Zombie Reviews: Zombie Wars (2007)

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Zombie Reviews . . . Zombie Wars (2007)
By A. Zombie

Rated: NR (Contains zombie violence, gore, and adult language)

Starring: Adam Stuart, Alissa Koenig, Jim Marlow, Kristi Renee Pearce, Billy Hayes, and Jonathan Badeen)

Language: English

Sometimes, just sometimes, I regret closing my eyes and jabbing a finger at the TV to determine what film to watch next. This time around, Fate brought Zombie Wars to my attention. Fate is fickle and persnickety and if they know what’s best, they’ll avoid dropping any such movies into my path again. Yes, I feel betrayed by the universe for not making an executive decision—this film is that painful to sit through.

The premise is, surprisingly, not half bad: Fifty years after the undead rose and swept the cities clean of humanity, the struggling few left alive have banded together in militias or small settlements. Brothers David and Brian, under the leadership of General, take it upon themselves to track a zombie gang who’ve been kidnapping droves of humans then herding them to a farm not far from two human settlements. During a mission, the brother rescue half a dozen women. The heist doesn’t go unpunished. Pushed from their camp by vengeful dead, the militia regroups, but David and newly-rescued Star don’t make it. They’re put into the breeding program at the intelligent zombies’ farm. Eventually word gets to Brian and General. A rescue plan kicks into gear, despite no help from the human village nearby. Inside the farm, the humans who speak out are eaten. Those who behave work on growing food or growing babies. David and Star find an ally, Sliver. But he’s not who he says he is, and once everyone learns the truth about Sliver’s purpose with the undead, the farm’s days are numbered. That being said, what’s captured on-screen doesn’t live up to the potential.

The sudden twist audiences are always begging is right here. Unfortunately, the execution lacks everything, especially a budget. The sets are mostly tents or on location at a rundown farm with little built for the production and Spartan set dressings. Costuming is all straight out of a thrift store, dragged through a hasty apocalypse makeover, and tossed onto whatever actor passed by—the exception is General who gets a stereotypical Tough Woman wardrobe, complete with cleavage for the few scenes where the script tries to make her and Brian a thing. As for the zombie makeup? I’ve seen better at a school haunted house. Some zombies look like they went the DIY greasepaint route. Featured zombies were only slightly better. Some have homebrewed FX appliances to make elaborate wounds . . . which unfortunately looks little better than ye olde classic liquid latex and toilet paper bite marks.

Then there’s the downtime in the script. It takes so long for David to reach out to Brian and General, the rescue squad pretty much literally twiddles their thumbs for more than half the film. Every time we cut back to them, it’s another awkward conversation about how they should do something, or they’ve cram in a scene which is in the end meaningless because it’s an excuse to plant a romance subplot which is eventually resolved, but not in a satisfying way. However, over on the farm there’s this whole intrigue with the supply chain and Sliver’s seemingly magical ability to get whatever he needs without being eaten. The characters spend so much time in so few locations, all the scenes blur into one long, droning memory when looking back. Instead of breaking the action bits into smaller scenes and dispersing them through the whole film, it’s bookended by fighting, leaving the middle lacking tension.

Overall, the film’s potential doesn’t outweigh the execution. I’m giving Zombie Wars two crumbled skulls out of five. This isn’t even a good film to torture friends with after copious drinking.


Return to Mercy Labs: Review for Z Nation 411

Return to Mercy Labs:
Review for Z Nation 411
By A. Zombie

Free from Chicago’s toxic foam, the team heads south for days. No one knows why, or where, or when this new side mission will end. Some weird sense of duty leads most of them along Roberta’s hazy path. 10k’s plan is a tad more complicated, but he knows deep down that the only way for his future to end happily is to follow the woman who kept him alive this far. It’s a little weird and slightly culty thinking, but 10k has a history of blind loyalty which fate happens to reward, though he’s got to be running out of universal brownie point by now. Everyone’s patience pays off when they reach a familiar building complex: Mercy Labs. Makes sense. During the original episode there was ample background building for Teller and his wife, seems a waste of effort not to bring it all back at some point.

This episode suffers from a little gratuitous time-killing in the form of flashbacks to the fight against The Man and his armored zombies, plus side trips to remember 5k and Red. There’s also too much filler when Roberta’s dream-walking through the lab, plus flashbacks to fill in information about Teller and Sarah’s son Andrew, and all that time the crew up north spends digging through files to find the Black Rainbow information. Getting to the meaty parts takes a bit, but once we’re there, it’s solid on the writing and acting front. Not to mention we finally, finally have the mission details in-hand.

Tracking down what they need means splitting up yet again. Roberta wanders, with 10k chasing behind after he takes a moment to mourn his losses alone. The dream takes her to an industrial refrigerator with about a dozen chains and just as many combination locks. A fungus-zombie interrupts the process. In order for Roberta to dream up the last combination, 10k has to hit her. Which, oh man, he does not want to do. If their lives depend on him ever selling that they’re arguing, they’re doomed. She goads him into getting the job done. Surprise, the fridge has a canister to match the one she’s already got. They join the others in Teller’s lab.

Sarge thinks she can reroute the solar powered batteries to work their radio for a few minutes. Doc and Murphy take her to the lab to find the power source. They find more than they bargained for after clearing a blockaded doorway at the back of the lab. During their first visit, Sarah worried about her son’s fate, begged Murphy to figure out what happened. Turns out Teller lied to his wife. Andrew naps in a suspended animation chamber powered by the solar panels atop the lab. Sarge faces a dilemma: Steal the kid’s saving grace or get the radio online? Opting for a middle ground only gets them so far. They barely make contact with Kaya and Citizen Z before the power cuts out, leaving the vital parts of Kaya’s message unheard. Roberta and Sarge have their first real heart to heart moment debating their next move. The fate of the many outweigh the fate of one, and Roberta spares Sage from pulling the plug on Andrew.

Getting the word out to Roberta isn’t as easy as digging through some files. Kaya’s having a little trouble readjusting to having her full family under one roof again; it’s distracting to want Simon, give him time to bond with JZ, but also figure out why ZONA was all up in their systems in order to maybe, probably, save the world. Plus there’s that mad-Z they never dealt with who almost chews Simon’s face off. Saving everyone’s day, Kaya pulls it together and what she discovers is . . . pretty much what they’ve been alluding to this entire season. So why this whole mystery thing? I don’t know.

Black Rainbow is a biological weapon meant to destroy whoever’s left after a catastrophic event. This is ZONA’s Reset. They plan to unleash Black Rainbow, hide on the island until all’s clear, then claim whatever’s left of the world as their own. The launch system is locked. But Kaya finds one loophole—they can cancel the launch at the base, so long as they have the thumbprint for the President of the United States of America.

Grab your good camera, gang. We’re going sightseeing at the nation’s capitol next week!


A. Zombie Reviews: Children of the Living Dead

A. Zombie Reviews . . . Children of the Living Dead
By A. Zombie

Rated: R (Contains violence, gore, and adult language)

Starring: Tom Savini, A. Barrett Worland, Damien Luvara, Jamie McCoy, Sam Nicotero, Marty Schiff, and Heidi Hinzman

Language: English

Often when artists strive to find inspiration, they look to the past. For genre fans, there’s only a few franchises which define zombies in pop culture. Unfortunately, when it comes to grasping the same energy as the original films, that’s like trying to wrestle a greased zombie rabbit into a tutu. Sometimes the heart behind something can push past an obstacle or two. Children of the Living Dead doesn’t have that to fall back on. It’s a lackluster homage to the more ridiculous side of the living dead.

Synopsis:

Life in a small town is hard enough, what with the gossip networks having so few souls to pick on and all. One town in particular has it worse than most after an incident in the late 60s left them fending off the living dead. They won, but only for a little while. In ’87, the dead rise again. This time notorious rapist Abbot Hayes returns and promptly resumes his kidnapping ways. Hot on his trail are deputies Hughs and Randolph. Only Randolph and the rescued children survive the encounter. Hayes gets away, laying low for fourteen years. One afternoon, he’s intrigued by a group partying on his mother’s grave, then he gets angry. The concert-goers make it less than a mile down the road. Hayes scares them over a cliff. After the funeral, he interrupts a couple grave robbers in order to collect the accident victims, turning them into his personal army. A year later, Hayes’ family property is sold to a car dealership. In order to build the showroom, the crew first has to remove the family cemetery’s occupants—they opt for mass burials over the hefty cost to move them to another cemetery, as any scuzzy contractor would. Hayes doesn’t take kindly to the Michaels’ family and their plans for his home. His army attacks, ever-growing as they move further into town seeking revenge . . . and a snack.

This is probably the slowest zombie movie I’ve seen to date. Not even the opening sequence with Savini is punchy enough to grab the audience and drag them along for the ride. There’s rarely a viable sense of urgency which isn’t artificially inflated with awkward dialog. For heaven’s sake, there’s a five minute scene with Hayes—a mute zombie who moves slightly faster than a slug—shuffling through the woods outside his family home, like that’s supposed to make us lean in for the kill that’s surely about to happen. It’s like watching Deadpool kill that guy with the Zamboni, but without the witty dialog to save it from being laughably bad. The final fight is such a waste of time, as well. Nothing of note happens. [Spoilers!] Hayes walks off unscathed. Our heroes live to see tomorrow. The dead are, for the most part, contained. What is at stake? Humanity wins the day again. Without his father in the way, Matthew Michaels can build the family empire in his name. Laurie yet again escapes Hayes’ grasp without injury. I’m all for a happy ending occasionally, but there has to be a resolution to at least one story line which isn’t so open-ended it’s like they assumed people would clamor for a sequel instead of calling them out for failing to commit to the story. The poor time management and overuse of time jumps is likewise to blame for limp motivation for the characters. For example, here’s Hayes, a guy who just loves to kill and he’s been reanimated, given a second life where he can wallow in gore. Yet we’re supposed to believe he’s content to live alone in his house, next to a major road, without incident for fourteen years. His brand is murder and mayhem, that part obviously doesn’t change after his death, so why does he twiddle his thumbs?

There’s some decent FX makeup in this film. Hayes’ face will stick in your memory thanks to the detail work. As will the awkward as hell gloves the poor actor has to wear. Watching him “grab” things is cringe-inducing. The wound appliances for the undead are great, but often the detail is lost in the poor image quality and copious blood. That’s where the good makeup ends. The standard for these zombies is, for some unfathomable reason, pale greasepaint and blood. On the same zombie we’re getting quality wound work, and a teenager’s attempt at Halloween makeup. It’s a head-scratcher, that’s for sure.

Honestly, this script needed a hefty revision before they started shooting. There’s so many plot holes, and even more plot threads left in the wind at the end in a most unsatisfactory way. Cliffhangers are a cop-out. Even with how slow the film is, plus the ever-repeating dialog, and underwhelming zombies, if they just stuck a solid ending I was ready to forgive a lot of the bad. But they didn’t. Children of the Living Dead gets one bloody, matted clump of hair out of five.


Zombie Reviews . . . Birth of the Living Dead

Zombie Reviews . . . Birth of the Living Dead
By A. Zombie

Rated: NR (Contains adult language, gore, brief nudity)

Starring: George A. Romero, Gale Anne Hurd, Elvis Mitchell, Mark Harris, Christopher Cruz

Language: English

There’s days when one wants to sink into something comforting. Short a stack of fresh ribs, I went looking for the zombie classic and stumbled across this 2013 documentary. Birth of the Living Dead is a made-with-love documentary delving into Night of the Living Dead, its director, and the lasting cultural changes ushered in by this most unusual film.

The documentary itself is edited for peak attention-grabbing. What could’ve been an hour and change of people chatting on black backgrounds is mixed up with a metric ton of clips from NotLD, other zombie films and shows, and at the end there’s footage from a comic-con interview with the late Bill Hintzman. One of the stand-out moments is the segment where they check in with an instructor who teaches literacy through film and his subsequent discussion with the kids about the film’s impact on a generation so far removed from the political maelstrom which birthed it. Not to mention fresh reactions to the cult hit are always entertaining. How many times have you introduced NotLD to new people and waited for them to yell about the gas scene? That’s the kind of excitement this documentary captures. Yes, they’re talking about a film from 1968, but so much of what it says speaks to the uphill battle we’re fighting yet again.

Guests interviewed range from top television producers to novelists and film critics, all of whom share a deep appreciation for Romero’s work. However, the interview with Romero himself is what steals the show, here. He’s having a grand ol’ time. His interview isn’t really an interview so much as a hangout session with a bunch of other filmmakers to shoot the breeze and, oh, the topic of his film just happens to come up while cameras are rolling. There’s countless instances of gut-bursting laughter from off-screen crew when Romero lets a zinger fly. And while yes it makes one smile, there’s always that tug when the laughter fades—we won’t get any more of these gems again. George’s levity in his segments is probably one of the best gifts he left behind. Without the razor wit, all this war/death/zombie talk can get too serious.

This documentary also gives fans a look at exactly how difficult it was to make the film happen at all. Romero isn’t afraid to admit he didn’t think they’d finish the film. There’s no shame behind those glasses when he declares he’d never, ever take up playing a zombie because the real guts used in NotLD were flat-out disgusting. We learn cast doubled as crew and equipment suppliers all in the name of Getting It Done. By far the best did-you-know story details how they finally “paid” for the sound mix; but the most noteworthy tidbit for curious filmmakers is how easily NotLD fell into the public domain because someone failed to put one thing on the title card. Yes, most of the stories are ones we’ve heard before, but this is a nice compilation of them and the editing mixes it up with insight from others who make a living in the horror genre.

The most detailed part of this documentary pokes at the cultural and racial questions raised by NotLD. Casting Duane Jones was easy because he was the best for the role of Ben, but Romero himself admits he never, ever went into the filmmaking process after hiring Jones with the intention to use his race as part of the story. Which, honestly, probably makes a lot of fans sit back and say, “What? You didn’t mean for this to be one of the best statements on the racial divide in that era?” Lest you think they just blow by the topic, other interviews dig into how Ben’s bravery and heart-rending fate affected young black men who at the time had no character like him to look to in the media. Representation matters, even if the folks pulling the strings aren’t as clued in to the significance as they should be. Art is subjective, after all, and in this case a large portion of the audience sees equality in the production’s lack of rewrite to fit the cast.

If you’re like me, frozen to the core this winter and looking for a way to warm your heart, take a look at Birth of the Living Dead. I give it four and a half mangled faces out of five.


Frenemies:  Review for Z Nation 410

Frenemies:
Review for Z Nation 410
By A. Zombie

Something’s foamy in Chicago. With all the damage done to Mother Earth in the name of eradicating the zombie problem, she’s finally fighting back. A thick, toxic foam spreads from Lake Michigan across the city. Some sections are easily ten feet deep. On the outskirts, scant few buildings peek through the foam, blessed oases to recover from exposure to toxins. If only Doc and Murphy stumbled into one of those places, with 10k and Sarge following later. Instead, they’re reunited with Trouble One and Trouble Two, plus an odd yet competent barber who may have a few things to hide. Could it be the Tiny, the silent and heavily armed man upstairs? Or perhaps the carefully placed zombie pit under the barber’s chair? The list of what’s wrong with Sal the barber is long. Which is why Sketchy and Skeezy opt to swindle everyone instead of explaining how dead they all are once Sal hatches his great plan.

Nefarious duos are the honored guests in the episode. There’s our old friends, Sal and Tiny, then in stumbles two dudes who were nowhere near the radar for a surprise comeback, Dale and Roy—you’ll remember them as the saps who let Skeezy bite them during their “The Murphy” scam. Dale and Roy get the drop on everyone by pure chance, stumbling in from the foam shortly after a vomit-slick brawl. If there’s one thing to love about the Sketchy and Skeezy episodes, it’s the insane fight sequences. This one takes the prize for best so far, in my opinion. Cornered by the new pair, the mentally agile hucksters spring their plan. Skeezy’s been bitten by a mummified tanning bed zombie—or so he says. Obviously he can’t stay, so everyone votes, with the new pair breaking the tie. Sketchy opens up about his feelings for his friend before Skeezy is tossed into the foam to fend for himself. Dale and Roy move on with their own scheme, and with a little coaching from Skeezy opt to lock everyone in the basement. With the zombies they don’t know about. In no time at all, the bad guys are taken care of. Skeezy rejoins them, alive and well, and ready to take over the barber shop. The guys are finally settling down to earn a respectable living ripping people off from their own building. Good for them.

Where’s their fearless leader who should’ve kept them out of the mess? Lost in the foam, chasing phantoms and whacking Zs. Roberta can’t make heads or tails of Chicago’s crowded streets. Where there’s not foam, there’s zombies or abandoned vehicles blocking the way, further confusing the woman who’s been discombobulated since waking in Zona. At last she finds someone wearing a hazmat suit. They spot her and run, away from her or toward somewhere safe? Roberta plays chase with the speedy stranger until her body shuts down from exposure to the foam. Somehow she still makes it outside the toxic zone. The stranger? Doubtful he helped much. Turns out it’s Harold Teller, the man who set her on this path. Uh, one problem, he’s dead-dead, not undead. Whatever drives Roberta’s subconscious right now is powerful enough to create a fully-fleshed phantom, but is it compelling enough for fans to see this nameless mission through to season’s end? I don’t know. This seemingly aimless quest for something existing only in her mind isn’t occupying screen time nearly as much as the interpersonal problems in the main group, yet neither are pushing the plot forward with any urgency anymore.


We Interrupt This Program: Review for Z Nation 409

We Interrupt This Program:
Review for Z Nation 409
By A. Zombie

Interwoven through their quest to communicate are glimpses of Z-Day. Day Zero. The Day the Feces Hit the Fan. Whatever you want to call it, the writers took us back to the fateful day and gave a glimpse at how the media handled the situation. It also gives a startling clue as to how quickly the undead spread across the country. In a matter of moments, the news station goes from reporting a downed airplane to zombies eating the face of an Emmy Award winning anchor. One can only hope they weren’t still on-air when the carnage kicked into high gear. The action follows Carly McFadden, weather forecaster turned anchor who is first tapped to break the news about the crash. It’s weird to have hope that someone will survive day one again, but for a little bit that excitement is back. Will she make it? Can the chopper land safely? But we already know the answer. Hope, liar that it is, makes us forget for a second that the chopper is strewn across the road when the gang walks through town.

Back in the here and now, Roberta and Sarge strike out on the satellite front. The connection is severed somewhere. In order to make their call, they’ll have to plug straight into a dish up on the roof. Everyone else wanders the studio. Murphy makes himself at home behind the anchors’ desk. If not for the whole lack of TV and all, he’d be a shoo-in for that local news Emmy. The staff who were trapped inside shuffle toward the noise. They’re regular Zs and no match for the gang, who’ve been dealing with primarily mad-Zs since Red and the others disappeared. Up on the roof, they find Carly and give her mercy. Sarge gets the radio to make the call to Kaya. But by the time they do, her fight’s already over.

Hiding in the panic room will only work if no one finds Kaya, Nana, and little JZ. Considering Zona has all sorts of tricks up their sleeve, Kaya is extra vigilant. She sets up security cameras. Takes a peek around to see if she can figure out why they’re so far away from home. But it’s hard to stalk someone without risking them following her, so she retreats to put out another distress call. She’s followed anyway. The guy stands no chance. Kaya whacks him good. And then has to apologize to Simon. Together at last, the couple waste no time going back out to assess the threat. Unfortunately, they also have to cram in a lesson about mad-Zs since one follows Citizen Z around like a rabid puppy. The dead do more to take out the Zona guards than the living. In the end, Kaya and Simon fail to stop the man with a plan from snatching information about Black Rainbow and erasing the discs. At least we now know Black Rainbow isn’t a complete figment of Roberta’s imagination. My gut says there’s no silver lining to this Zona situation.


The Unknowns: Review for Z Nation 405

The Unknowns:
Review for Z Nation 405
By A. Zombie

Guess we’ve kinda figured out why people randomly go missing. Someone or something uses a mind-crippling noise to abduct survivors—in the first incident, the seemingly sentient truck broadcasts the noise, from then on it’s used to curb everyone’s attempts to plan an escape. Whether or not all the missing people are shipped to the same facility, we’re given no indication. The current group finds each other eventually, but Sun Mei, Red, and the others are still MIA by the episode’s conclusion. That means more awkward, longing sighs from 10k every time Red is mentioned. Oh goodie.

What do these mystery beings want with the people they’ve abducted? Hard labor in dangerous conditions—a.k.a. this is a slavery ring with the crop being zombies who must be cleared from certain locations in an industrial building for a plan none of the enslaved understand. Roberta and a stranger fix the elevator situation. 10k and Doc nearly asphyxiate shutting off a toxic gas leak. There’s several other small tasks for the crew, as well. Sometimes they work together. Other times they are paired with a stranger. Sarge pulls the short straw, so she gets the random guy who is more interested in raping her than the task at hand. Writers, try harder. Find another way to scare new female characters.

Roberta thinks she’s lassoed the golden goose when their unseen captors paired her with a man in a Zona uniform. Surely if there’s a high-tech mass kidnapping scheme, it’s based with the filthy rich jerks on the doomed island, right? Nope. At least according to the guard. These invisible baddies aren’t picking on one team or another. They’re snatching anyone they can get their hands on in order to find something hidden in the building. Our gang never learns that secret. They’re too preoccupied with surviving the regular Zs, mega-Zs, and desperate prisoners who think Puppy Chow time is the best time of the day.

Despite the countless boxes in the warehouse, we only see a small handful of the captives. None of those make it out the front door when our gang makes a zombie-assisted break for it. I get the time crunch and all, but not one of the crew stops to think for a second to check the other boxes for their missing friends and loved ones. It feels wrong for them to ignore an entire warehouse of people, at least a couple hundred souls, in favor of this vague trip toward the east. Especially when it comes to 10k. For a guy who’s completely distracted by the loss of his love, he sure didn’t seem desperate to find her when he’s smack dab in the middle of a place giving the first indication that she may have also been kidnapped.

Continuity issues aside, there’s a far larger problem on their plates now. During the final rush to escape, Lucy attempts to save her new zombie friend from a fight. Murphy steps in and is bitten. He’s seemingly cured after the stay in Zona, yet recently resumed eating flesh in the form of self-cannibalism. So what’s going to happen when a fresh dose of the Z virus makes its way into his blood stream? Things aren’t looking good for the formally blue guy. We may have to say goodbye to Murphy as we currently know him.


Zombie Reviews: Re-Kill

Zombie Reviews . . . Re-Kill
By A. Zombie

Rated: R (Contains intense violence, gore, adult language, sexual situations, and nudity)

Language: English

Starring: Roger Cross, Daniella Alonso, Bruce Payne, Scott Adkins, and Jesse Garcia

What I love about the promo for Re-Kill is it presents the film as a serious Cops/SWAT team action flick. It really isn’t. The format is far, far different. We’re watching a reality TV show within a movie, essentially. There’s even a slew of eyebrow-raising commercials, including promotional material from an agency tasked with promoting procreation. So after some serious bloodshed, it flashes to a steamy boudoir scene used for sexual propaganda. The first time it happens, it’s a tad startling. Each subsequent time, one’s mind treats it like an actual commercial and tuning out to do something else is an impossible urge to fight. It’s not until the final act that things get serious enough to really snag one’s attention, primarily because the commercial breaks are so outlandish, it kills the tension and they’re forced to start all over again to put viewers on the edge of their seats. Sometimes doing something quirky doesn’t work as planned.

Five years after the zombie outbreak, the entertainment industry has found a way to make a buck from the catastrophe which killed 4.5 billion people worldwide. Case in point, a popular reality TV show called Re-Kill, which follows random squadrons in the newly formed R-Division. The R-Division are the frontline when it comes to containing the undead within the quarantine zones, as well as taking care of any pop-up outbreaks in the United States. Being on the frontline means they’re also painfully aware that things are getting bad again. One squadron is wiped out on live-TV, save Alex Winston. Winston’s new squad has much better luck remaining with the living, completing a couple missions before things start to get weird. Why would someone drive a truckload of re-ans (zombies) into a quarantined zone? The government interrogates the truck drivers and learns of something called the Judas Project hidden in the middle of re-an occupied territory. Since the squad is already familiar with what’s going on, they’re tapped to venture into The Zone, formerly New York City, to investigate. They never expected to find a city of undead who’re smart and forming an army under the leadership of a re-an nicknamed Elvis by now-dead scientists in the failed Judas Project.

Without the commercials breaking up the action, the premise has promise on paper. The actors are pretty stellar; it’s a pleasant surprise to step into the last half of the movie and realize Dark Matter‘s Roger Cross is the new squad’s leader, Sarge. Bruce Payne really nails Winston’s complex moral code, all while being creepy as hell. There’s some characters who’re a tad too abrasive, like every dudebro stereotype is crammed into gun-wielding nutjobs who get their rocks off killing former humans. As for plot? There’s really not one until the final “episode” begins, which is far too deep in a film to finally go, “Oh, by the way, there’s this bad thing happening and we should stop it somehow.”

The production didn’t expend too much effort on the re-an FX makeup, probably because this film is shot first-person POV and once the action starts, hardly any of the zombies get a decent close-up. The basics are good enough here—pale and mottled skin, dark veins, and jagged teeth provide just enough visual cues to sell the look. There’s a small group of hero zombies, but the only difference is they’ve got more veins or a very specific facial wound. Like a lot of shoot-’em-up zombie films, these zombies are terrifyingly fast and move erratically. If they’d used shambling re-ans, the film would have been intolerably slow.

For failing to be what is promised in the promotional material, Re-Kill still manages to check a few boxes on the list genre fans keep in order to determine if a film is worth their time. At the very least, it’s a great excuse to watch people mow down zombies. However, be prepared for a fight to stay interested once the faux commercials kick in. Overall, I give Re-Kill three shattered jaws out of five.


A New Mission: Keep Moving: Review for Z Nation 404

A New Mission: Keep Moving:
Review for Z Nation 404
By A. Zombie

Tensions in the group are high. They’ve lost more people, some to the Zs, others who’re just gone, and those they’ve lost contact with—in Lucy’s mind, she’s also lost her father to the cure. No one is really sure where they’re going or why they’re blindly following Roberta’s visions of a fiery future. After the Pile hits the proverbial fan several times, the group is at each other’s throats and liable to get attacked yet again if they’re not paying attention. Something’s gotta give. That something, everyone decides, is Roberta’s mysterious drive to venture east. Intervention time. She finally opens up to tell everyone what’s pushing her to keep moving all this time. Unfortunately it’s not enough to convince everyone and Newmerica takes top priority again.

There’s a lot of smaller, worrying things weighing on everyone’s minds. Warren’s is obvious, the compulsion to follow her vision undermines her loyalty to the group and their overall safety. This leads her away from the group where she discovers a glitch in the system, so to speak. Are they trapped in a computer or is Roberta’s mind still recovering from a two-year coma? Lucy just wants to help everyone, including the undead they find in TGP on her way to reuniting with Addy. Murphy’s got that ol’ craving for flesh again. Guess the cure isn’t a thing after all. Hope is what keeps 10k moving forward, thriving on the thought that Red is somewhere out there waiting for him. Kaya searches for Citizen Z, who never returned from his ill-fated flight. Sarge, though? It’s not entirely clear what’s pushing her to follow a bunch of strangers wherever they wander, no matter how many times they’re attacked thanks to their own poor decisions.

Keith Allan directed this episode. It’s slightly disappointing to see him handed an episode without much real substance. A lot of the character plot is rehashed lines from the previous episode, down to Doc repeating his dislike for the group separating. Even the fights between Murphy and Lucy are tired, without any new information or any new insight from having one character’s actor shape the episode. The entire season hinges on a vague thing Roberta feels and it’s already wearing thin, then they bring in a guest director and hand him a fat load of nothing much to work with like he can magically make last week’s dialog punchier in a giant parking lot. There’s also the small matter of those wonderful Z-rat POV shots during the chase, but when the Z-rat reveal comes at the end, we realize those shots are impossible. Is it just me or does this season feel far less organized than the others? A lot of what’s coming across wrong or tiresome are things which could’ve been stopped during a third editing pass through the script and consulting a solidly formed timeline. If the gang’s going to stop fire from raining on everyone and killing life as we know it, they kinda need to kick things into gear on the writing side.


The Vanishing: Review for Z Nation 403

The Vanishing:
Review for Z Nation 403
By A. Zombie

The first reunion doesn’t go as planned, at least on Murphy’s end. A huge part of what kept him alive in Lucy’s heart were their similarities and the psychic link from their condition. Not only did he leave her again only moments after they’re reunited, he also is cured, severing their only means of communication throughout her first years—even if they didn’t speak directly, she at least felt her father somewhere out in the world. That doesn’t mean Lucy’s adrift in stormy, apocalyptic seas by her lonesome. Roberta speaks to her on another level, much like the connection Lucy shares with Addy. That’s an important connection to have as Roberta’s visions drag her mind further and further from reality. However, now it’s Murphy who feels left out—okay, honestly he always has because of the cure, being blue, and finding himself at the center of a global manhunt. He’s really not happy unless everyone’s singing his praises and inviting him to dinner. But can you blame a guy who was nothing more than a lab rat to everyone until the cure worked?

The only one pleased to see Murphy so far is Doc. Sgt. Lilley and Lt. Mueller don’t know what to make of their new arrivals, Roberta most of all. Their reluctance is understandable. When she’s not 100% in charge and giving orders, there’s fear and something they can’t figure out in her eyes. This distrust is what leads them out the gate and into the creeptastic woods to look for 10k. Not everyone returns intact.

It’s not entirely clear what, exactly, makes all that noise in the forest. Is it one of these new megazombies? A herd of them who’re ridiculously good at hide-and-go-seek? Or is this an unseen foe who’s responsible for snatching everyone else? Possibly, probably, all of the above. And isn’t that just terrifying?

The hidden gem in this episode is the personal connection between Lilley and Mueller. We’ve learned never to get attached to new characters because they inevitably kick the bucket in some horrible way or another, yet here the writers go, dragging in this heartbreaking moment at the episode’s end to really endear us to Lilley in particular and her astounding willpower. If there were any doubts that the crew could trust Lilley, they’re all cleared up now. But don’t expect a lot of chit-chat from her.

There’s a fork in the plot road when the episode ends. They can drive north into Canada toward the promised Newmerica and a guaranteed reunion with Addy. Then there’s the crazy path where Roberta just wanders off toward the east because her own voice in her head says it’s the thing to do—this all ties back into the black rainbow and its accompanying fire rain which dominate her every thought. Despite trepidation toward trusting yet another paradise scheme during the apocalypse, Murphy is the most reluctant to turn east and follow the woman who’s protected him for years. He knows nothing good will come of it, but in the end his veiled loyalty to Roberta wins the moral dilemma. If she’s going to march to her certain doom, he’ll be by her side. As will Doc and 10k. Hopefully the others, too, once they figure out what exactly could abduct so many people without a trace or even a cry from the victims. It’d certainly suck for all those characters to just be dead. That’s an awful way to take out characters who’ve been with the main cast for a while.