breaker for some viewers.

The sound design helps make the movie feel more oppressive than its modest production would suggest. The woods groan, doors bang, voices echo from impossible places, and the demonic chants on the tape recording create a sense that something ancient has been invited into the cabin. Joseph LoDuca’s score adds another layer of unease, using shrill strings and harsh musical stabs to make even quiet scenes feel unstable. The soundtrack is not trying to be elegant. It is trying to make the viewer tense up, and it succeeds.

There is also something inspiring about the movie’s independent spirit. Raimi, Campbell, producer Robert Tapert, and their crew famously made the film through determination, ingenuity, and a willingness to endure conditions that sound miserable in retrospect. You can feel that effort on screen. Every strange camera angle, handmade prop, and splattering effect carries the energy of filmmakers trying to prove they can do something bigger than their resources should allow. The Evil Dead does not hide its budget. It turns that budget into part of its legend.

For horror fans, the movie is essential not because it is flawless, but because it is so alive. It captures the feeling of discovering a forbidden VHS tape or stumbling into a midnight screening where the audience is laughing, cringing, and yelling at the screen. It is scary in places, silly in others, and relentlessly committed to its own bizarre nightmare logic. Raimi would go on to make superhero movies, westerns, thrillers, and studio blockbusters, but the wild visual imagination that defined his career is already fully visible here.

The Evil Dead is a scrappy, blood-soaked supernatural horror movie that earns its reputation through pure filmmaking nerve. Its story may be basic, its acting may be uneven, and some of its material has not aged gracefully, but the movie’s pace, practical effects, demonic imagery, and manic camerawork remain unforgettable. It feels less like a carefully manufactured horror product than a curse someone managed to put on film. That is why it still works: Raimi and his team did not just make a movie about evil invading a cabin. They made the entire movie feel possessed.

Horror Film Review: A Field in England (dir. by Ben Wheatley)


“It does not surprise me that the Devil is an Irishman. Though I thought perhaps he might be a bit taller.” — Friend

There is something deeply unsettling about a horror film that takes place almost entirely in broad daylight, and A Field in England uses that unease to devastating effect. Ben Wheatley’s 2014 release is a black-and-white nightmare about deserters, mushrooms, occult power, buried treasure, and men slowly losing whatever grip they had on reality. It is cryptic, abrasive, occasionally funny, deliberately repetitive, and sometimes so visually and sonically intense that it feels less like watching a film than being trapped inside a bad trip with several deeply unpleasant Englishmen.

Set during the English Civil War, A Field in England begins with Whitehead, played by Reece Shearsmith, fleeing an unseen battle. He is an educated man and an apprentice to an alchemist, although he is not particularly brave, heroic, or prepared for the chaos around him. Whitehead soon falls in with a small group of deserters: the blunt Cutler, the nervous Friend, and the worldly Trower. Their immediate goal is basic survival. They want food, ale, somewhere safe to rest, and preferably no more involvement in the war. Naturally, things do not work out that way.

The group crosses an enormous field and encounters O’Neill, played with unnerving authority by Michael Smiley. O’Neill is an alchemist, a manipulator, and possibly something more supernatural. He claims there is treasure buried in the field and forces the men into helping him dig for it. From there, the story gets progressively stranger, particularly after the men consume mushrooms that may or may not be supernatural in origin. The film’s central question is never simply whether the characters are hallucinating. Wheatley keeps pushing the viewer toward a more uncomfortable possibility: what if the hallucinations are revealing something real?

That ambiguity is the movie’s greatest strength and its biggest obstacle. A Field in England gives the audience fragments rather than firm answers. There are references to stolen papers, alchemical knowledge, magical control, a rival master, buried riches, and rituals that may have been going on long before these men stumbled into the field. But Wheatley and screenwriter Amy Jump never stop to explain the rules. The field seems both ordinary and impossible. It is a place where history, warfare, class resentment, religious anxiety, superstition, and psychedelic terror all collapse into one ugly patch of grass.

The setting is especially impressive because it is so limited. Much of the film takes place in one open field, but Wheatley makes that restriction feel like a trap rather than a budgetary compromise. The wide, empty landscape should offer freedom, yet it becomes increasingly claustrophobic. There is nowhere to hide, no landmark to guide anyone out, and no real sense that walking away would accomplish anything. The field becomes a purgatory, a prison, and an altered state of mind all at once. The characters are technically outdoors the whole time, but they might as well be locked in a dungeon.

Laurie Rose’s black-and-white cinematography is essential to that effect. The movie is beautiful in a harsh, unfriendly way. The high-contrast images turn grass, clouds, trees, faces, and dirt into something almost mythic. Instead of giving the Civil War setting a polished historical-drama look, the monochrome photography makes it feel ancient and unstable, like a series of damaged photographs or illustrations pulled from a cursed old book. The lack of color also helps detach the film from realism. Blood, mud, sweat, and the field itself lose their normal visual identity, making everything feel one step removed from the world the audience recognizes.

The film’s most famous stylistic choices arrive during its hallucinatory stretches. Wheatley uses strobing images, freeze frames, abrupt flashes, distorted sound, overlapping dialogue, and violently fractured editing to turn the characters’ mushroom-induced breakdowns into sensory assaults. These sequences are not designed to be pleasant or even easily readable. At times, they are exhausting. That is clearly the point. The men are losing control of time, memory, language, and physical space, and the film wants the viewer to feel that disorientation rather than observe it safely from a distance.

This can make A Field in England a demanding watch. There are stretches where the characters repeat themselves, argue in circles, dig holes, pull ropes, or speak in riddles that do not immediately add up. Some viewers will probably find this fascinating, while others will feel that Wheatley is testing their patience for the sake of being weird. Both reactions are fair. The film occasionally comes close to mistaking opacity for depth. Not every bizarre image carries the same force, and the narrative sometimes feels like it is daring the audience to keep watching rather than drawing them in naturally.

Still, the performances keep the movie from floating completely away into abstraction. Shearsmith is especially good as Whitehead, whose intelligence does not save him from terror or humiliation. He plays the character as someone who desperately wants to understand the occult forces surrounding him but may be too frightened and compromised to confront them. There is something deeply sad about Whitehead’s weakness. He is not a clean-cut innocent, but he is also clearly outmatched by O’Neill.

Michael Smiley, meanwhile, is fantastic as O’Neill. He does not play the role as a standard screaming madman. That would be too easy. Instead, he is controlled, smug, and almost conversational, which makes him much more threatening. O’Neill treats cruelty like an intellectual exercise. He speaks as though he is always several steps ahead, and his certainty becomes frightening because nobody else in the film can confidently say whether he is a fraud, a sorcerer, or a man who has simply learned how to exploit frightened people. Smiley gives the character the exact kind of ugly charisma needed for a villain who may be entirely human but feels almost demonic.

The supporting cast also deserves credit. Peter Ferdinando, Richard Glover, and Ryan Pope give the film its rougher, more grounded energy. Their banter provides an odd kind of dark humor, especially early on, before the nightmare fully takes over. Wheatley has always had a talent for making people sound casually vicious and absurd at the same time, and A Field in England contains that familiar bite. These are not noble historical figures delivering grand speeches. They are exhausted, hungry, crude men trying to survive a war they barely understand.

What makes the movie linger is how it turns that survival instinct into something ugly. The field strips away the characters’ supposed identities. Religion, social rank, education, loyalty, and military allegiance all become flimsy protections. Whitehead may be literate and knowledgeable; O’Neill may possess real occult power; Cutler may be physically capable; Trower may seem more practical than the others. None of it guarantees safety. Everyone is vulnerable to fear, manipulation, and the possibility that they have walked into a place where ordinary rules no longer apply.

As horror, A Field in England is less interested in jump scares than spiritual contamination. It is about the horror of not knowing whether you are seeing reality, madness, divine punishment, or the Devil at work. Wheatley uses the English countryside not as a comforting pastoral image, but as something ancient, indifferent, and possibly hostile. The movie shares some DNA with folk horror, but it is rougher and less traditionally structured than something like The Wicker Man. It also has the psychedelic aggression of a 1960s or 1970s experimental film, filtered through Wheatley’s mean streak and dark sense of humor.

Ultimately, A Field in England is not an easy movie to love, but it is difficult to dismiss. It is too committed to its mood, too visually striking, and too full of uneasy ideas to be written off as empty weirdness. Wheatley makes the viewer work, and sometimes he pushes that demand to the point of frustration. But when the film locks into its nightmare rhythm, it is genuinely haunting. The sound design rattles around in your head, the images feel burned into your memory, and the field itself starts to seem like the kind of place you would never want to wander into alone.

For viewers who want a straightforward historical horror movie, A Field in England may feel like a punishing experience. For anyone willing to follow Ben Wheatley into a muddy, surreal, pitch-black vision of war, magic, and madness, it is one of the strangest British horror films of its era. It does not explain itself, it does not comfort the audience, and it definitely does not care whether everyone comes out of it satisfied. That stubbornness is exactly what makes it memorable.

Horror Review: The Ritual (dir. by David Bruckner)


“Oh, this is awful in almost every conceivable way.” — Phil

David Bruckner’s The Ritual turns a seemingly straightforward hiking-trip nightmare into a bleak, character-driven story about grief, guilt, and the fear of being judged by the worst thing you have ever done. Released in 2017, the film takes the familiar setup of friends becoming lost during a hiking trip and turns it into something far more tense, emotionally bruised, and unsettling. It is part of the wave of folk horror that began emerging in the late 2000s, with filmmakers returning to remote landscapes, old belief systems, pagan imagery, and the frightening idea that modern people are badly unprepared for places ruled by ancient customs. The Ritual contains the expected genre material—an ominous Scandinavian forest, strange symbols, a decaying cabin, and an isolated community—but its real strength is how tightly those elements connect to its characters’ unresolved guilt and resentment.

The film follows Luke, played by Rafe Spall, who is still deeply traumatized by the death of his friend Rob. In the opening sequence, Luke and Rob enter a liquor store after a night out and become caught in the middle of a robbery. Luke hides while Rob is killed trying to resist the attackers. It is an immediately harsh and effective opening because the film does not treat Luke’s inaction as something simple or easy to judge. He is terrified, frozen, and unable to process the situation. Even so, he cannot forgive himself for surviving. That moment becomes the defining wound of his life, and everything that happens afterward pushes him back toward it.

Luke eventually joins Phil, Dom, and Hutch on a hiking trip through Sweden that is meant to honor Rob’s memory. It becomes clear early on that the group’s friendship is not as solid as it once was. They know each other well enough to trade jokes and insults, but there is a lot of buried frustration underneath the banter. When Dom injures his knee, he argues that they should take a shortcut through the forest rather than continue along the longer established trail. The decision makes sense on a practical level, but it puts them in a setting where the normal rules of direction, distance, and safety quickly stop applying. The trip that is supposed to help them mourn Rob instead becomes a pressure cooker for every unresolved issue they have with one another.

That tension is what makes the first half of The Ritual more interesting than a routine “people get lost in the woods” movie. The men are not written as interchangeable victims waiting for the plot to remove them one by one. They have the worn-down chemistry of friends who have known one another for years but may have outgrown the version of themselves that first brought them together. Luke is defensive and emotionally closed off. Dom can be abrasive, especially when pain and fear make him more volatile. Phil is cynical and exhausted. Hutch is the closest thing the group has to a stabilizing influence, but even he cannot keep the old resentments from surfacing.

Bruckner gives their arguments a messy, lived-in quality. They do not stop to explain their entire friendship history for the audience; instead, the viewer picks up on it through accusations, half-finished insults, and the way everyone reacts when Rob’s death comes up. Luke’s guilt is the most obvious source of conflict, but the others are carrying their own anger toward him as well. They cannot openly say what they think without admitting that they may blame him for what happened. As the hike becomes more dangerous, that tension becomes harder to contain. The film understands that fear makes people meaner, more selfish, and more honest than they want to be.

The Swedish wilderness is easily one of the movie’s greatest assets. Bruckner and cinematographer Andrew Shulkind make the forest feel huge and claustrophobic at the same time. The woods are not shot like a scenic tourist destination. They are wet, dark, muddy, and disorienting, filled with thin trees that block the characters’ view and make every direction seem identical. The lack of clear landmarks matters because it slowly strips the group of confidence. At first, they are annoyed hikers trying to save time. Before long, they are struggling to tell where they have been, where they are going, or whether the forest is allowing them to leave at all.

The film excels at building dread through details rather than relying on constant jolts. The friends discover unnerving signs scattered through the woods: an animal carcass hanging impossibly high in the trees, crude figures made from sticks, unfamiliar markings, and evidence that somebody—or something—has been watching them. One of the most memorable sequences takes place in an abandoned cabin that the group uses for shelter. Inside, they find a grotesque shrine and signs of an old ritualistic practice that seem completely out of place in the modern world. The scene is disturbing because of how wrong it feels. These men have not just stumbled into an empty house; they have crossed into a space defined by beliefs they do not understand.

That atmosphere is where The Ritual most clearly earns its place in modern folk horror. The movie is not simply interested in isolated woods as a convenient backdrop for scares. It treats the forest as a place with a history and a set of rules that exist independently of the characters. Luke, Dom, Phil, and Hutch arrive with backpacks, maps, phones, and ordinary personal problems, but those things become almost useless once the landscape begins to feel hostile. Their modern routines and assumptions do not protect them. The horror comes partly from the idea that they are outsiders who have entered a world where their explanations mean nothing.

The later sections introduce an isolated group whose beliefs are rooted in an older, more ritualized worldview. This element can feel more direct than the earlier ambiguity, but it still fits the movie’s larger themes. The people Luke encounters represent a twisted alternative to the kind of shame and grief that have been consuming him. Their world offers a warped version of survival: submit to fear, accept the rules, and give up the parts of yourself that make resistance possible. It is an ugly kind of community, one that turns spiritual tradition into coercion and treats personal suffering as something to be exploited.

Rafe Spall is the key to why the film works as more than an exercise in atmosphere. Luke is not an idealized horror protagonist. He is stubborn, defensive, and sometimes hard to like, particularly when he tries to avoid talking about Rob. But Spall makes his guilt feel immediate and human. Luke is not haunted just because he saw someone die; he is haunted because he believes that his failure in that moment reveals who he really is. The forest repeatedly forces him to confront that belief through hallucinatory transitions that blur the wilderness with the liquor-store robbery. Doors in the forest become entrances to the shop. The wooded darkness gives way to fluorescent aisles. Luke seems to be reliving the same failure from different angles, unable to escape the moment he most wishes he could change.

Those surreal flashbacks are some of Bruckner’s best directing choices. They are visually simple but highly effective, placing Luke’s internal guilt directly into the physical environment around him. The movie never turns into a vague psychological-horror story that dismisses everything as a dream, but it uses Luke’s trauma to make the supernatural setting feel more personal. The threat in the woods is frightening because it seems to recognize his weakness. It does not just want to harm him; it wants him to surrender to the version of himself that he already hates.

If The Ritual has a flaw, it is that the final act loses a little of the earlier section’s mystery once the film begins explaining more about what is happening in the forest. The strongest passages are often the quietest ones: the men arguing while lost, the unsettling evidence in the trees, the cabin sequence, and the growing suspicion that they are being pushed in a direction they cannot understand. Still, the conclusion works because it brings the movie back to Luke’s personal struggle. His escape is not simply about reaching safety. It is about refusing to let guilt define his identity forever.

By the end, The Ritual delivers a satisfying sense of catharsis without pretending that Luke has been completely healed. He survives an experience that forces him to face the fear he has been carrying since Rob’s death, but that does not erase the loss or make him a different person overnight. What changes is his willingness to stop living as though one terrible moment has permanently decided who he is. That emotional resolution gives the film more weight than many survival-horror stories.

Overall, The Ritual is a smart, atmospheric, and surprisingly character-driven horror film. Its strongest qualities are its oppressive forest setting, its believable group dynamics, its gradual escalation, and Rafe Spall’s deeply uncomfortable performance. Most importantly, it recognizes that folk horror becomes powerful when the ancient and supernatural elements expose something painfully human. Bruckner turns a memorial hike into a nightmare about guilt, masculinity, friendship, and the terror of being unable to outrun your own past.

Horror Song of the Day: The Rake’s Song (by The Decemberists)


“The Rake’s Song” is one of those Decemberists tracks that lures you in with a tune that sounds almost cheerfully old-fashioned, then casually reveals that you have been listening to a confession from an absolute monster. The arrangement has that familiar Decemberists blend of indie-folk and story-song theatricality: a bouncy, rustic pulse, memorable vocal phrasing, and a melody that feels made for a communal singalong. On the surface, it has the energy of a rowdy little folk number you might hear in a pub or at a campfire.

That folk-horror quality fits especially well because “The Rake’s Song” comes from The Decemberists’ 2009 concept album The Hazards of Love, whose songs collectively tell one continuous, start-to-finish narrative. The album follows the romance between Margaret and William, the supernatural influence of the forest-dwelling Queen, and the violent figures who threaten them along the way. Within that larger story, the Rake is not just a random murderous narrator; he is a dark obstacle in the tale, and his song gives the album one of its most unsettling detours.

But Colin Meloy uses that inviting sound as camouflage. The narrator matter-of-factly explains how he murdered his own children after their mother dies, treating each death less like a tragedy than another inconvenient task to be handled. That emotional disconnect is what makes the song genuinely chilling. There is no dramatic musical shift that announces, “Now this is the horrifying part.” The story just keeps moving, jaunty and almost playful, while the details get progressively more grim.

That contrast makes “The Rake’s Song” feel like a horror folktale that has somehow survived for generations because people kept singing it. It would not feel out of place as a warning whispered around a campfire about the cruel old man who lived beyond the tree line, or as a cautionary tale passed between children in some isolated backwoods cabin: beware the charming song, beware the smiling storyteller, and definitely beware the man who says his family is gone. Its folksiness gives the violence a strange sense of age and inevitability, as if this is not merely one man’s atrocity but an old evil wearing the shape of a traditional ballad.

The Decemberists have always been good at turning literary, historical, and gothic material into catchy songs, and “The Rake’s Song” may be one of their sharpest examples of that trick. It is funny in the bleakest possible way, but the humor never fully softens the horror; if anything, it makes the narrator’s cruelty worse. You can enjoy the hook, tap along to the rhythm, and then suddenly realize you are humming a song about something monstrously cruel—which is exactly why it sticks with you.

The Rake’s Song

I had entered into a marriage
In the summer of my twenty-first year
And the bells rang for our wedding
Only now do I remember it clear
Alright, alright, alright

No more a rake and no more a bachelor
I was wedded and it whetted my thirst
Until her womb start spilling out babies
Only then did I reckon my curse
Alright, alright, alright
Alright, alright, alright

First came Isaiah with his crinkled little fingers
Then came Charlotte and that wretched girl Dawn
Ugly Myfanwy died on delivery
Mercifully taking her mother along
Alright, alright, alright

What can one do when one is widower
Shamefully saddled with three little pests
All that I wanted was the freedom of a new life
So my burden I began to divest
Alright, alright, alright
Alright, alright, alright

Charlotte I buried after feeding her foxglove
Dawn was easy, she was drowned in the bath
Isaiah fought but was easily bested
Burned his body for incurring my wrath
Alright, alright, alright

And that’s how I came your humble narrator
To be living so easy and free
Expect you think that I should be haunted
But it never really bothers me
Alright, alright, alright
Alright, alright, alright