Hero of the Day: Ash Williams (Evil Dead Series)


“Good. Bad. I’m the guy with the gun.” — Ash Williams

Ash Williams endures because he is not a conventional chosen-one hero. Across the Evil Dead franchise, he begins as an ordinary young man on a disastrous cabin getaway—vain, impatient, frightened, and spectacularly unprepared for supernatural horror. Yet the series turns those limitations into its central appeal. Ash is never compelling because he is innately noble or especially capable; he is compelling because demonic catastrophe repeatedly forces him to become capable. Every victory feels improvised, painful, and slightly ridiculous, earned through panic, rage, bad luck, and a stubborn refusal to die.

In The Evil Dead, Ash is primarily a survivor, defined by shock and escalating isolation as the people around him are possessed or killed. Bruce Campbell’s performance gives the character a physical vulnerability that later entries deliberately reshape: this Ash screams, hesitates, grieves, and looks genuinely overwhelmed by what he is witnessing. The cruel ingenuity of the Deadites makes survival an ordeal rather than a triumph. By the end, Ash has not cleanly conquered evil so much as endured an experience that has stripped away his normal life. That origin matters because the swagger of the later character retains a trace of trauma underneath it.

Evil Dead II transforms that shaken survivor into the archetypal Ash: a battered, increasingly unhinged fighter whose body becomes the franchise’s most elastic special effect and comic battlefield. His severed hand attacking him, the chainsaw prosthetic, and his mounting psychological collapse turn horror into a kind of brutal slapstick. But the comedy does not make the danger meaningless. Instead, it reveals Ash’s defining heroic quality: adaptability. Faced with a nightmare that cannot be reasoned with, he finds increasingly absurd practical solutions. He can be cowardly, selfish, and short-tempered, but when the moment demands it, he picks up the chainsaw and does what no one else can.

By Army of Darkness, Ash has become a deliberate parody of the macho action hero: a loud, arrogant time-displaced retail employee who talks like a conquering legend before fully earning the title. Lines such as “Groovy” and “This is my boomstick” work because Campbell delivers them with absolute, unearned confidence. Ash’s bravado is funny precisely because it is often defensive; he projects invincibility while repeatedly bungling spells, alienating allies, and creating new disasters. Even so, his eventual willingness to fight for people in a world that is not his own gives the character emotional weight. He may complain the entire time, but he does not ultimately abandon the fight.

That balance remains the foundation of Ash vs Evil Dead, which reunites the character with the consequences of his past rather than pretending he ever truly escaped them. Older Ash is still crude, impulsive, and prone to making catastrophically bad choices, but the series allows him to become a mentor and a protector without sanding down his worst qualities. The broader franchise, including comic-book continuations such as Army of Darkness and crossover material like Freddy vs. Jason vs. Ash, keeps returning to the same essential comic-book principle: Ash is an underqualified man facing impossibly large evil with whatever weapon is within reach. He is compelling because he never becomes a polished hero. He remains a damaged, vulgar, frightened human being who keeps stepping forward anyway—and in a horror universe built to reduce people to victims, that messy persistence is genuinely heroic.

Hero of the Day

Icarus File No. 31: The Adventures of Brisco County, Jr.


“I’m looking for the coming thing.” — Brisco County, Jr.

Few television series embrace their own oddness as joyfully as The Adventures of Brisco County, Jr.. Blending frontier shootouts, pulp-serial adventure, broad comedy, sci-fi weirdness, and old-fashioned heroics into one deliberately unruly package, the short-lived Bruce Campbell vehicle has only grown more distinctive with time. It ran for a single season between 1993 and 1994, produced 27 episodes, and then vanished from network television before it had the chance to fully grow into the strange, funny, action-packed cult institution it deserved to be. That short life is part of its legend now. The show remains a wonderfully odd hybrid: a Western, an adventure serial, a sci-fi mystery, a screwball comedy, a buddy show, and a loving parody of old-fashioned television heroics. It was never content to simply be one thing, and that creative restlessness is exactly why it was so distinctive.

Bruce Campbell stars as Brisco County, Jr., a Harvard-educated lawyer who becomes a bounty hunter after the murder of his father, legendary lawman Brisco County, Sr. At first glance, that setup sounds like the foundation for a hard-edged revenge Western. Brisco is hired by a group of wealthy robber barons to track down John Bly, a charismatic outlaw who escaped after killing Brisco’s father. The show does not ignore that emotional hook, either. Campbell gives Brisco just enough sincerity that the character’s grief and desire to live up to his father’s reputation land when they need to. But the series almost immediately makes clear that it has no interest in being grim prestige television before prestige television was even a common phrase. Brisco may be motivated by vengeance, but he is also a cheerful idiot at times, an inventor’s dream customer, a romantic disaster, and a man genuinely enthusiastic about the future.

That optimism is one of the show’s most charming qualities. Brisco lives in 1893, but he is obsessed with modernity: bicycles, early automobiles, telephones, scientific gadgets, anything that might make the Old West feel less old. He repeatedly calls these new inventions “the coming thing,” often with the confidence of someone who knows history is on his side even when the technology in front of him is barely functional. It is a funny recurring bit, but it also gives the series an unusual personality. Brisco is not a traditional Western hero longing for a disappearing frontier. He is a cowboy-lawyer-adventurer who wants to survive the frontier and help drag it toward the twentieth century.

Campbell is the ideal actor for that balancing act. He had already built a devoted following through the Evil Dead films, where he proved he could sell broad physical comedy, cartoonish bravado, and genuine intensity all at once. The Adventures of Brisco County, Jr. puts those qualities to excellent use. Campbell looks like the square-jawed hero of a classic matinee serial, but he plays Brisco with a sly awareness of how ridiculous the genre can be. He can throw a punch, ride a horse, fire a gun, and deliver a tough-guy line, then immediately get tangled in a rope, outsmarted by a con artist, or humiliated by one of his own overconfident schemes. The show never treats him as incompetent exactly; Brisco is clever, brave, and unusually resourceful. But it understands that a hero is more entertaining when the universe keeps refusing to cooperate.

The early arc involving John Bly gives the show a memorable villain and a sense of forward momentum. Billy Drago, a genre veteran with one of the most instantly sinister faces and voices in film and television, plays Bly as a quietly unnerving outlaw rather than a loud, swaggering gunslinger. Drago had already become familiar to audiences through roles in crime thrillers, Westerns, horror, and action stories, and his presence adds serious genre street credibility to the series. He is particularly good at making Bly feel unpredictable. The character is intelligent, dangerous, and often strangely philosophical, with Drago giving even a casual line enough menace to make it sound like a threat. His addition helps sell the idea that, beneath the jokes and gadget-driven chaos, Brisco really is moving through a world populated by lethal people.

The show’s supporting cast is equally important to its success. Julius Carry’s Lord Bowler is the real secret weapon. Initially a rival bounty hunter with a powerful need to claim rewards before Brisco does, Bowler evolves into Brisco’s closest partner and one of the series’ most dependable sources of cool. Carry plays him with perfect deadpan timing, making Bowler’s irritation at Brisco’s eccentricities endlessly funny. Their chemistry is the foundation of the series. Brisco talks too much, overthinks everything, and barrels into trouble; Bowler observes, grumbles, and then saves the day when necessary. Their partnership has the rhythm of a classic buddy-action pairing, except it exists in a world where a frontier saloon might contain a mad inventor, an escaped criminal mastermind, and a mysterious glowing orb all in the same episode.

That orb is one of the show’s boldest ideas. Known as the Orb, it becomes the central sci-fi element in a series already packed with anachronistic comedy and pulp adventure. It possesses strange powers, influences human behavior, and hints at a much bigger mythology than the show ever had time to fully explain. The Orb plotline is not always the cleanest element of the series, but it matters because it shows how willing the creators were to push beyond ordinary Western storytelling. One week, Brisco might be hunting a gang of outlaws; the next, he might be dealing with supernatural powers, secret conspiracies, bizarre inventions, or stories that feel pulled from a 1930s adventure comic. The result is a show that can feel like The Wild Wild West, Indiana Jones, and a Saturday-morning serial filtered through a 1990s sitcom sensibility.

In that sense, The Adventures of Brisco County, Jr. was ahead of its time in the way it fused different genres into one coherent theme and narrative. The series never treated its Western setting, science-fiction mythology, slapstick humor, action serial influences, and detective-story plotting as separate gimmicks awkwardly stapled together. All of those elements were filtered through Brisco himself: a hero caught between an old frontier world and the uncertain promise of the future. His fascination with progress, invention, and “the coming thing” gave the show a thematic center strong enough to make even its strangest detours feel like part of the same larger adventure. What might have looked like a mess on paper usually plays as a deliberate expression of the show’s central idea: the Old West was changing, and Brisco was exactly the kind of eccentric hero built to stumble, joke, and fight his way into that change.

That same genre blending, however, likely confused audiences when the series first aired. In 1993, viewers and network marketers generally had a much easier time selling a show that could be described in one clean sentence. A Western was a Western. A sitcom was a sitcom. A science-fiction series was a science-fiction series. Brisco was all of those things at once, sometimes within the same episode. Its tonal shifts were part of the fun for viewers who connected with it, but they may have made it difficult for casual audiences to know what kind of show they were committing to every week. It was too playful and surreal for people expecting a straight Western, but its period setting could also make it seem less accessible to viewers looking for a more conventional action-comedy or sci-fi series.

Critics largely recognized how clever this mixture was. The show earned praise for its humor, its self-aware but affectionate approach to genre material, its charismatic cast, and its willingness to combine Western action with science fiction and absurdist comedy. Yet those very strengths also help explain why it was so short-lived. The Adventures of Brisco County, Jr. was difficult to market in the conventional network-TV landscape. Its placement did not help, either. The show aired on Fox during a period when the network was still building an identity and competing for viewers against much more established broadcasters. It arrived alongside other ambitious but unconventional Fox programming, including The X-Files, but Brisco did not become the breakout hit that its better-known network sibling did.

There is a strong argument that the series would have found a much bigger audience at the turn of the century, or even later. By the late 1990s and early 2000s, audiences had become increasingly comfortable with shows that mixed tones, genres, mythology, comedy, and serialized storytelling. Viewers were more willing to follow eccentric high-concept series whose worlds did not fit neatly into one category, especially as cable television, DVD collections, online fandom, and eventually streaming made it easier to discover a show outside its original broadcast slot. Brisco could have benefited enormously from that environment. Its episodic adventures would have made it easy to casually enjoy, while the larger mysteries around John Bly and the Orb would have rewarded devoted viewers. It is easy to imagine the show building a far larger fanbase through word of mouth, repeat viewing, and a culture more eager to embrace unapologetically nerdy genre experimentation.

That mismatch between quality and ratings is why the show became such a cult fan favorite. Fans who found it did not merely enjoy it; they tended to become attached to its specific flavor. The series offers a version of television adventure that feels generous rather than cynical. It wants to entertain first. Its jokes are broad but rarely mean-spirited, its action is energetic without becoming joyless, and its heroes are allowed to be capable, kind, foolish, and enthusiastic at the same time. Campbell’s performance became central to his larger cult-TV identity, while Carry’s Bowler remains one of the great underrated sidekicks in genre television. Even the show’s oddities—the Orb, the outlandish gadgets, the deliberately pulpy villains, the historical inaccuracies played for laughs—are not flaws to fans. They are the reason the series has lasted in memory.

Ultimately, The Adventures of Brisco County, Jr. is a lovable one-season wonder because it refuses to fit neatly into a box. It is a Western that looks toward the future, an action series that enjoys making its hero the punchline, and a sci-fi adventure that never loses sight of the human fun of two bounty hunters bickering their way across the frontier. Its cancellation remains disappointing because there was clearly more territory to explore, especially with Brisco, Bowler, Bly, and the Orb mythology. But the short run also preserves the show’s charm. It never had time to become routine. It remains a fast, funny, deeply peculiar burst of television imagination—and a reminder that sometimes the most enduring cult shows are the ones too weird, too ambitious, and too specific to become ordinary hits.

Previous Icarus Files:

  1. Cloud Atlas
  2. Maximum Overdrive
  3. Glass
  4. Captive State
  5. Mother!
  6. The Man Who Killed Don Quixote
  7. Last Days
  8. Plan 9 From Outer Space
  9. The Last Movie
  10. 88
  11. The Bonfire of the Vanities
  12. Birdemic
  13. Birdemic 2: The Resurrection 
  14. Last Exit To Brooklyn
  15. Glen or Glenda
  16. The Assassination of Trotsky
  17. Che!
  18. Brewster McCloud
  19. American Traitor: The Trial of Axis Sally
  20. Tough Guys Don’t Dance
  21. Reach Me
  22. Revolution
  23. The Last Tycoon
  24. Express to Terror 
  25. 1941
  26. The Teheran Incident
  27. Con Man
  28. Looker
  29. 1776
  30. Here

Guilty Pleasure No. 129: Congo (dir. by Frank Marshall)


Congo is the kind of movie that makes perfect sense as a guilty pleasure because it is always hovering just above the level of complete nonsense, yet it has enough energy and conviction to remain enormously watchable. Directed by Frank Marshall, the 1995 film turns Michael Crichton’s jungle-thriller premise into a sprawling mixture of monster movie, treasure hunt, corporate conspiracy, technological anxiety, and old-fashioned adventure serial. It is loud, messy, often ridiculous, and loaded with moments that should not work at all. But that is the pleasure of Congo: it commits so completely to its bizarre material that the movie becomes difficult to dislike.

The setup is wonderfully overstuffed. A corporate expedition disappears while searching for a legendary diamond mine in the Congo, apparently after encountering some mysterious, deadly force. At the same time, primatologist Peter Elliot is preparing to return Amy, a gorilla he has raised and taught sign language, to the wild. Amy has recurring dreams—or perhaps memories—of a strange jungle city, and she communicates through a glove that translates her signs into a robotic voice. Before long, Peter, Amy, corporate representative Karen Ross, Romanian explorer Herkermer Homolka, and a mercenary guide named Captain Munro Kelly are all headed toward the same lost city, where diamonds, ancient ruins, and murderous white gorillas await.

That synopsis alone explains why Congo has developed such a devoted guilty-pleasure reputation. It is a movie where satellites, laser weapons, genetically engineered guard apes, corporate greed, sign-language research, volcanoes, and ancient African mythology all exist in the same story without anyone pausing to question the sheer overload of it. The movie treats every development with sincere urgency, even when the audience is watching Amy the gorilla say “Amy good gorilla” through a computerized voice device. It is impossible not to admire the confidence. Congo never winks at the audience, never admits that its premise is wild, and never cuts itself down to a more manageable size. It simply keeps adding more adventure-movie ingredients until the whole thing becomes strangely hypnotic.

Laura Linney’s Karen Ross and Dylan Walsh’s Peter Elliot are meant to anchor all of that craziness, but they are also among the film’s blandest elements. Linney is a talented actress, and she brings a professional focus to Karen’s corporate mission, but the character is written in such functional terms that she rarely feels like more than the person carrying the plot’s technological and business-related exposition. Karen is competent, determined, and occasionally vulnerable, but she never develops a particularly distinctive personality. Linney plays her with a seriousness that fits the film’s overall tone, yet that seriousness can make her feel oddly distant. She is there to make sure the satellite plot, the diamond plot, and the rescue plot keep moving, rather than to provide much spark on her own.

Walsh has an even tougher assignment as Peter. He is essentially the emotional center of Amy’s story, and the film needs the audience to believe in his paternal, almost codependent relationship with her. But Peter is such a mild, generic protagonist that he often gets swallowed by the movie’s more eccentric ideas. Walsh is not bad, exactly; he is simply too subdued for a film filled with volcanic eruptions, killer gorillas, and Tim Curry speaking every line as though he is announcing the end of civilization. His performance has a sincere gentleness that helps the scenes with Amy, but it also makes him feel like he wandered in from a quieter, more conventional family adventure. When the movie becomes bigger and stranger, Peter’s personality does not expand with it.

That blandness becomes especially noticeable because Ernie Hudson and Tim Curry are having such an obviously fantastic time in their roles. Hudson plays Captain Munro Kelly with the relaxed confidence of someone who knows he is the coolest person in the room. Munro is a professional guide, a fighter, a pilot, and a survivor, but Hudson does not turn him into a grim action-movie cliché. He gives the character humor, charisma, and a reassuring calm under pressure. Whenever the group faces another disaster—whether it is hostile terrain, dangerous animals, mercenaries, or the increasingly unhinged situation inside the lost city—Hudson makes Munro feel like the one person who might actually know what he is doing.

Hudson’s performance also gives Congo a sense of fun that the central characters sometimes lack. He has an easy screen presence, and he seems to understand that the film works best when it leans into the pleasures of a grand, pulpy adventure. Munro is not a particularly deep character, but Hudson makes him memorable through timing, attitude, and sheer likability. The movie becomes livelier whenever he takes charge, whether he is negotiating with people in the field or calmly reacting to another completely absurd revelation. If Karen and Peter are the story’s functional leads, Munro is the character who gives the audience someone to enjoy following.

Then there is Tim Curry as Herkermer Homolka, who delivers what can only be described as a masterclass in hammy, scenery-chewing entertainment. Curry does not merely play Homolka; he devours the role with a kind of operatic enthusiasm. Every line is delivered in his grand Romanian accent with the force of a proclamation, and every gesture suggests that Homolka believes he is the hero of the greatest expedition in history. Curry appears to be enjoying himself so much that it becomes infectious. He is not interested in realism, restraint, or subtle characterization. He is there to make every scene larger, louder, and more theatrical.

Homolka is already a ridiculous figure on the page: a pompous explorer with a famous family name, an exaggerated ego, and a dramatic flair that makes him seem less like a real adventurer than a flamboyant villain from a lost serial. Curry recognizes that the only correct way to play him is at maximum volume. His performance turns every bit of dialogue into an event. He gives the impression that he has spent years preparing speeches for this exact jungle expedition, waiting for the chance to announce his discoveries to the world. Even when Homolka is making selfish or foolish decisions, Curry makes him too entertaining to hate.

The contrast between Curry and the more restrained leads is one of the reasons Congo feels so odd. Linney and Walsh approach the material with a level of seriousness that suggests they are trying to preserve some emotional credibility. Hudson and Curry, by contrast, seem to recognize that credibility is not really the point. Hudson brings a cool, knowing charm, while Curry turns the movie into a one-man theatrical spectacle whenever he appears. Neither approach is necessarily wrong, but the difference creates a tonal imbalance. The film’s heroes feel flat because its supporting players are so much more alive.

The killer gorillas, of course, are another major source of the film’s guilty-pleasure appeal. These are not normal gorillas defending their territory. They are pale, vicious creatures bred to protect the diamond city of Zinj, and they attack with the exaggerated menace of monsters in a haunted-house ride. The effects have not aged gracefully. The suits and animatronics are visible, the movements can be stiff, and the creatures are often more amusing than frightening. Yet they remain memorable because the movie gives them a distinct, nightmarish look: white fur, glowing eyes, sharp teeth, and sudden appearances from dark corridors or jungle fog.

Frank Marshall directs the action with enough pace and polish to keep Congo from collapsing under the weight of its own silliness. The jungle setting, the ruined city, the expedition equipment, the satellite imagery, and the volcanic finale all give the movie a bigger sense of scale than its reputation might suggest. It feels like a genuine studio blockbuster from a time when Hollywood would spend serious money on an unapologetically strange idea. The film is not elegant, and it is certainly not believable, but it is never boring for long.

As a conventional adventure movie, Congo is uneven. Its African setting is often treated as a vague, dangerous backdrop, and its plot is overloaded with enough corporate jargon and techno-babble to distract from the more entertaining monster-movie material. But as a guilty pleasure, it is hard to beat. The movie is too bizarre to be generic and too sincere to feel cynical. Laura Linney and Dylan Walsh may be stuck playing bland characters at the center of the chaos, but Ernie Hudson and especially Tim Curry make the journey worth taking. Curry’s performance alone is a treasure: a joyous, magnificent display of overacting that turns Congo from a merely strange blockbuster into something genuinely unforgettable.

Previous Guilty Pleasures

  1. Half-Baked
  2. Save The Last Dance
  3. Every Rose Has Its Thorns
  4. The Jeremy Kyle Show
  5. Invasion USA
  6. The Golden Child
  7. Final Destination 2
  8. Paparazzi
  9. The Principal
  10. The Substitute
  11. Terror In The Family
  12. Pandorum
  13. Lambada
  14. Fear
  15. Cocktail
  16. Keep Off The Grass
  17. Girls, Girls, Girls
  18. Class
  19. Tart
  20. King Kong vs. Godzilla
  21. Hawk the Slayer
  22. Battle Beyond the Stars
  23. Meridian
  24. Walk of Shame
  25. From Justin To Kelly
  26. Project Greenlight
  27. Sex Decoy: Love Stings
  28. Swimfan
  29. On the Line
  30. Wolfen
  31. Hail Caesar!
  32. It’s So Cold In The D
  33. In the Mix
  34. Healed By Grace
  35. Valley of the Dolls
  36. The Legend of Billie Jean
  37. Death Wish
  38. Shipping Wars
  39. Ghost Whisperer
  40. Parking Wars
  41. The Dead Are After Me
  42. Harper’s Island
  43. The Resurrection of Gavin Stone
  44. Paranormal State
  45. Utopia
  46. Bar Rescue
  47. The Powers of Matthew Star
  48. Spiker
  49. Heavenly Bodies
  50. Maid in Manhattan
  51. Rage and Honor
  52. Saved By The Bell 3. 21 “No Hope With Dope”
  53. Happy Gilmore
  54. Solarbabies
  55. The Dawn of Correction
  56. Once You Understand
  57. The Voyeurs 
  58. Robot Jox
  59. Teen Wolf
  60. The Running Man
  61. Double Dragon
  62. Backtrack
  63. Julie and Jack
  64. Karate Warrior
  65. Invaders From Mars
  66. Cloverfield
  67. Aerobicide 
  68. Blood Harvest
  69. Shocking Dark
  70. Face The Truth
  71. Submerged
  72. The Canyons
  73. Days of Thunder
  74. Van Helsing
  75. The Night Comes for Us
  76. Code of Silence
  77. Captain Ron
  78. Armageddon
  79. Kate’s Secret
  80. Point Break
  81. The Replacements
  82. The Shadow
  83. Meteor
  84. Last Action Hero
  85. Attack of the Killer Tomatoes
  86. The Horror at 37,000 Feet
  87. The ‘Burbs
  88. Lifeforce
  89. Highschool of the Dead
  90. Ice Station Zebra
  91. No One Lives
  92. Brewster’s Millions
  93. Porky’s
  94. Revenge of the Nerds
  95. The Delta Force
  96. The Hidden
  97. Roller Boogie
  98. Raw Deal
  99. Death Merchant Series
  100. Ski Patrol
  101. The Executioner Series
  102. The Destroyer Series
  103. Private Teacher
  104. The Parker Series
  105. Ramba
  106. The Troubles of Janice
  107. Ironwood
  108. Interspecies Reviewers
  109. SST — Death Flight
  110. Undercover Brother
  111. Out for Justice
  112. Food Wars!
  113. Cherry
  114. Death Race
  115. The Beast Within
  116. Girl Series
  117. Gone in 60 Seconds
  118. Swordfish
  119. Marked For Death
  120. The Internship
  121. The Angry Red Planet
  122. 2012
  123. Old School
  124. No Escape
  125. In Death Series
  126. Alligator
  127. Little Annie Fanny
  128. Wicked Wanda

Scenes That I Love: Ash Replaces His Hand In Evil Dead II


Today, the Shattered Lens wish a happy birthday to the one and only Bruce Campbell!  And what better way to celebrate and to get the day started than with an iconic scene from 1987’s Evil Dead II?

4 Shots From 4 Films: Special Bruce Campbell Edition


4 Or More Shots From 4 Or More Films is just what it says it is, 4 shots from 4 of our favorite films. As opposed to the reviews and recaps that we usually post, 4 Shots From 4 Films lets the visuals do the talking!

Today, we celebrate Bruce Campbell’s birthday!  It’s time for….

4 Shots From 4 Bruce Campbell Films

Evil Dead II (1987, dir by Sam Raimi, DP: Peter Deming)

Army of Darkness (1992, dir by Sam Raimi, DP: Bill Pope)

Escape From L.A. (1996, dir by John Carpenter, DP: Gary B. Kibbe)

Bubba Ho-Tep (2002, dir by Don Coscarelli, DP: Adam Janiero)

 

Review: Send Help (dir. by Sam Raimi)


“We’re not in the office anymore, Bradley.” — Linda Liddle

Sam Raimi’s Send Help is a nasty, funny, and surprisingly romantic little pressure cooker that strands two archetypes—the mousy doormat and the smug rich kid—on a desert island and then slowly turns the screws until the film’s “eat the rich” satire curdles into genuine horror. It is neither the triumphant, all‑timer comeback some fans might crave nor a lazy retread, but a confident mid‑budget horror‑comedy from a director who still knows exactly how to make an audience wince and cackle in the same breath.

Raimi and writers Damian Shannon and Mark Swift build Send Help on a simple but potent premise: Linda Liddle (Rachel McAdams), a meek corporate strategist and survival‑show obsessive, has been promised a promotion by her former boss, only for the new CEO—his son Bradley Preston (Dylan O’Brien)—to hand the job to his frat‑bro buddy Donovan and try to shuffle Linda into a dead‑end role. He finds her embarrassing and even comments on her smell; she swallows the humiliation until a company plane trip to a business summit ends in a violent crash, leaving Linda and Bradley as the only known survivors on a remote island in the Gulf of Thailand. Out here, Linda’s years of reality‑TV survival fandom and wilderness prepper skills suddenly matter, while Bradley’s only proven talents—golf, networking, and cruelty—are exposed as useless.

The first act, set in the office and on the doomed flight, plays as Raimi’s version of workplace horror, pitched somewhere between Drag Me to Hell’s moral fable and a nastier episode of The Office. McAdams leans into Linda’s awkwardness without turning her into a caricature, sketching a woman who has internalized decades of minor humiliations and found solace in parasocial survival fantasies. O’Brien, meanwhile, riffs on the archetype of the tech‑adjacent finance bro, weaponizing charm into something brittle and mean so that every “joke” lands like a micro‑aggression. Raimi shoots these early scenes with brisk, unfussy energy, reserving his more flamboyant camera moves for moments when Linda’s resentment starts to spike; the tonal hint is clear that the island will be where his signature style truly erupts.

Once the plane goes down, Send Help shifts into a survival thriller that gradually becomes a duel, and this is where the film finds its most compelling rhythm. Linda wakes up, builds a shelter, secures water, and—crucially—chooses to help the injured Bradley despite every reason not to, only to be met with the same entitled barking as in the office. She abandons him for days to bake in the sun and dehydrate, only to return at the brink and ration out water on her terms, turning what could have been a straightforward revenge fantasy into a looping series of power reversals. Raimi milks the island setting for physical comedy—failed fire‑starting, slapstick injuries, disgusting food gags—before undercutting the laughs with sudden spikes of cruelty and violence that remind you someone could easily die out here.

Raimi’s direction is where Send Help most clearly announces itself as his homecoming to horror. Even without demons or supernatural curses, he brings back the aggressive visual language: lunging crash zooms, canted angles that seem to tilt with Linda’s shifting moral compass, and kinetic tracking shots that whip around the camp as arguments turn into physical scuffles. The gore is heightened but not constant—geysers of blood appear at key turning points, functioning as exclamation marks on the escalating class war rather than wall‑to‑wall splatter. You can still feel the Three Stooges in the staging; even the nastiest beats often end on a punchline built around bodily fluids, improvised weapons, or the absurd indignity of almost dying because you slipped on a fish.

Tonally, the film walks a provocative tightrope between screwball rom‑com and survival horror, and your mileage will depend on how much whiplash you are willing to embrace. There are scenes that play almost like a twisted date movie—Linda cooking up makeshift dinners, trying to build a semblance of “home,” Bradley begrudgingly softening—only for the dynamic to swerve back into emotional manipulation or outright brutality. The film clearly flirts with the tradition of 1930s battle‑of‑the‑sexes comedies, but here the gender and class politics are sharper, and the potential for lethal violence never disappears. For some viewers, this constant oscillation will feel thrillingly unstable; for others, it may make the film’s ultimate stance on these characters’ relationship and culpability feel muddier than intended.

Narratively, Send Help borrows its class‑flipped survival template from the kind of satirical, wealth‑skewering stories where workers suddenly control the only skills that matter. The formerly “lowly” employee—in this case Linda rather than a bathroom janitor or ship’s cleaner—suddenly dictates the terms of existence, upending the old hierarchy once the corporate infrastructure is gone. Where broader ensemble satires linger on systemic critique, Raimi narrows the focus to a two‑hander and uses genre excess to explore how vengeance, desire, and survival blur together when the rules are erased. This narrower scope sometimes makes the class commentary feel schematic—you can spot each new reversal coming like a story beat in a screenwriting manual—but it also gives McAdams and O’Brien ample room to shade their roles.

Performance‑wise, McAdams is the film’s anchor and secret weapon. She charts Linda’s evolution from shy, apologetic office drone to ruthless island operator without losing sight of the character’s essential decency, so that her darker choices land as both cathartic and unsettling. O’Brien has the flashier arc in some ways, modulating Bradley from cartoonish jerk to scared, dependent man‑child and, eventually, something more morally ambiguous as he learns how to play the island power game himself. Their chemistry thrives on friction; the film is at its best when it lets them volley insults, bargains, and threats in long, increasingly twisted negotiations over food, shelter, and the possibility of rescue.

Where Send Help falters is largely in its final stretch, where Raimi has to decide just how far he’s willing to push the “eat the rich” fantasy and what that means for Linda’s soul. Without spoiling specifics, the climax leans into brutal spectacle and a last‑minute moral turn that some may read as a cop‑out and others as a necessary corrective to pure revenge porn. The thematic through‑line—that capitalism warps everyone it touches and that power corrupts even the formerly powerless—is coherent enough, but a few late plot contrivances and cameo‑style appearances from supporting players feel more functional than organic.

Ultimately, Send Help plays like a spiritual cousin to Drag Me to Hell: a small, mean moral tale about how a single workplace injustice can metastasize into something monstrous once the trappings of civilization fall away. It may not reinvent survival horror or class satire, and viewers hoping for the wild supernatural invention of Evil Dead II or the operatic sweep of Spider‑Man 2 might find it comparatively contained. But as a brisk, roughly 100‑minute showcase for Raimi’s enduring flair, anchored by a terrific McAdams performance and a gleefully ugly sense of humor, it is a welcome return to the genre that made his name—and a reminder that sometimes the scariest demons are just your coworkers, stripped of HR and given a machete.

Brad reviews SUNDOWN: THE VAMPIRE IN RETREAT (1989), starring David Carradine and Bruce Campbell!


In honor of Bruce Campbell’s 67th birthday, I decided to watch a movie he’s featured in that I’ve never seen before. I thought the horror-comedy SUNDOWN: THE VAMPIRE IN RETREAT looked like it might be fun so I went for it! 

In the desert town of Purgatory, a colony of vampires led by Count Mardulak (David Carradine) want to live in peace, abstaining from human blood, and instead, drinking a blood substitute called “Necktarine,” which is produced in a local factory. They also use high powered sunscreen that allows them to go out in the day time as long as they wear thick sunglasses, big hats or umbrellas, and gloves. Unfortunately, the blood factory begins experiencing production issues, so Mardulak asks David Harrison (Jim Metzler), the unsuspecting human who designed the production process, to come to town and fix their problems. Harrison brings his family with him, including his wife Sarah (Morgan Brittany), and their two daughters. The Harrison family soon find themselves in the middle of an other worldly war as Jefferson (John Ireland) and Shane (Maxwell Caulfied), rebellious local vampires, plot to overthrow Mardulak so they can return to their murderous ways. Meanwhile, Robert Van Helsing (Bruce Campbell), the great grandson of the famed vampire hunter, walks into town, ready to romance the local vampire beauty Sandy (Deborah Foreman) and drive stakes into the hearts of as many bloodsucking freaks as possible!

As far as I’m concerned, SUNDOWN is a blast as a completely absurd horror-comedy that puts an interesting spin on traditional vampire legend, with its endless sunscreen slathering and a growing local weariness over “Necktarine” adding to the good times. It’s campy and silly, with purposely terrible stop motion bat effects, over-the-top family drama, and lots of cheesy one-liners, but of course that’s all part of the charm. 

The B-movie dream cast is what I enjoyed the most about SUNDOWN. David Carradine plays it pretty straight as the town leader Count Mardulak, which is effective when you consider all of the craziness going on around him. Bruce Campbell, and his mustache, steals all of his scenes with his goofy charm and misguided heroics. And, of course, the inimitable M. Emmet Walsh is perfect as old man Mort, a vampire who loses his temper and beheads a disrespectful city slicker. He just can’t help himself. Throw in other veteran character actors like Bert Remsen and John Ireland and it’s easy to enjoy the movie no matter how silly it all gets.

On a personal note, I did want to point out a couple of performances in SUNDOWN that have Arkansas connections. First, Jim Metzler had a solid part a couple of years after this movie in the crime thriller ONE FALSE MOVE (1991), which was co-written by Billy Bob Thornton and partially filmed in Eastern Arkansas. It’s a great movie and Metzler is good in it. Second, Elizabeth Gracen has a small part in the film. Gracen, whose actual name is Elizabeth Ward, won the title of Miss Arkansas in 1981 and then went on to win Miss America in 1982. My uncle Billy was her hair stylist as she made her run to beauty pageant immortality. Other notable Gracen life events include her affair with Arkansas Governor Bill Clinton in 1983, her appearance in Steven Seagal’s MARKED FOR DEATH in 1990, and her Playboy spread in 1992. Interestingly, 18 years old at the time, I saw the layout when my girlfriend’s mom bought the issue and let me look at it! 

Overall, SUNDOWN lets us know right off the bat the kind of absurd movie we’re dealing with, so you’ll either be into it or want to just move on. I was into it, mainly due to its strong cast. It’s not perfect, and it overstays its welcome by a good 15 minutes, but SUNDOWN is a fun watch for fans of silly horror-comedies and the excellent cast. I had a great time with it!

Running Time (1997, directed by Josh Becker)


Carl (Bruce Campbell) is serving a ten-year prison sentence but he gets out in five.  He’s met outside the prison by his old criminal partner. Patrick (Jeremy Roberts).  After Carl makes up for lost time with a prostitute named Janie (Anita Barone), he and Patrick try to rob the prison’s laundry system.  Carl’s spent most of his time in prison carefully plotting out the heist but he didn’t take into account that his old criminal crew is made up of incompetents.

Running Time is only 70 minutes long and the film’s story plays out in real-time.  The movie itself is edited in such a way to create the impression that it was all shot in one continuous take.  It’s gimmicky but, like the film’s noir-style black-and-white cinematography, it works, creating a narrative the feels relentless.  It also makes it clear that Campbell’s Carl is a true career criminal.  He’s not out of prison for more than a handful of minutes before he’s trying to pull his next heist.  Crime is all that Carl really know, which makes his dilemma at the end of the movie (Janie or the money?) very effective.

Running Time is basically a showcase for Bruce Campbell.  Director Josh Becker was a longtime friend and associate of Sam Raimi’s and started his feature career as a production assistant on The Evil Dead.   Running Time feels like it was made with Campbell in mind and Carl is a character who plays to all of Campbell’s strengths.  It’s the perfect film for Campbell’s style of acting and Campbell is just as good when he’s planning the heist as when he’s arguing with Janie about the way that he treated her when they were both in high school together.  (His scenes with the excellent Anita Barone are some of the best in the movie.)  Running Time features Bruce Campbell at his best.