Horror Franchise Cinema
Horror Franchise Cinema
Horror Franchise Cinema
This book explores horror film franchising from a broad range of interdisciplinary
perspectives and considers the horror film’s role in the history of franchising and
serial fiction.
Comprising 12 chapters written by established and emerging scholars in the
field, Horror Franchise Cinema redresses critical neglect toward horror film fran-
chising by discussing the forces and factors governing its development across his-
torical and contemporary terrain while also examining text and reception
practices. Offering an introduction to the history of horror franchising, the chap-
ters also examine key texts including Universal Studio monster films, Blumhouse
production films, The Texas Chainsaw Massacre, A Nightmare on Elm Street,
Alien, I Spit on Your Grave, Let the Right One In, Italian zombie films, anthology
films, and virtual reality.
A significant contribution to studies of horror cinema and film/media franchis-
ing from the 1930s to the present day, this book will be of interest to students and
scholars of film studies, media and cultural studies, franchise studies, political
economy, audience/reception studies, horror studies, fan studies, genre studies,
production cultures, and film histories.
Why We Remake
The Politics, Economics and Emotions of Remaking
Lauren Rosewarne
Flashbacks in Film
A Cognitive and Multimodal Analysis
Adriana Gordejuela
Edited by
Mark McKenna and William Proctor
First published 2022
by Routledge
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© 2022 selection and editorial matter, Mark McKenna and William Proctor;
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British Library Cataloguing-in-Publication Data
A catalogue record for this book is available from the British Library
Library of Congress Cataloging-in-Publication Data
Names: McKenna, Mark, 1975- editor. | Proctor, William, 1974- editor.
Title: Horror franchise cinema / edited by Mark McKenna and
William Proctor.
Description: Abingdon, Oxon ; New York : Routledge, 2021. |
Series: Routledge advances in film studies | Includes bibliographical
references and index.
Identifiers: LCCN 2021020030 (print) | LCCN 2021020031 (ebook) |
ISBN 9780367183271 (hardback) | ISBN 9781032105871 (paperback) |
ISBN 9780429060830 (ebook)
Subjects: LCSH: Horror films--History and criticism. | Horror films--
Marketing.
Classification: LCC PN1995.9.H6 H7237 2021 (print) | LCC PN1995.9.H6
(ebook) | DDC 791.43/6164--dc23
LC record available at https://lccn.loc.gov/2021020030
LC ebook record available at https://lccn.loc.gov/2021020031
Typeset in Sabon
by Taylor & Francis Books
We would like to dedicate Horror Franchise Cinema to the memory of
Professor Peter Hutchings. He had intended to contribute a chapter on
Hammer to this collection, but sadly passed away in 2018. Peter had a
profound impact on horror scholarship and his work continues to
serve as an inspiration to many in the field. He will be sorely missed.
Contents
List of figures ix
List of contributors x
PART I
Slasher and post-slashers 51
2 The Texas Chainsaw Massacre: A ‘peculiar, erratic’ franchise 53
MARK BERNARD
7 When the subtext becomes text: The Purge takes on the American
nightmare 128
STACEY ABBOTT
PART III
Cult franchises 143
8 ‘What film is your film like’? Negotiating authenticity in the
distributive seriality of the Zombi franchise 145
MARK MCKENNA
PART IV
Complicating franchising 177
10 Seriality between the horror franchise and the horror anthology film 179
DAVID CHURCH
11 When a franchise is not a franchise: The case of Let the Right One In 194
SIMON BACON
Index 224
Figures
Stacey Abbott is Reader in Film and Television Studies at the University of Roe-
hampton, UK. She is a leading scholar of cult and horror film and television,
with particular interest in vampires and zombies. She is the author of Celluloid
Vampires (2007), Angel: TV Milestone (2009), Undead Apocalypse (2016), and
Near Dark: BFI Classic (2020). With Lorna Jowett, she co-authored TV
Horror: Investigating the Dark Side of the Small Screen (2013) and co-edited
Global TV Horror (forthcoming 2021). She is currently researching and writing
a monograph on animation and horror.
Simon Bacon is an independent scholar based in Poznań, Poland. He has edited
books on various subjects, including Gothic: A Reader (2018), Horror: A
Companion (2019), Monsters: A Companion (2020), Transmedia Vampires
(2021), and Nosferatu in the 21st Century (forthcoming). He has also published
a series of books on vampires in popular culture: Becoming Vampire: Difference
and the Vampire in Popular Culture (2016), and Dracula as Absolute Other
(2019), Eco-Vampires (2020), Vampires From Another World (2021), and is
currently working on Unhallowed Ground: Emergent Terror and the Specter of
the Vampire on Screen.
Mark Bernard is Assistant Professor of English at Siena Heights University in
Adrian, Michigan, USA, where he teaches courses in composition, rhetoric,
media, and visual culture. He is the author of Halloween: Youth Cinema and
the Horrors of Growing Up (2020) for Routledge’s ‘Cinema and Youth Cul-
tures’ book series. He is also the author of Selling the Splat Pack: The DVD
Revolution and the American Horror Film (2014) and co-author of Appetites
and Anxieties: Food, Film, and the Politics of Representation (2014).
David Church is Postdoctoral Fellow in the Department of Gender Studies at
Indiana University, USA. He is the author of Grindhouse Nostalgia:
Memory, Home Video, and Exploitation Film Fandom (2015), Disposable
Passions: Vintage Pornography and the Material Legacies of Adult Cinema
(2016), and Post-Horror: Art, Genre, and Cultural Elevation (2021). He is
currently completing a short book on the Mortal Kombat video game series.
List of contributors xi
Sarah Cleary is based in Dublin, Ireland, and lectures across a range of subjects
from the Gothic to media literacy and has dedicated her studies to exploring the
juxtaposition between the media and the alleged negative effects of popular
culture on children. Passionate about promoting the use of English and specifi-
cally Horror Studies outside the context of academia, she regularly assumes the
role of academic consultant within the media and has happily found herself
typecast as “Horror Academic” on Irish day time chat shows. With her first
monograph, The Myth of Harm, to be published in 2022, Sarah has written
extensively within academia and the media on a range of horror and pop culture
related subjects specifically related to moral panics and controversial horror.
Founder of Deadly Doses online community for horror and its fandom, Sarah
regularly hosts a podcast in which she interviews a diverse range of horror
industry professionals drawing upon academic theory in a conversational and
accessible format.
Kate Egan is Senior Lecturer in Film and Media at Northumbria University, UK.
She is the author of Trash or Treasure? Censorship and the Changing Meanings
of the Video Nasties (2007), Cultographies: The Evil Dead (2011), and (with
Martin Barker, Tom Philips and Sarah Ralph) Alien Audiences (2016). She is
also the co-editor of Cult Film Stardom with Sarah Thomas (2012), And Now
for Something Completely Different: Critical Approaches to Monty Python
with Jeffrey Weinstock (2020), and Researching Historical Screen Audiences
with Jamie Terrill and Martin Smith (2021).
Steve Jones is Head of Media and Film at Northumbria University, UK, and
Adjunct Research Professor in Law and Legal Studies at Carleton University,
Ottawa, Canada. His research principally focuses on sex, violence, ethics, and
selfhood within horror and pornography. He is the author of Torture Porn:
Popular Horror after Saw (2013), and his work been published in Feminist
Media Studies, New Review of Film and Television Studies, Sexualities, and
Film-Philosophy. He is also on the editorial board of Porn Studies. For more
information, please visit www.drstevejones.co.uk.
Murray Leeder is Research Affiliate at Institute for the Humanities, University of
Manitoba, Canada. He holds a Ph.D. from Carleton University. He is the
author of Horror Film: A Critical Introduction (2018), The Modern Super-
natural and the Beginnings of Cinema (2017), and Halloween (2014), and editor
of Cinematic Ghosts: Haunting and Spectrality from Silent Cinema to the
Digital Era (2015) and ReFocus: The Films of William Castle (2018).
Mark McKenna is Lecturer in Film, Television and Radio at Staffordshire Uni-
versity, UK. He has published on cult film and video distribution and his
monograph Nasty Business: The Marketing and Distribution of the Video
Nasties was published in 2020. His second book, Snuff, will be released in
July 2021, and his third monograph on the John Milius surf film Big Wed-
nesday (1978) is forthcoming with the Routledge series Cinema and Youth
Cultures.
xii List of contributors
Todd K. Platts is Associate Professor of Sociology at Piedmont Virginia Com-
munity College, USA. He has written numerous articles on horror cinema
and television with recent works examining the It duology and the critical
reception of Get Out (2017). He is currently co-editing Blumhouse Produc-
tions: The New House of Horror (forthcoming).
William Proctor is Principal Lecturer in Comics, Film & Transmedia at Bourne-
mouth University, UK. He has published widely on various aspects of popular
culture and media fandom, including articles and book chapters on James Bond,
The Walking Dead, Batman, Star Trek, A Nightmare on Elm Street, Star Wars,
and more. He is co-editor of the books Global Convergence Cultures: Trans-
media Earth with Matthew Freeman (2018) and the BAFTS-award-winning
Disney’s Star Wars: Forces of Production, Promotion and Reception with
Richard McCulloch (2019). William is currently writing his debut monograph,
Reboot Culture: Comics, Film, Transmedia (forthcoming).
Sarah Thomas is Senior Lecturer in Communication and Media at the Uni-
versity of Liverpool, UK. Specializing in research on the Hollywood film
industry, stardom, and immersive media, she is author of the Peter Lorre –
Face Maker: Constructing Stardom in Hollywood and Europe (2012) and
James Mason for the BFI Film Stars series (2018), and co-author of ‘Using
Eye Tracking and Raiders of the Lost Ark to Investigate Stardom and Per-
formance’ in Dwyer et al. (eds), Seeing Into Screen: Eye Tracking the
Moving Image (2018), and ‘The Star in VR’ (Celebrity Studies Journal,
2019).
Introduction
The death and resurrection show: horror franchise
cinema and the romanticization of cult
William Proctor and Mark McKenna
In many ways, the study of horror cinema has historically been underscored by
cultural distinctions between ‘good’ and ‘bad’ objects; between originality and
repetition; cultish exploitation and mass entertainment; between art and com-
merce. At the root of these oppositions lies a kind of disciplinary anxiety evinced
by the will to legitimize the object of study, through which an image of ‘good’ (and
therefore ‘real’) horror cinema is constructed as non-commercial, radical, and
politically shrewd, a construction that disavows, denigrates, or ignores ‘bad’ (and
thus ‘inauthentic’) horror cinema as corporate, commercial, and contemptible.
Arguably, one of the reasons for the paucity of academic work on horror franchise
cinema is due to the reproduction of ‘moral dualisms’ (Hills 2002) and ‘regimes of
value’ (Frow 1995) that consistently re-ascribe horror franchises as ‘bad’ commer-
cial objects manifested across several interpenetrating discourses, including acade-
mia; entertainment and arts journalism; ‘critical industrial practice’ (Caldwell
2008); and the rhetorical gestures of fan audiences for whom struggles for distinc-
tion operate as bids for (sub)cultural capital—bids that aim to shore up their status
as ‘real’ fans of ‘real’ horror (Jancovich 2000; 2002).
In The Horror Genre: From Beezlebub to Blair Witch, for example, Paul Wells
argues that Clive Barker’s work is ‘especially important,’ having ‘added a sig-
nificant myth to the canon of horror monsters, inventing Pinhead (Doug Bradley)
and the cenobites in the Hellraiser series’ (2003, 91). However, ‘like many of the
key artistic achievements in recent horror texts,’ Barker’s Hellraiser (1987), an
adaptation of his short story, ‘The Hellbound Heart’ (1986), ‘has been significantly
diminished by the rise of the “sequel”’ (93).1 Notwithstanding that horror sequels
have been a part of the genre since the early days of cinema, Wells claims that the
1980s witnessed ‘the McDonaldization of horror,’ epitomized in his account by the
Friday the 13th and A Nightmare on Elm Street film series. To support his argu-
ment, Wells introduces a quotation from Wes Craven, director of A Nightmare on
Elm Street (1984), in which he equates the franchise with the fast food industry;
that it ‘was like making cheeseburgers. You get a formula for something that
satisfies the appetite, and then you make it over and over again and make a busi-
ness out of it’ (quoted in Wells 2003, 93). Although ‘Craven essentially “self-fash-
ions” himself as a non-commercial, cult auteur standing in protest against an
egregious fast food cinema, which is flipped and sold without intellectual
DOI: 10.4324/9780429060830-1
2 William Proctor and Mark McKenna
nourishment,’ Wells uncritically embraces the director’s ‘ideological and artistic
posturing’ (Proctor 2020, 224) as evidence that horror franchises are a priori ‘bad’
objects by dint of their commercial objectives; formulaic enterprises that by
implication satiate audience ‘appetites’ for junk food cinema at the expense of a
‘good’ nutritional cult diet. Wells, however, does not seem to have an issue with
the fact that Craven produced and directed sequels himself, including The Hills
Have Eyes Part II (1977), the seventh installment of the Elm Street series—titled in
true auteurist spirit as Wes Craven’s New Nightmare (1994)—and, at the time of
Wells’ writing, three films in the Scream franchise (1997, 1998, 2000).
Although the association with film franchising and McDonalds’ golden arches
has been repeated ad nauseum in critical spheres, Wells’ argument that an original
film that is marked as a ‘key artistic achievement’ is later ‘diminished’ by sequeli-
zation has also been a routine trope in entertainment journalism and film criticism
since at least the 1970s. As Kathleen Loock explains, there was
that the films which make up the various horror franchises are all more or less
the same, i.e. unimaginative reproductions of a commercially winning for-
mula. If one takes the Nightmare on Elm Street cycle of films, for example, it
is quite easy to find changes and innovations occurring from one film to the
next. Perhaps unsurprisingly, the character of Freddy Krueger becomes more
central as the cycle proceeds and is given an increasingly complicated backs-
tory, and a story arc develops through the cycle that at any point requires, or
expects, a knowledge of previous events in earlier Elm Street films. In addi-
tion, there are stylistic differences between the films—with, for example,
Nightmare on Elm Street 5: The Dream Child (1989) more visually ‘gothic’
that its predecessors—and, perhaps, qualitative ones as well, with some of the
films better made than others.
(2004, 208; see also Chapter 4 in this volume)
By the same token, Matt Hills argues that academic accounts of the Friday the
13th series exhibit a ‘formula fallacy’ that effectively reduces the franchise to
mere enactments of ‘gross, commercial repetition’ (2007, 236) without engaging
with narrative variations produced across the sequels:
In the first Friday the 13th, the killer is not Jason, it is actually his mother …
Only in Part III does Jason don the hockey mask that becomes his trademark.
It could also be argued that once Jason has become a constant fixture of the
series, he changes significantly across the franchise, developing superhuman
strength in Part III, becoming more obviously zombie-like after Part V and
Part VI, and displaying a capacity to inhabit other bodies in the ‘possession
horror’ reworking of Part IX, Jason Goes to Hell: The Final Friday.
(228–229)
Unlike Craven’s ‘auteur film,’ however, the idea that ‘key achievements in
recent horror texts’ are ‘diminished’ by sequels does not readily apply to Sean
Cunningham’s first Friday the 13th film (Hills 2007, 227). In this case, it is John
Introduction 5
Carpenter’s Halloween (1978) that has been consistently applauded, an ‘auteur
film’ that triggered the cycle of slasher films that followed in its wake, mini-
mized and diminished by an artistically impoverished replica unadorned by the
weight and worth of a bona-fide ‘auteur.’ As Hills writes elsewhere, auteurism
‘brings with it an ideology of quality: if much mass culture is supposedly
unauthored—supposedly being generated according to formulaic guidelines—
then “high culture” reading strategies intrude on this space through the recup-
eration of the trusted Creator’ (2002, 133). Thus, the recuperation and ‘recur-
ring construction of the auteur indicates the indivisibility of romantic ideologies
of authorship and the inscription of cult status’ (2002, 133). As much as studies
of horror cinema rely on processes of ‘cultification’ to construct and devalue the
‘bad’ commoditized ‘Other’ as a discursive yardstick with which to elevate the
‘good’ object, the way in which they aim to establish this duality dovetails with
similar processes ensconced within ‘legitimate’ film culture.
Hills’ ‘formula fallacy’ can also be applied to the Halloween franchise. Elizabeth
Emily Dixon argues that ‘each Halloween sequel serves to enhance, complicate, or
compromise the coherence of the narrative system as a whole,’ and in doing so, the
films complicate the notion that the franchise is simply repetitive and bound to for-
mula in the way that it ‘prompts the continual reconceptualization and recontex-
tualization of previously-established information’ (2017, 5). With these examples in
mind, then, Hills’ argument that the reception of the Friday the 13th franchise ‘in the
academy has been, if anything, more formulaic than the film’s themselves’ could, we
argue, be equally applied to horror franchises more broadly (2007, 230). Although
the challenges posed by scholars such as Hutchings, Hills, and Elizabeth Emily
Dixon demonstrate that academic discourses are not wholly monolithic, the wealth
of arguments that uncritically invoke the ‘formula fallacy’ run the risk of drowning
out these challenges, given how few and far between they are.
That being said, hierarchies of ‘good’ original/‘bad’ repetition are not solely
constructed around slasher film franchises, but are indicative of a broader trend
that continues to prejudice the study of horror franchise cinema more generally.
Consider Wheeler Wilson Dixon’s view that the ‘best’ horror films in the
twenty-first century ‘come from outside the Hollywood dream factory’—Hol-
lywood being viewed as a coherent homogenous entity, marred by ‘endlessly
repeating themselves’ and offering ‘nothing more than sadism and violence in
place of invention’—so that ‘we must look elsewhere for inspiration’ (2010,
203). For Dixon,
Robert Rodriguez’s 1986 [sic] horror film From Dusk Til Dawn was an
interesting mix of Tex/Mex vampirism and action film, with an intriguing
script from Quentin Tarantino and accomplished performances by George
Clooney, Harvey Keitel, Juliet Lewis, Salma Hayek, and Tarantino himself.
But did anyone really need Scott Spiegel’s From Dusk Til Dawn 2: Blood
Money (1999), or P.J Pesce’s From Dusk Til Dawn 3: The Hangman’s
Daughter (2000), both straight-to-DVD sequels that sullied the reputation of
an innovative and engaging film? Indeed, cheap sequels like these vitiate the
6 William Proctor and Mark McKenna
power of the few original films that do come along, if only because audiences,
having been decidedly cheated over and over again, have grown weary of the
continued deception and avoid the genre entirely. Thus the genre ‘eats itself’,
and innovation is jettisoned in favour of the safe returns of an endless cycle of
sequels and imitations.
(203, author’s emphasis)
How else could one account for the astonishingly abrupt shift in the American
horror film from the progressive, exploratory, often radical late ‘60s and ‘70s
to the reactionary and repressive 1980s? The Michael of Halloween (1978), the
Jason of Friday the 13th (1980), the Freddy Krueger of A Nightmare on Elm
Street (1984), do not develop out of the characteristic monsters of the ‘70s:
they represent a refusal of everything they embodied.
(2018/2004, 400)
Introduction 9
If one accepts that horror cinema is generally perceived to be ‘a disreputable
genre’—an axiomatically ‘bad’ cultural object—then horror franchise cinema
bears the burden of a double negation as ‘bad-bad’ object. Yet the proliferation of
slasher films in the 1980s, which are also scarred doubly as both horror cinema and
‘the bastard child of the horror film’ (Rockoff 2012, 1), would seem to suggest that
the slasher film franchise is perhaps the worst object of all: it is ‘bad’ horror, ‘bad’
franchise, and ‘bad’ slasher, all in one. It is therefore hardly surprising that Wood
disliked the unholy trinity of Michael Myers, Jason Voorhees, and Freddy Krue-
ger, all of whom could be considered the ultimate avatars of horror franchising in
the ‘reactionary and repressive’ 1980s.
Although, as noted, Wood clearly sought to salvage the image of horror cinema
from its status as a ‘disreputable genre,’ it would be more accurate to state that he
does so by constructing certain horror films as reputable, as ‘worthy’ art objects,
while, in turn, framing other horror films as ‘disreputable,’ including The Omen,
the slasher, or in the case of Elm Street, the ‘post-slasher’ (Conrich 2015), high-
lighting that ‘tastes are asserted and defended by the refusal of other tastes’
(Watson 1997, 69). From this perspective, Wood’s ideological vector, for all its
claims for ‘non-bourgeoise’ progressiveness, actively works in concert with bour-
geoise ideals of ‘high’ art, fortifying Bourdieu’s claim that
More revealingly, not only does Wood join in the chorus of condemnation that dis-
cursively circulated the ‘ugly’ slasher film cycle during the period, but he also sings
from the same hymn sheet as those critics who deplored the ‘vulgar’ blockbuster era,
which, as Carolyn Jess-Cooke suggests, has perhaps ‘morphed now into the fran-
chise era’ (2009, 46). In yet another binary move, Wood constructs a moral dualism
between Hollywood’s ‘beautiful’ golden age, the holy church of cinematic art, and
1980s ‘genre cinema’ as a metonym for the worst excesses of the sacrilegiously cor-
porate ‘Dream Factory.’ Genre cinema ‘obviously survives’ in the ‘reactionary and
repressive 1980s,’ but ‘only in an extremely debased and impoverished form’; it is
‘deprived of the sustaining base of the star/ studio system,’ having been ‘replaced by
a set of businessman sitting around a conference table asking “Well, what made the
most money last year?” and constructing a “package” that resembles it as closely as
possible but going a little further’ (2003/1986, 310).
Since the Reaganite takeover and its increasingly reactionary sequels, Hol-
lywood has indeed become the ‘Dream Factory’ for which intellectuals
always mistook it. Films are now financed, produced, and controlled lar-
gely by the massive corporations and conglomerates that are threatening
our world with devastation in the interests of ‘making money’: the function
10 William Proctor and Mark McKenna
of Hollywood has become simply that of ‘keeping people happy’ and inhi-
biting thought [as with] the Rockys, the Rambos, the Chuck Norris and
Arnold Schwarzenegger movies.
(2003/1986, 288)
Gloomy critical diagnoses of this type are not solely the dominion of Robin
Wood, as mentioned above, but form part of a broader discursive legacy that cir-
culated frequently in journalistic spheres in the late 1970s and 1980s (and continues
to do so today). This is perhaps captured best in J. Hoberman’s famous claim that
Hollywood had been infected by a virulent strain of ‘sequelitis’ in his review of
films between 1975 and 1985—‘the decade that shook the world of cinema’ (1985,
42)—and many critics have followed in his footsteps since, with blockbusters,
sequels, and franchises often framed as creatively impoverished, imaginatively
bankrupt, and shamelessly corporate. For example, in an essay published by
Esquire in 1996, titled ‘Who Killed the Movies,’ David Thompson lamented the
‘bad state’ of popular cinema as ‘more and worse than a bad cycle,’ the medium
‘having sunk beyond anything we dreamed, leaving us stranded, a race of drea-
mers’ (1996, 56). ‘This is something like the loss of feeling,’ continues Thompson,
‘and I blame [George] Lucas and [Steven] Spielberg’ (1996, 56).
For Thompson, the contemporary blockbuster phenomenon triggered by Spiel-
berg’s Jaws (1974) and Lucas’ Star Wars, both of which inaugurated respective
franchises, symbolized a ‘betrayal’ of the promise offered by ‘New Hollywood’
films of the early 1970s (1996, 58). Echoing Hoberman’s metaphor of viral ‘seque-
litis,’ Thompson claims that the great blockbuster ‘betrayal’ is one that ‘spreads’
like a contagion throughout the diseased organs of popular cinema. And so, two
decades after the Lucas/Spielberg pandemic rampaged through the film industry,
Brian de Palma’s ‘Mission Colon Impossible’ is just one of Thompson’s examples
of ‘betrayal,’ a film that ‘grossed several dollars per head in its cockamamy comic
book of triumph’ to signify ‘a frenzy of hysterical optimism’ that ‘has not been
seen anywhere since Germany in the 1930s’ (1996, 59). Here, Thompson’s final
sentence denounces and devalues ‘bad’ blockbuster films as ideologically ‘fascist’
enterprises, much in the same way that Wood brands 1980s ‘bad’ horror films (and
‘bad’ sequels in general) as ‘right-wing,’ ‘reactionary’ Reaganite fantasies, all in the
interests of ‘making money’ and ‘keeping people happy.’
Like Thompson, Wood also criticizes George Lucas and Steven Spielberg by
equating their work with ‘the curious and disturbing phenomenon of children’s
films conceived and marketed largely for adults’ (2003/1986, 145). Star Wars may
be satisfying, at least as a form of spectacle and ‘only entertainment,’ but this is
‘repeated until a sequel is required; same formula, with variations. But instead of a
leap, only an infant footstep is necessary, and never one that demands an adjust-
ment on the level of ideology’ (2003/1986, 145). The implication in Wood and
Thompson’s criticisms are that audiences are easily hoodwinked by the glitter and
gloss of the corporate ‘Dream Factory,’ in a similar way that Daryl Jones argues
that Twilight is ‘pre-digested baby food’ that ‘does the thinking for the audience’
(notice also the repeated motifs of childhood and infantilization).
Introduction 11
To complicate matters further, Wood’s rejection of ‘Reaganite’ blockbuster
entertainment as perniciously nostalgic and comforting, coupled with the roman-
ticization of neo-horror as ‘progressive, exploratory, often radical’ (2018/2004,
400), is also re-enforced in discourses attached to the so-called ‘New Hollywood,’
which Thompson refers to as the ‘last golden age of American film’ (1996, 58).
According to Nick Heffernan, however, this is a kind of discursive myth-making,
an ‘abiding legend’ typically attached to ‘that brief flowering of politically and
culturally radical film-making that blossomed in the mid-1960s and withered with
the arrival of the big-budget blockbuster in the mid-1970s’ (2006, 12). Just as
Wood venerates neo-horror, film critic Peter Biskind, in Easy Riders and Raging
Bulls, valorizes the new Hollywood as ‘a remarkable era,’ as ‘a movement intended
to cut free from its evil twin, commerce, enabling it to fly high through the thin air
of art’ (1998, 17). Just as Wood identifies a cadre of rebellious directors helming
creatively unique films that elevated horror cinema to the pantheon of art, direc-
tors such as Wes Craven, Larry Cohen, George Romero, and Tobe Hopper, Bis-
kind also waxed lyrical about the ‘new power of directors’ who embraced the
ideology of ‘auteurism,’ like Peter Bogdonavich, Martin Scorsese, Francis Ford
Coppola, and Dennis Hopper (1998, 15–16). And just as Wood accused slasher
films for ‘rejecting’ the progressive gains of neo-horror, Biskind grieved the passing
of a ‘true’ and ‘pure’ artistic movement cut down in its prime by Star Wars. This is
‘the “Magic Bullet” theory of modern film history,’ Tom Shone explains, ‘that all it
took was a single shot from Lucas’ laser cannons to bring down the Camelot that
was American film in the seventies’ (2004, 9).
Again, the opposition between mainstream, commercial movie-making and the
counter-cultural politics of independent cinema is re-ascribed through the fetishi-
zation of an imaginary, non-commercial authenticity (Church 2010). Yet even
though a canonically enshrined exploitation film like Easy Rider (1968) may have
been ‘produced physically by corporations other than the Hollywood film studios,’
it also ‘stood in close proximity with them and benefited routinely from their
financial and other resources’ (Tzioumakis 2018, 112). Likewise, the elevation of
1970s neo-horror by critics and scholars ordinarily exclude the ways in which ‘the
promotion of oppositional taste involves a disavowal of the financing, distributing,
branding and market segmentation that are in fact central to this “radical” horror
cinema’ (Tompkins 2014, 205). As David Church explains:
Intriguingly, Robin Wood did not reject all horror film franchises. He was espe-
cially fond of the ‘Dead’ films directed, written and produced by George A.
Romero, writing that ‘[t]hey are among the most powerful, fascinating, and
12 William Proctor and Mark McKenna
complex of modern horror films’ (2018/1979b, 161). However, Wood can only
embrace Romero’s zombie franchise by affording them unique status through
denying the series’ commercial ambitions. Romero’s interest in producing the
sequel, Dawn of the Dead (1978), was ‘initiated as much by commercial impera-
tives as it was by an interest in serializing the allegorical message of Night of the
Living Dead [1968]’ (Verevis 2010, 16, our italics). Incidentally, Wood also inverts
Hills’ ‘formula fallacy’ into what we could call the ‘originality fallacy’ by refuting
the repetitive seriality of the ‘Dead’ series with the claim that the first two install-
ments ‘are more distinct from each other—in character, tone, and meaning—than
has generally been noted (Dawn of the Dead is much more than the elaborate
remake it has been taken for)’ (2018/1979b, 161). He continues this argument in a
later essay published following the release of the third installment, Day of the
Dead (1985), captured succinctly by the phrase, ‘Romero never repeats himself’
(2018/1986, 319). It is a ‘particularly unfortunate and misleading critical strategy
has been to collapse the three films into each other as it they were not distinguished
by crucial differences’ (319). Yet, at
This is not meant to suggest that Romero relies entirely on formula and repetition,
but neither should it be taken to mean that the ‘Dead’ films are wholly original (in
the romantic sense of the term). Like all genres, Romero’s ‘Dead’ films oscillate
between repetition and originality, a dialectical movement that essentially collapses
the ‘fallacies’ that maintain the moral dualism between ‘good’ art and ‘bad’ com-
merce (perhaps moral illusion would be the better term).
Moreover, Romero’s films continue to harness capital today through the
commercial and critical industrial practices of specialist DVD and Blu-ray com-
panies that ‘have made an asset of a product that is located outside of a perceived
mainstream’ (McKenna 2017, 32). Distribution companies, such as Arrow Video,
88 Films, Scream Factory, and Vinegar Syndrome, all have extensive catalogues
that include repackaged cultish horror and exploitation films presented in
expensive boutique formats. On their website, Vinegar Syndrome state that they
specialize in ‘protecting and preserving genre films,’ which includes horror,
exploitation, and vintage pornography.2 Although these companies claim to
perform a curatorial role in scavenging low-budget exploitation cinema from the
dustbin of ‘trash’ history, they also act as cultish ‘canon-makers’ through rheto-
rics of ‘protection and preservation,’ disingenuously failing to acknowledge that
profit remains a central motivation—to protect, preserve, and profit from would
be a more accurate description of their objectives. In this light, processes of
canonization, enacted as they are through ‘the politics of inclusion and exclusion’
Introduction 13
that Janet Staiger identifies (1985, 8), also means that cult objects often end up
ensnared within processes of ‘gentrification,’ which perhaps to some degree
complicates their identity as oppositional ‘paracinema’ (Sconce 1995).
As if proving that the opposition between ‘legitimate’ film and ‘illegitimate’
cult canonization has always been more dialectical than binaristic, ‘cultish’
distribution companies have largely borrowed the boutique template from The
Criterion Collection, who originally ‘demonstrated a bias towards established
canonical titles and auteurs,’ from Ingmar Bergman and Sergei Eisenstein to
Federico Fellini and Akira Kurosawa, and so forth (McKenna 2017, 38), but
have more recently also delved into cultish/horror territories, examples of which
include The Blob (1958), Cat People (1942), Carnival of Souls (1962), and
Romero’s Night of the Living Dead (1968). It seems that Romero’s (sub)cultural
value travels in both directions, being accepted by the ‘legitimate’ film estab-
lishment and ‘oppositional’ cultish communities, emphasizing that
Romero’s first three ‘Dead’ films have been released on multiple formats, in
multiple forms, by different distributors and, at the time of writing, Dawn of the
Dead has recently been (re)released by UK distributor Second Sight, who, as sti-
pulated on their website, ‘have built a reputation for the quality of our releases
which often include new restorations and bonus features, audio commentaries,
archive material, special limited packaging and much more.’3 The boutique box-
set of Dawn of the Dead is priced at £74.99 and includes three cuts of the film (all
in 4K), three audio discs, a 150-page hardback book, and an armada of special
features—hardly an example of the ‘non-commercial.’
Romero’s ‘Dead’ franchise may encourage a new category, one that would
seem to be a contradiction in terms (at least if one buys into the non-commercial/
commercial opposition); that of the ‘cult franchise.’ It is worth noting that a few
cult franchises have already been released in several DVD and Blu-ray boutique
catalogues, either in full or in part, indicating that not all sequels are ‘bad’
objects after all. In the Arrow Video range, for instance, there are numerous
horror sequels including Craven’s The Hills Have Eyes Part II (1985), The
Howling II: Your Sister is a Werewolf (1985), and Romero’s ‘Dead’ trilogy; and
the first three Hellraiser films—Hellraiser (1987), Hellraiser II: Hellbound (1988),
and Hellraiser III: Hell on Earth (1992)—have been released in single volumes or
as a box-set. Likewise, 88 Films have released The Rage: Carrie 2 (1999), Piranha
II: The Spawning (1982), Candyman 2: Farewell to the Flesh (1995), and a
14 William Proctor and Mark McKenna
number of sequels in their ‘Slasher Classics’ line. In 2020, Kaleidoscope Home
Entertainment released a box set containing five films from the I Spit on Your
Grave franchise, including Meir Zarchi’s original 1978 ‘video nasty,’ its 2020
sequel, Deja-Vu; the remake (2010) and its two sequels, I Spit on Your Grave II
(2013), and I Spit on Your Grave III: Vengeance is Mine (2015), which together
contain over six hours of extra content, including a new feature-length doc-
umentary. The set is branded paratextually with terms that are often deployed to
promote the subcultural value of excess, like ‘controversial,’ ‘X-rated,’ and
‘infamous.’ On Kaleidoscope’s website, a 60-second trailer exploits this further:
‘in 1978, one film changed horror forever’; ‘cinema’s most shocking franchise
returns’; ‘it’s in your face and it assaults the audience’; ‘I can say I am part of a
film that became a cult classic’. Priced at £39.99 in the UK, it is ‘The Complete
Collection of Cinema’s Most Shocking Cult Franchise’ (see also Chapter 9 in this
volume).4
It is therefore surely self-evident that signifiers of gore, violence, and extreme
horror are effective marketing techniques where subcultural capital becomes
entwined with commercial value, symbolic profit with economic profit, through
the critical industrial practices of home entertainment distributors that feed
upon the way in which films were received by conservative critics, moral
watchdogs, censorship bodies, and government officials during the period in
which they were originally released.
The same can be said of the so-called ‘video nasties’ that caused a ruckus in the
Tory government and tabloid media in the early 1980s, and which led to the for-
mation of new legislature in the United Kingdom, that being the Video Recordings
Act (Egan 2012; McKenna 2020). Although there were originally 78 titles that were
banned in the country, many of these titles are now not only available to purchase
legally, they have also been released on DVD, Blu-ray, and in some cases, 4K (such
as Sam Raimi’s The Evil Dead [1982] and ‘Godfather of Gore’ Lucio Fulci’s Zombi
[1979]). This would seem to declare that these films are neither ‘nasty’ any longer,
nor that their medium is ‘video’ (we doubt the term ‘4K nasty’ will take off any-
time soon). What is more, it would appear that widespread availability of ‘notor-
ious’ films, on DVD, Blu-ray, and now 4K, works to de-stabilize the oppositional
value of cult objects through a ‘gradual mainstreaming,’ as Jamie Sexton puts it,
that ‘there is a yearning for a time when cult was more rarified, when cult was less
commercial, when cult meant something’ (2014, 141, author’s emphasis). Yet as
Sexton argues, ‘cult’ has always been an amorphous, oblique, and contested term:
‘there has never really been a type of film/ viewing experience that has been con-
sidered to be “genuinely” cult’ (2014, 141).
Claims that cultish horror and exploitation cinema are ‘non-commercial’ are
therefore fortified by a ‘denial’ of capital, exemplified through ideologies of the
‘anti-economic’ and ‘the “sordidly commercial”’; binaries that are ‘placed at the
very heart of the field [of cultural production]’ (Bourdieu 1993, 79). In other words,
these ‘practices, functioning as practical negations, can only work by pretending
not to be doing what they are doing’—making money (74, author’s emphasis)—
meaning that ‘the less visible the investment, the more productive it is
Introduction 15
symbolically’ (77). It is in this seeking out of ‘symbolic profits’ that rely on
obscuring the stark economic realities that scaffold the romanticization of ‘real’
horror (and, in turn, the demonization of ‘artificial,’ ‘commercial’ horror).
With all of this in mind, we can see that discourses that surround the study
of horror franchise cinema intersect with a variety of discursive utterances
involving cultish exploitation and genre cinema, the blockbuster era and film
franchises, mainstream movies and independent ‘art,’ the ‘old’ and the ‘new’
Hollywood, each of which exhibit that commercial entertainment
Scholars working on cult horror cinema therefore seem to unwittingly buy into the
notion that low-budget exploitation horror films are ‘beyond the profit principle’
and deeply rooted in subversive traditions, meaning that the lionization of ‘cult’
may accrue symbolic profits and resources of subcultural capital for the field of
study itself by marking it as an outlaw, cultish discipline. Furthermore, discourses
of this kind tend to mirror not only industrial practices that ‘deny the commercial,’
but also fan debates centred on struggles between ‘real’ and ‘inferior’ horror that
Jancovich identifies; that the ‘image of mass culture as the inauthentic Other, and
of the consumer of mass culture as the simple conformist dupe, recurs again and
again’ (2000, 312). Yet, given that academics are often fans of the objects that they
decide are worthy of study, ‘the similarities between fan discourses and academic
discourses should be no surprise’ (308). As Oliver Carter argues, ‘the boundaries
between the academic and the fan have been increasingly blurred,’ leading to a
celebration of ‘the object of study, such as a cult text, at the expense of thinking
about the conditions in which these texts are produced or, in some situations,
received,’ which can ‘result in work that becomes an extension of the scholar’s
own fandom’ (2018, 18). This is not necessarily a criticism, however. As Will
Brooker observes regarding the term ‘aca-fan,’ Henry Jenkins’ hybrid of ‘academic’
and ‘fan’ first coined in Textual Poachers (1992):
we could also consider that Shakespearean scholars are also, no doubt, fans
of Shakespeare—the same must be true of scholars of Dickens and Austen,
although we do not use the term for them. Academics who write about
politics [may] follow it in the same way that someone else might follow
Star Trek, through communities and gatherings … I suspect most maths
scholars love mathematics … I would suggest that many or most academics
16 William Proctor and Mark McKenna
are also aca-fans, studying something that they are deeply invested in, and
balancing that investment with a scholarly objectivity.
(Brooker et al. 2018, 64)
In the field of comic studies, for example, scholars also continue to reproduce
fannish moral dualisms similarly through distinctions that favor graphic novels
produced by independent creators, many of whom are also defined as ‘auteurs,’
while writers and artists that work on serialized monthly comics (especially in
the superhero genre) are nothing but corporate shills churning out commercial
product on an assembly-line. Consider Ben Saunders’ response to an article by
Hilary Chute (2008), which is worth quoting at length:
Chute’s essay confirms my suspicion that the nascent academic field of comics
studies is already divided from within, along the lines that replicate the most
basic division of the American comic-book market-place: the division between
genre works (dominated by but not limited to superhero stories) and what we
might call ‘literary nonfiction’. Dangers and distortions threaten when we
allow generic divisions to shape our critical narratives. Old-fashioned and
politically divisive arguments about high culture versus low culture, or fine art
versus commercial art, have a disturbing tendency to reassert themselves along
generic lines. Despite the best efforts of literary theorists to deconstruct such
aesthetic hierarchies, they prove remarkably resilient. Indeed, with almost
tragic irony, these hierarchies frequently reproduce themselves in the criticism
of art forms traditionally regarded as debased.
(Saunders 2009, 292–291)
between horror fans as much as they do between those who define themselves
as pro- and anti-horror. Thus while some horror fans embrace Freddy Krue-
ger, of the Nightmare on Elm Street series, as a cult hero, others seek to dis-
sociate themselves from these fans through an association with cult ‘auteurs’
such as Dario Argento. However, for other horror fans, Argento’s films are
too mainstream and, in distinction, they privilege more ‘subversive’ and
‘excessive’ underground films. These conflicts between those who define
themselves as horror fans do not stop here, but even within the ‘underground’
fan culture, there are continual conflicts and distinctions in operation.
(Jancovich 2002, 26–28)
Robin Wood certainly did not see A Nightmare on Elm Street as ‘an auteur
film,’ but, rather, as artistically retrograde, an affront to the ‘intensity and
18 William Proctor and Mark McKenna
disturbance that gave Last House on the Left its peculiar and appalling dis-
tinction’ (2003/1986, 168). In Wood’s estimation, Craven’s ‘career has achieved
a certain consistency, in that each of his films since Last House on the Left has
been worse than the one before’ (2003/1986, 168). Hence, the romantic creed (or
cult) of auteurism is a matter of discourse, as Michel Foucault might put it,
which emphasizes the transitory and arbitrary nature of distinctions that are,
more often than not, constructed by cultural power and ideologies of taste.
Indeed, Foucault’s notion of ‘the author-function’ explains that authors are
discursive ‘projections’ that govern ‘our way of handling texts: in the compar-
isons we make, the traits we exact as pertinent, the continuities we assign, or
the exclusions we practice’; it is a ‘means of classification’ that is ‘strongly
reminiscent of Christian exegesis when it wished to prove the value of a text by
ascertaining the holiness of the author’ (1969, 127). As with Bourdieu’s dis-
tinction between ‘the “commercial” and the “non-commercial”’, oppositions
between ‘the sacred and the profane’ frequently circulate within ‘the market of
symbolic goods’ (Bourdieu 1993, 129–130). To continue Foucault’s religious
analogy, a ‘holy’ auteur’s imprimatur may be mobilized to discursively anoint a
cinematic object with the cardinal virtue of canonization, achieved through the
gospel of ‘non-commercial’ scripture, which is then contrasted by the demonic
force of ‘authorless’ commercial franchise cinema that stands as anti-Christ, a
deadly sin.
Therefore, films and their directors (or, for that matter, media texts and
practices in general) can move between categories, or as Stuart Hall puts it:
If we consider Alfred Hitchcock, it has not always been the case that the director has
enjoyed such a vaunted, auteurist pedigree, but has traveled up the ‘cultural esca-
lator’ after being viewed for much of his career as a commercial genre director. As
Robert E. Kapsis explains, before the 1960s ‘most American film critics did not rank
Hitchcock’s films as “serious art,” in large measure because in their view significant
work could not be achieved in the “thriller” genre’ due to its commercial impera-
tives. Many of the nation’s most influential and renowned film critics from the 1930s
to the late 1960s ‘asserted the value of “realism”’, that the ‘best’ films
were those of ‘quality’ productions which dealt with serious social issues.
At the same time, these writers in general dismissed the vast number of
Introduction 19
popular entertainment films, especially genre films, which Hollywood had
produced; their blatant commercialism was considered incompatible with
artistry and seriousness.
(1992, 12)
The audience thrives on thrills, the cinema thrives on the audience, the direc-
tor thrives on the cinema. And everyone is happy … But this so-called ‘horror’
film—that’s an entirely different matter … The term, meaning originally
‘extreme aversion’, has been loosely applied to films which … exploit sadism,
perversion, bestiality, and deformity. This is utterly wrong, being vicious and
dangerous … The forerunner of the cycle of ‘horror’ pictures … was the
‘Grand Guignol’, and that was merely a ‘stunt’, calculated to attract a neuro-
tic section of the public. There is a growing body of opinion, inside as well as
outside the film industry, against such films, which are successful in direct
ratio to their power to create unnatural excitement.
(Quoted in Towlson 2016, 185–186)
Hitchcock’s aversion to horror films during the 1930s would seem to foreshadow
the reception of neo-horror, the video-nasties, torture porn, and so on; but it is
important to recognize that anxieties like this have a lengthy historic and cultural
vintage, not solely concentrated on horror, but on the ‘dangers’ of popular cul-
ture more broadly (see Springhall 1998). It may be that horror cinema in the
1930s seems tame and anodyne compared with so-called neo-horror, but once
contexts of reception are considered, it should be recognized that evaluating films
from the distant past through the lens of contemporary cinema is enormously
problematic, running the risk of distorting portraits of cinematic and cultural
memory. Indeed, critics that deplored the Hammer horror films of the 1950s and
1960s, such as Terence Fisher’s ‘repulsive’ The Curse of Frankenstein (1957),
‘whined for the good old days of “wholesome” shockers like the original Fran-
kenstein, forgetting (or, more likely, unaware of) the firestorm that film had
Introduction 21
created’ (Johnson 2006, 182). In 1983, Conservative politician Graham Bright,
the government’s moral figurehead who castigated the ‘video nasties’ and led the
charge for what became the Video Recordings Act, said: ‘All too many people
believe that a nasty is like some hotted up Hammer horror movie. It isn’t, it’s
something entirely different’ (quoted in Petley 2011, 46). It seems that each gen-
eration of the horror genre comes with the charge that this ‘new’ era is more
disreputable than the last, that ‘it’s something entirely different.’ This should not
be taken to mean that all horror films are qualitatively identical—far from it—
but to understand the discursive apparatuses that fortify claims of ‘lurid’ excess,
violence, and gore, while not forgetting the distinctions between ‘anti-commer-
cial’ and ‘commercial’ film-making.
As shown throughout this introduction, it is not simply that horror is dis-
reputable tout court, but that genre cinema, blockbusters, and franchises have been
typically framed as ‘sordidly commercial’ and, consequently, beyond the pale. It
could be argued that the most disreputable genre at present may in fact be the
superhero film, as illustrated by Martin Scorsese’s comments that the Marvel Stu-
dios films are ‘not cinema,’ but more akin to theme park attractions (Pulver 2019).
Other directors with a reputation as ‘auteurs’ have since spoken publicly in agree-
ment with Scorsese, such as Francis Ford Coppola, who stated unequivocally that
the genre is ‘despicable’ (Shoard 2019). There may be examples that complicate
this rule—Christopher Nolan’s The Dark Knight (2008) springs to mind— but it is
inarguable that the superhero genre has achieved less critical respect than horror.
The ‘auteur’ discourse that rejects superhero franchises as ‘not cinema’ takes us
neatly back to the beginning of this introduction. Just as Wes Craven stated that
the Elm Street series became akin to making cheeseburgers, veteran British director
Ken Loach more recently claimed the same for superhero franchises. They ‘have
nothing to do with the art of cinema’ said Loach. ‘They’re made as commodities
like hamburgers’ (Cotter 2019).
People use the term ‘franchise’ rather loosely in relation to films. Essentially,
it means a movie that spawns additional revenue streams beyond what it
earns from its various forms of distribution, primarily theatrical, video, and
television. These streams may come from sequels and series or from the
production company licensing other firms to make ancillary products: action
figures, video games, coffee mugs, t-shirts, and the hundreds of other items
that licenses conceive of. In the ideal franchise, they come from both.
(2007, 4)
Notes
1 At the time of Wells’ writing, there had been three sequels to Barker’s Hellraiser—Hellraiser
II: Hellbound (1988), Hellraiser III: Hell on Earth (1992), and Hellraiser IV: Bloodline
(1996)—but there have since been a further six ‘direct-to-video’ installments, many of them
direct-to-video—Hellraiser: Inferno (2000), Hellraiser: Hellseeker (2002), Hellraiser: Deader
(2005), Hellraiser: Hellworld (2005), Hellraiser: Revelations (2010), and Hellraiser: Judge-
ment (2018). A remake of Hellraiser that would also reboot the franchise has been touted
since 2006. More recently, HBO announced that they would be producing a series based on
the property that would be ‘an elevated continuation and expansion’ rather than a reboot.
2 https://vinegarsyndrome.com/pages/about
3 https://secondsightfilms.co.uk/pages/about
4 www.kaleidoscopehomeentertainment.com/movie/i-spit-on-your-grave-the-comp
lete-collection
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Introduction 27
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1 Building imaginary horror worlds
Transfictional storytelling and the Universal
Monster franchise cycle
William Proctor
In Media Franchising, Derek Johnson argues that the Universal Monster films of
the 1930s and 1940s should not be viewed as franchises because ‘no such discourse
was in play to make sense’ of these productions, that to do so ‘would be read back
onto it an anachronistic cultural logic’ (2013, 51–52). Although Johnson rightly
identifies the problems involved in reading media histories through a more con-
temporaneous lens, it is perhaps more accurate to say that the anachronism is not
strictly cultural, but terminological as well, the suggestion being that practices that
we would readily associate with franchising today should not be recognized as
such, principally because the term had not yet been deployed in that context.
Johnson’s claim, however, that ‘the language of franchising would not come to be
deployed in even the retail industries until 1959’ opens up an additional con-
undrum: the Universal Studios’ incarnations of Dracula, Frankenstein, The
Mummy, The Invisible Man, etc. have been continually licensed in various forms,
both before and after 1959, including comic adaptations, tie-in books and noveli-
zations, confectionary, board games, model-kits, toys, and other objects and
apparel. Following Johnson’s logic, the implication is that the Universal Monsters
may in fact be (re)constituted through the concept of franchising after that date,
but not before (which would surely be equally anachronistic).1
In contradistinction to Johnson, Matthew Freeman emphasizes that the lan-
guage of franchising emerged at the turn of the twentieth century in relation to the
‘phenomenon of transportation sectors utilized exclusively for extending roads,
tram lines and railways across the country,’ and during the 1920s, ‘quickly expan-
ded to include food and retail establishments,’ including the Coca Cola Company
and the Fredericks hair salon (2016, 114–115). By 1930, ‘the exploits of a national
theatre company were newsworthy for representing “another step ahead in the
production stride toward stage-show entertainment” when the company “verified
the franchise which includes the development of branches all over Los Angeles”’
(121). Freeman argues that ‘while Johnson indicates (perhaps rightly) that “only
after World War II did franchising move to the center of corporate strategy” (2016,
41–46), the start of the 1930s actually represented the true beginnings of what
would now be called media franchising’ (2016, 121, my italics). While this scaven-
ging for origins is freighted with complication—‘true beginnings’ are always
rooted in antecedent and ancestry, indicating that claims about the discovery and
DOI: 10.4324/9780429060830-2
30 William Proctor
location of a transcendental source is bound to activate an endless chain of genea-
logical ‘moments’ that pinball throughout the historical record—it nonetheless
seems more than reasonable to categorize the various Universal Monsters film
series as franchise properties, as ‘multiplication across productions in a single
medium or institutional context’ (Johnson 2013, 45). Although Johnson’s cau-
tionary note should undoubtedly be heeded, it also runs the risk of establishing a
binary between franchising and non-franchising, one that constructs a firm divid-
ing line in our understanding of media histories and instantiations, mostly as a
consequence of terminology rather than practice. As Avi Santo emphasizes, ‘it
would be a mistake to think that such concepts do not find their genealogical roots
in earlier moments’ (2015, 10).
Although there is plenty of academic work on the Universal Monsters, especially
on Todd Browning’s Dracula (1931) and James Whale’s Frankenstein (1931)—
both of which can be considered twin pillars of the horror ‘talkie’— there does
appear to be less sustained interest in the sequels that developed the various prop-
erties into commercial franchises. Whereas Whale’s Bride of Frankenstein (1935) is
often viewed as the crown jewel of Universal horror, which in many accounts
began in 1931 with the release of Dracula and culminated in 1936 with Lambert
Hillyer’s sequel, Dracula’s Daughter, most of the later installments that were pro-
duced between 1939 and 1944—what I am describing in this chapter as the fran-
chise cycle—have been largely dismissed as qualitatively inferior products, as
cranked out ‘soulless spectacles, recycled versions of earlier successes’ (Hitchcock
2007, 198) undergirded by ‘dwindling budgets,’ poor scripts, and diminished box
office returns (Friedman and Kavey 2016, 126). As Peter Hutchings argues, ‘this
negative perception of sequel-heavy 1940s Universal horror is often intertwined
with a prejudice against the sequel itself as a particular cinematic format, with the
sequelisation process seeming to mark the moment where innovation ends and
exploitation begins’ (2004, 20).
In response, this chapter explores the franchise cycle that, I argue, began with
James Whale’s Bride of Frankenstein and Dracula’s Daughter in 1935 and 1936
respectively, as opposed to identifying Son of Frankenstein as the debut film of a
second cycle. Given that this third installment in the Frankenstein series was
scheduled to enter production in 1936, after Dracula’s Daughter and before
Charles Rogers took over from Carl Laemmle, Jr. as Universal’s head of produc-
tion and decreed a halt in horror film production. As such, I suggest that this
enforced three-year interregnum period did not strictly telegraph the demise of the
first horror cycle in that Son of Frankenstein picked up where Dracula’s Daughter
left off by continuing and, throughout the early to mid 1940s, accelerating Uni-
versal’s novel experiments with transfictional storytelling. As conceptualized by
Richard Saint-Gelais, ‘two (or more) texts exhibit a transfictional relationship
where they share elements, such as characters, imaginary locations, and fictional
worlds’ (Saint-Gelais 2005, 612). Rather than mobilize the concept of inter-
textuality to explain narrative associations spread across serialized installments,
Saint-Gelais’ transfictionality serves as a clearer way to detail what elements
‘count’ as the building blocks to imaginary world construction. Although
Building imaginary horror worlds 31
Universal’s Frankenstein films enter into dialogue with Mary Shelley’s novel and
other intertexts, such as the Hammer franchise films, they do not exist along the
same transfictional axis; or, put differently, they are neither compatible nor ‘com-
possible’ with each other in diegetic terms (the term ‘compossible’ is drawn from
Lubomir Doležel [1998]). Following Colin B. Harvey, an adaptation’s primary
purpose is to ‘forget that the story has been told before and present itself as
the first telling,’ an example of ‘vertical memory which travels only one way’
(2015, 91); whereas transfictional storytelling is centered on narrative continuity,
or ‘horizontal memory,’ meaning that each installment should diegetically
‘remember’ other installments as a way to construct a narrative sequence or ima-
ginary world. From this perspective, there is no such thing as a singular Franken-
stein imaginary world, but rather, an imaginary network, a matrix comprised of
multiple transfictional continuities that are often incompatible with one another in
terms of story; incompatible narratives that are, on the one hand, always inter-
textually related to one another along the vertical memory axis, but, on the other,
should not be taken as part of a coherent and horizontal transfictional ‘remem-
bering.’ While there have been academic studies on fictional world-building in
recent years, these have generally focused on other popular genres such as fantasy
and science fiction, whereas horror media seems to be hitherto excluded from the
topic of imaginary worlds.
In what follows, I first address the historical and industrial context within which
the Universal horror franchises arrived in order to describe, in the broadest terms,
the way in which serialization emerged in the nineteenth century—in literature,
comic strips, magazines, and pulp fiction—to become ‘an ideal form of narrative
under capitalism’ (Hagedorn 1995, 69). I then discuss a few early examples of film
series, serials, and sequels to illustrate how these inter-related modes functioned
narratively before moving onto the Universal Monster franchise(s). Here, I examine
the way that various sequels operate diegetically through transfictional storytelling,
seeking to understand the operations of film seriality through the lens of continuity
and discontinuity, self-containment and augmentation. Building upon Stuart Hen-
derson’s concepts of ‘series with continuity’ and ‘“the series film” proper’ (2014, 32),
I am particularly interested in detailing how the Universal Monster franchises might
or might not work as imaginary worlds to explore the idea that, as Lester D. Fried-
man and Allison B. Kavey argue, ‘the Universal film monsters know and interact
with each other,’ that ‘they inhabit the same fictional and timeless universe’ (2016,
105). I conclude this chapter by looking at the monsters’ ‘afterlives’ on TV, in
comics, tie-in novels, toys, and other franchised expressions.
Whereas contemporary franchises are more than likely to follow continuity logics
to a greater or lesser degree, ‘the idea of making a film that in some way followed
on chronologically from a previous film, as opposed to a film that simply followed
a returning character, was a novel one’ (Hutchings 2004, 17). In many ways, then,
Universal pioneered the idea that film series could work more like serials by
experimenting with transfictional storytelling at a time when other studios pre-
ferred the series film.
Universal was slow of the mark in producing sequels to these four films
[Dracula, Frankenstein, The Mummy, and The Invisible Man]. Nowadays, if
a film, and especially a horror film, is commercially successful, one can expect
to see a sequel in 1–2 years—perhaps a little longer if it was a big-budget film.
By contrast, the first Frankenstein sequel, Bride of Frankenstein, appeared in
1935, four years after the original, and the second, Son of Frankenstein, in
1939, while Dracula’s Daughter (in which Dracula only appears as a briefly
glimpsed corpse) came out in 1936, five years after Dracula, and Dracula
himself would not be seen in another Universal film until the 1940s. Horror
fans would have to wait even longer for another Mummy or werewolf film,
with The Mummy’s Hand appearing in 1940 and The Wolf Man in 1941, and
in any event both of these proved to be reworkings of the mummy and wer-
ewolf stories rather than sequels to the 1930s films (although they themselves
subsequently generated several sequels).
(Hutchings 2004, 17)
For Hutchings, the distance between a first film and its sequel can be explained by
‘an absence in the 1930s of what might be termed an established “sequel culture”,’
whereas film serials ‘were a popular part of the cinema-going experience’ (2004, 17).
With this in mind, however, Universal appeared to recognize the commercial value
of sequelization immediately after Frankenstein indicated that Dracula was not
merely a flash-in-the-pan. In fact, Robert Florey wrote a sequel treatment in
December 1931 as Frankenstein was released in theaters, and up through 1934, the
script passed through multiple authors. In 1932, head of production Carl ‘Junior’
Laemmle commissioned Tom Reed to prepare a treatment for what was initially
titled The Return of Frankenstein, but the project failed to move forward, primarily
because James Whale was not interested in directing it (Henderson 2014, 42; Hitch-
cock 2007, 171). The fact that Laemmle did not proceed with a Frankenstein sequel
by offering it to a different director is perhaps ‘some measure of the respect [Whale]
commanded, or rather a sign that of the studio’s faith in his ability to deliver com-
mercial results’ (Henderson 2014, 43). After Whale directed The Invisible Man for
the studio, Universal financed One More River (1934), a pet project for the director,
and afterwards, he agreed to direct the Frankenstein sequel the same year.
It is likely that the critical and commercial success of Bride of Frankenstein
led Junior Laemmle to move ahead with Dracula’s Daughter as the studio had
36 William Proctor
managed to obtain the rights to Stoker’s short story, ‘Dracula’s Guest’, from
David O. Selznick in September 1933 (Henderson 2014, 43). The stage seemed
to be set for other sequels to follow—the third Frankenstein film was originally
scheduled to follow Dracula’s Daughter—but by the time the film was released
theatrically in May 1936, Universal’s economic health had deteriorated enor-
mously. As Farran Smith Nehme explains (2016),
instead of trimming back and showing more caution, Junior blew on the
dice and rolled, staking everything on a film version of the musical version
of Showboat, James Whale’s prestigious remake that cost the studio more
than anticipated, forcing Universal to borrow $750,000 from the Standard
Chartered Bank.
Consequently, the bank had to foreclose on the loan, and the studio’s stock was
claimed as collateral. Thus, the Standard Capital Corporation assumed control of
Universal studios on March 14, 1936, with Junior Laemmle ousted as head of
production and replaced by tycoon Charles Rogers who, as noted above, decreed
an end to the production of horror films. Although James Neibaur claims that
Rogers’ decision was mostly based on his distaste for horror cinema (2017, 56),
Alex Naylor contends that the reasons that lay behind the moratorium came about
because of ‘active campaigning and dissuasion of studios from horror production,
on the part of the Production Code Administration (PCA), run by the Motion
Picture Producers’ and Distributors Association (MPPDA)’ (2011, 9). In response,
Rogers sought to cut costs by turning to other genres, especially musicals and
comedies, yet this ‘New Universal’ would be rapidly confronted with economic
misfortunes of their own, partly as a consequence of jettisoning their gothic
output. The 1937–1938 season proved to be financially catastrophic, indicating that
Rogers’ cost-cutting strategies did not yield noticeable results, and control of the
studio passed to new hands once again. As a consequence, Rogers was replaced by
Cliff Work as head of production in 1938.
What is interesting about Bride of Frankenstein and Dracula’s Daughter is that,
in narrative terms, both films begin where their predecessors left off, which estab-
lishes them as ‘series with continuity.’ Hence, Bride of Frankenstein and Dracula’s
Daughter can be viewed as ‘transfictions,’ the two sequels functioning as compos-
sible serialized texts that extend and augment an imaginary world through the
principle of continuity. Although in Frankenstein, viewers do not witness the
demise of Karloff’s monster, the penultimate scene of the film shows the character
trapped in a burning windmill, giving viewers the impression that he perishes in
flames. The original script had Henry Frankenstein die after he was thrown from
the windmill by the monster, the final scene depicting his family mourning his
demise and thus offering a satisfactory moral conclusion to the havoc wreaked by
his playing god. However, the studio demanded that this ending be revised on a
more optimistic note, and so a new scene ended up concluding the film whereby
Henry’s father is shown outside bed-chambers where his son is in fact convalescing
inside, alive and well.
Building imaginary horror worlds 37
Bride of Frankenstein begins with an introductory prologue featuring Mary
Shelley, her husband, Percy Shelley, and Lord Byron reminiscing on the creation of
Frankenstein. Mary then proceeds to tell the tale of ‘what happened next,’ that
being Bride of Frankenstein (which is of course a complete historical fabrication).
The film then returns to the windmill scene where we learn that the monster did
not burn in flames after all, but remained ‘alive,’ struggling to escape the con-
flagration. This perhaps indicates that the studio was not quite certain how they
could resurrect the monster for a sequel, that
Although retcons like this can destabilize an imaginary world, I am not suggesting
that Bride is not ‘in continuity’ with the rest of the franchise films: Son may not
appear to substantively ‘remember’ Bride, but the latter does ‘remember’ the 1931
film, and should nevertheless be viewed as a ‘micro-narrative’ that exists within the
Frankenstein ‘macro-structure’ (Ryan 1992, 373). That Bride and Son both
Building imaginary horror worlds 39
reference the 1931 film suggests a network of interconnections that build the
storyworld through dialogic relationships, each reference pinballing throughout
the network to offer an illusion of stability and coherence. What this does imply,
however, is that the first Frankenstein film may be viewed as the diegetic core of
the imaginary world, the core being constructed and strengthened through retro-
spective narrative threads and repetitive associations.
The films that comes after Son would more or less closely adhere to an
acknowledged chronology. The next installment, Ghost of Frankenstein, begins
with a brief synopsis of the previous film, a transfictional memory jogger 2
vocalized by the town’s mayor, who states: ‘You know as well as I do that the
monster died in the sulphur pit under Frankenstein’s tower; and that Ygor, his
familiar, was riddled with bullets from the gun of Baron Frankenstein himself.’
In the next scene, however, as the villagers march on Frankenstein’s castle, Ygor
is shown to be alive and well, hurtling obstacles from the castle’s turret to pre-
vent the villagers from planting dynamite in their quest to rid the land of ‘the
curse of Frankenstein.’ He fails to do so, however, and the resulting explosion
shakes the monster free from his prison within the sulphur pit, one of Hutchings’
loopholes that shows that this ‘death’ was only temporary. As Ygor explains in
this scene, the sulphur pit in fact preserved the monster.
Ghost introduces a new heir to the Frankenstein legacy, a second son of Henry
Frankenstein and brother to Wolf, Ludwig Frankenstein, a medical doctor who
treats ‘diseases of the mind.’ Although Ludwig is not referred to in previous
films, he appears to be known to Ygor—perhaps another instance of retroactive
continuity—while other references harken back to earlier installments and
strengthen the imaginary world’s ‘ontological realm’ (Wolf 2012). Again, the
1931 film is presented as the diegetic core of the Frankenstein imaginary world:
Ludwig’s wife, Elsa Frankenstein, is portrayed leafing through Henry’s diaries,
accompanied by ‘flashbacks’ to the first film that quote scenes and images fea-
turing Henry and his assistant Fritz (Dwight Fry) ransacking a graveyard for
body parts, as well as showing the famous creation scene in his laboratory, albeit
with Karloff replaced (or retconned) by Lon Chaney playing the monster in order
to align it with Ghost. By the end of the film, Ygor has his brain transplanted
into the creature’s, preparing the way for Lugosi himself to take over the role in
the next installment, Frankenstein Versus the Wolf Man, which I shall return to
in the next section.
Although the Frankenstein series may be characterized as a ‘series with con-
tinuity,’ each installment also works, perhaps contradictorily, as a ‘series film
proper’ in that they provide relatively self-contained narratives at the same time
that they offer narrative threads that strengthen continuity bonds across films.
Unlike film serials, none of the Frankenstein films end in a state of ‘dis-
equilibrium,’ as Tzvetan Todorov would put it (1977, 111), in that there are
ordinarily no unresolved plot threads (or ‘cliffhangers’) to entice audiences to
clamor for closure, for a sequel to resolve dangling narrative elements. Invari-
ably, the monster is vanquished by each film’s conclusion, as explained above,
and the story is complete in and of itself. It is therefore perhaps more valuable to
40 William Proctor
view ‘the series with continuity’ and the film series ‘proper’ not as opposites, but
as a cinematic variation on what Robin Nelson (1997) terms, in relation to con-
temporary television, ‘a flexi-narrative,’ by which he means a serial narrative that
functions doubly as self-contained and ‘episodic,’ yet also fulfills the logics of
transfictional storytelling through narrative continuity. Contemporary horror
film franchises (and film franchises more generally) also typically work in this
manner by juggling self-containment with transfictionality to better capture a
wider demographic, a coalition audience who may not be as fluent in the lan-
guage of continuity as seasoned fans. As Sarah Kozloff argues (again in the con-
text of television), ‘the line between the series and serial may have been blurry to
begin with,’ that ‘the distinction … should be seen more as a continuum than as
an either/ or situation’ (1992, 92).
Although like the Frankenstein films, Dracula and Dracula’s Daughter are
clearly part of the same transfictional world, the next film in the franchise, Curt
Siodmak’s Son of Dracula (1943), makes no attempt to reference or ‘remember’
either film. As such, it is impossible to ascertain if Lon Chaney, Jr.’s iteration of
the character is meant to be transfictionally connected to Bela Lugosi’s perfor-
mance in the first Dracula film; or if, as the title implies, Chaney is his literal
scion (like Countess Zaleska from Dracula’s Daughter, this may be less about
biological procreation and more about being bitten and ‘turned’ into a vampire).
As there is no mention of Dracula having a son in the Browning film, and no
narrative information provided in Son of Dracula to construct a transfictional
relationship through the logics of continuity, the film appears to operate as a self-
contained film that is neither diegetically anchored to the first two films in the
franchise nor to the later films, House of Frankenstein and House of Dracula.
Perhaps the reason for this is that Universal deemed that the seven-year gap
between Dracula’s Daughter and Son of Dracula was too lengthy (it had also
been five years since the theatrical re-issue of the first film and 12 years since
Browning’s Dracula was originally released). Equally, however, it would have
been possible to supply references to the earlier films in order to sow what Mark
J.P. Wolf describes as ‘narrative threads,’ that is, a ‘series of causally-linked
events, which usually revolves around a character, object, or location, giving a
sense of what happens to it over time’ (2012, 379). Although Wolf emphasizes
that audiences ‘will have some expectation that narrative threads will lead
somewhere, with some endpoint providing closure’ (2012, 379), narrative threads
can also work retrospectively through what I have termed elsewhere ‘repetitive
associations,’ references that activate a transfictional relationship with previous
installments to ‘ontologically thicken the imaginary world’ (Proctor 2018, 106).
Unlike the Frankenstein sequels, there are no ‘repetitive associations’ or ‘narra-
tive threads’ to establish continuity bonds between Son of Dracula and its pre-
decessors, suggesting that the imaginary world is ontologically ‘thinned’ in the
process (or perhaps dissolved altogether). Taken together, the Dracula films
function peculiarly as a combination of ‘series with continuity’ (Dracula and
Dracula’s Daughter); a single self-contained film that exists outside of transfic-
tional continuity (Son of Dracula); with the twin monster rally films, House of
Building imaginary horror worlds 41
Frankenstein and House of Dracula, appearing to occupy a discrete imaginary
world that includes Frankenstein and the Wolf Man. Taken as one, Universal’s
Dracula franchise is a composite comprising different modes of film seriality—
the series with continuity and the series film proper—implying that there are
alternative or parallel incarnations existing within an umbrella franchise; that
they arguably belong to three separate series.
It might be tempting to argue that Dracula is played by three different actors
(Lugosi, Chaney Jr., and John Carradine) which suggests that these are also
different iterations in narrative terms (that is, they inhabit different diegetic
levels). Yet Frankenstein’s monster has also been played by several actors—
Karloff, Lugosi, Chaney Jr., and Glenn Strange—without discarding transfic-
tional continuity, prefiguring more contemporary franchises such as James
Bond, Doctor Who, Batman, and so forth in that each have had new actors
replace their predecessors within the same transfictional space; unless they have
been rebooted from scratch as with the Bond film Casino Royale and Christo-
pher Nolan’s Batman Begins (see Proctor 2022). Unlike the Frankenstein films,
the Dracula films are sequentially fragmented, discontinuous, and in the case of
Dracula and Dracula’s Daughter, chronologically incompatible with films from
the 1940s. Thus, Son of Dracula is not a sequel film, in that it does not follow
an acknowledged sequence as the term implies, and neither is House of Fran-
kenstein (although the latter functions as what might be described as a twin-
sequel to both Ghost of Frankenstein and The Wolf Man).
The Mummy films also function as cinematic flexi-narratives, as fusions of epi-
sode and serial, but intriguingly, this does not include the first (and seminal) film in
the series that stars Boris Karloff as the Egyptian Prince, Imhotep. The second film,
The Mummy’s Hand, arrived in 1940, eight years after the first, but there is no
evidence from the text to confirm that it is a sequel to the Karloff incarnation—the
Mummy of the title is named Kharis, not Imhotep, and the monster’s origin story
replicates elements of the Karloff incarnation, even to the point of re-using the
same footage at times. The next three installments, The Mummy’s Tomb (1942),
The Mummy’s Ghost (1944), and The Mummy Curse (1944), all follow transfic-
tional storytelling logics, which, like the Frankenstein films, more or less continue
the story with a new ‘episode.’ And like the Frankenstein films, each installment
provides a brief synopsis for audiences to either refresh their memories or to ensure
that casual audiences are at least provided with some diegetic information to
understand what is going on in the story (Dracula’s Daughter should also be
included in this context). This is not to say that there are no continuity ‘snarls’
between installments. For instance, the end of The Mummy’s Ghost does not align
neatly with the next film, The Mummy’s Curse, as James L. Neibaur explains:
While The Mummy’s Curse is careful to take up where The Mummy’s Ghost
left off, suddenly we are in Louisiana, whereas the swamp in the previous
movie was set in Massachusetts. Also, a couple of films earlier, The Mummy’s
Tomb was set 30 years after the events of its immediate predecessor The
Mummy’s Hand, making it 1970. Then The Mummy’s Ghost was set around
42 William Proctor
that same time. But The Mummy’s Curse is 20 years later. So it is around
1990. Nothing about the manner of dress, for example, makes any attempt to
bring the episode outside of 1944, when it was filmed and released
(2017, 136–137)
Similar problems occur in The Invisible Man franchise. Consisting of five films—
The Invisible Man, The Invisible Man Returns (1940), The Invisible Woman (1940),
The Invisible Agent (1942), and The Invisible Man’s Revenge (1944)—the franchise
mainly works as a film series, but also establishes transfictional relationships across
some of the entries. For instance, James Whale’s Invisible Man introduces Dr. Jack
Griffin (Claude Rains), whose experiments have accidentally caused him to become
the invisible man of the title, and in the tradition of resolution and closure, he is dead
by the end of the story. The next film, which arrived seven years after the first, fea-
tures Jack’s brother, Frank Griffin, coincidentally also a scientist who agrees to inject
his friend Sir Geoffrey Radcliffe (Vincent Price) with the invisibility serum. In an
early scene, Frank briefly relays the plot of the first film by providing a transfictional
memory jogger; and like Son of Frankenstein, Ghost of Frankenstein, Dracula’s
Daughter, and Son of Dracula, the theme of family relationships, of heirs and scions,
are mobilized in ways that provide continuity threads across installments. For the
most part, the franchise may be characterized as a family saga comprised of self-
contained episodes, with these familial ties being used as continuity bonds to suggest
an impression of transfictionality without requiring that audiences are required to
understand the films specifically as continuations. Yet while the protagonist of The
Invisible Agent is Jack Griffin’s grandson, following on from The Invisible Man
Returns, the third installment, The Invisible Woman, provides no diegetic informa-
tion to establish the film as being in continuity with the rest of the series. Moreover,
the final chapter, The Invisible Man’s Revenge, introduces Robert Griffin, but does
not attempt to construct narrative threads with other films (we do not learn if
Robert is a legitimate part of the Griffin family tree other than his birth name).
With all these examples in mind, then, Universal appeared to be experimenting
with transfictional storytelling by applying it to the film series, but these experi-
ments were not always conducted as carefully or as thoroughly as audiences,
especially fans, would expect in contemporary terms. It follows, then, that Uni-
versal were ‘working through’ not only what a sequel could be at a time when
series and serial films dominated feature film production, but that they were also
playing at building horror worlds by utilizing continuity logics adopted and adap-
ted from serial entertainments of that time. Perhaps Universal’s grandest experi-
ments with transfictional storytelling came with Frankenstein Meets the Wolf
Man, the first crossover in film history, and the ensemble films that established the
first cinematic universe, House of Frankenstein and House of Dracula.
Crossing over
In 1941, Universal introduced The Wolf Man, a werewolf film directed by
George Waggoner that, as previously explained, was not a sequel to The
Building imaginary horror worlds 43
Werewolf of London, but a new, diegetically independent incarnation. The
success of the former led Universal to produce a sequel that ‘pulled’ The Wolf
Man into the diegetic orbit of Frankenstein, a conceit that audiences would
understand today as a crossover, meaning
Frankenstein Meets the Wolf Man therefore operates as a sequel to two films—
Ghost of Frankenstein and The Wolf Man—the combination of two discrete
properties illustrating that the characters, from this point onwards, inhabit the
same transfictional plane.
Crossovers in superhero comics arrived during the same period that Franken-
stein Meets the Wolf Man was released: Timely comics (who would be rebranded
Marvel in 1961) had Captain America, the Sub-Mariner and the first iteration of
The Torch appeared together in Marvel Mystery Comics #8 from June 1940; and
National Comics (later DC) introduced the Justice Society of America in All-Star
Comics #3 in December the same year. These examples, however, were quite
exceptional at the time. Batman and Superman would not meet in diegetic space
until 1954; and it was in the 1960s, with the rise of Marvel, that crossovers became
a common trope in superhero comics. Of course, crossovers have a longer history
than superhero comics, with ‘transnarrative’ characters wandering between stories
‘in the pre-mass media age,’ examples of which include Greek mythology, or in
literature, Honoré de Balzac’s La Comédie Humaine (1799–1850) and Anthony
Trollope’s novels (Harvey 2015, 50–51). Crossovers have become much more
common in today’s film franchises, especially those belonging to the superhero
genre—the DC Universe and the Marvel Cinematic Universe films, for instance—
but in 1942, this was a new idea for film.
Frankenstein Meets the Wolf Man was successful at the box office, and Uni-
versal experimented even further with the next two films in the cycle, House of
Frankenstein and House of Dracula, by including more transnarrative characters,
as the original theatrical poster declared: ‘All Together! Frankenstein’s Monster!
Wolf Man! Dracula! Hunchback! Mad Doctor!’ Although House of Frankenstein
works as a sequel to Frankenstein Meets the Wolf Man, as explored above, there
are no narrative threads or repetitive associations to align John Carradine’s por-
trayal of Dracula with either the 1931 film or Son of Dracula. In fact, Son of Dra-
cula ends with the vampire being killed by sunlight, whereas the Dracula in House
of Frankenstein is revived when a stake is withdrawn from his corpse. This may
suggest that Lugosi’s incarnation is the one being resurrected in the film—he was
staked by Van Helsing in Browning’s original film—but there is no diegetic evi-
dence supplied in House of Frankenstein to indicate that this is the case. From a
world-building perspective, then, the idea that ‘the Universal film monsters know
44 William Proctor
and interact with each other,’ that ‘they inhabit the same fictional and timeless
universe’ is problematic. Leaving the Dracula ‘issue’ to one side, the Invisible Man
and the Mummy franchises are not retroactively linked to either of the monster
rally films, House of Frankenstein and House of Dracula. Further, the inclusion of
‘Mad Doctor’ and ‘Hunchback’ are not transnarrative characters in this situation,
but intertextual riffs on Henderson’s ‘character-types,’ with the ‘Mad Doctor’
sharing family resemblances with the original Dr Henry Frankenstein, and
‘Hunchback’ with the Hunchback of Notre Dame, the latter being related to Uni-
versal’s silent film adaptation of Victor Hugo’s novel of the same name, which
starred Lon ‘the Man with a Thousand Faces’ Chaney (1923). My argument in this
chapter is therefore that the only Universal Monster characters that actually
‘inhabit the same fictional and timeless world’ developed through transfictional
storytelling are Frankenstein and the Wolf Man, with Dracula located in liminal
(continuity) space. As such, the crossover films—Frankenstein Meets the Wolf
Man, House of Frankenstein, and House of Dracula—are best viewed as transfic-
tions existing within the Frankenstein imaginary world, not as a coherent macro-
structure which comprises and interconnects the various Universal Monster fran-
chises into a single diegetic framework.
In 1948, three years after House of Dracula, Universal’s ‘big three,’ Dracula,
Frankenstein’s monster, and the Wolf Man, would return in the parody film Abbott
and Costello Meet Frankenstein, a film that includes Bela Lugosi’s second (and final)
performance as Dracula for Universal.3 Glenn Strange and Lon Chaney, Jr. would
also reprise their roles as Frankenstein’s monster and Larry Talbot/Wolf Man,
respectively, implying that this film serves as a sequel to House of Dracula (and
perhaps lending weight to the ‘imaginary monster world’ hypothesis). In transfic-
tional contexts, however, the Abbott and Costello films are not continuations, in
that they are not diegetically anchored to its predecessors, but parody or spoof films
that, I would argue, exist outside of continuity (or more accurately, exist as a sub-
world within the imaginary network). This is supported by further installments in
the ‘Abbott and Costello Meets …’ series, in which they also meet the Invisible Man
(1951), and the Mummy (1955), but they do not ‘remember’ their other confronta-
tions with classic monsters (and, by extension, other characters from the series like
Captain Kidd, Dr Jekyll and Mr Hyde, and the Keystone Cops, etc.). That is to say,
the Abbott and Costello parody films do not belong to a ‘series with continuity,’ but
work as series films ‘proper’—there are no narrative threads to imply that these films
should be viewed as transfictions given that each film begins as a tabula rasa, as if
Abbott and Costello have not had other experiences meeting icons of classic horror
cinema. In fact, the duo play different characters in each of these films.
Admittedly, this is a matter of interpretation. As Jim Knipfel, writing for Den of
Geek, argues, there is no reason that Abbott and Costello Meets Frankenstein
should not be taken as a legitimate installment in the Universal Horror World. It
does appear that Knipfel, however, is out to castigate fan audiences for caring
about continuity, claiming that this is a ‘very sad debate’ that ‘has raged among
very sad people who either have no problems of their own or far too many to face’
(2019). Perhaps this ‘continuity problem’ is therefore more of a contemporary
Building imaginary horror worlds 45
game played by ‘textual conservationist’ fans who, as Matt Hills explains, ‘expect
adherence to established tenets, characterisations, and narrative “back stories,”
which production teams thus revise at their peril, disrupting the trust which is
placed in the continuity of a detailed narrative world’ (2002, 28). Unfortunately, it
is no longer possible to conduct research on audiences from the 1930s and 1940s to
explore how viewers negotiated and navigated the logics of continuity and trans-
fictionality across the various Universal franchises (or if, indeed, they cared at all).
Although this chapter has explored the concepts of transfictional storytelling and
world-building by using the Universal Monsters as case study, it is likely that my
approach here should include caveats that, like Johnson’s concerns highlighted in
the introduction, advise scholars to be careful not to examine film viewership
through contemporaneous lenses, most notably regarding the way in which these
films may have been understood by audiences at the time of their original theatrical
exhibition. Yet, as Knipfel’s articles contends, contemporary fans appear to be
haggling over what elements ‘count’ within Universal’s imaginary monster world
(s), illustrating that these properties remain sites of contestation, interpretation,
and analysis more than 80 years or so after they were first released. Clearly, then,
the monsters continue to live on in the twenty-first century.
In the fall of 1962, Aurora Plastics of Hempstead, Long Island, released a new line
of plastic model kits that they aimed at young male hobbyists, ‘rigid plastic simu-
lacra of the Wolf Man, Frankenstein’s monster, and Dracula, their images officially
licensed by Universal Pictures’ (Skal 1993, 274). The Aurora model-kits swiftly
became a phenomenon in and of themselves, what Bob Rehak describes as ‘object
practices’ that heralded fannish participatory cultures as explored by Henry Jen-
kins in the seminal Textual Poachers (1992). While Aurora’s model-kits originally
featured several of Universal’s monsters—Dracula, Frankenstein’s Monster, The
Wolf Man, and the Bride of Frankenstein all came in a first wave—other famous
monsters of filmland became available over time. By 1968, King Kong and Godzilla
would join the cavalcade of Aurora’s monstrous model-kits.
In the 1970s, UK editor Piers Dudgeon had acquired the rights to develop a series
of novelizations based on six Universal Monster films, three of which were written
by British horror author, Ramsey Campbell (under the pen name, Carl Dreadstone).
Published in 1978 by W.H. Allen and Co., Campbell was initially asked to write all
six of the novels, but he chose three: The Mummy, Bride of Frankenstein, and The
Wolf Man. While film novelizations became popular during the 1960s and 1970s—
Alan Dean Foster’s adaptations of Star Wars and Alien, and Gene Roddenberry’s
Star Trek: The Motion Picture sold millions of copies prior to the inception of home
video—there had been a few film novelizations in the 1930s. One of the first from the
sound era was King Kong in 1933, but Universal also dallied with the form.
Although not a novelization per se, Grosset and Dunlap published a new edition of
Mary Shelley’s Frankenstein as part of its series of ‘photoplay’ editions, the jacket
design bearing the image of Boris Karloff as the monster along ‘with film stills of
scenes that never occurred in her original’ (Hitchcock 2007, 165–166). In 1939, Son of
Frankenstein was adapted into a comic strip (Davis 2017, 73); and both Bride of
Frankenstein and The Creature from the Black Lagoon were novelized, respectively,
by Michael Egremont and Vago Statten (John Russell Fearn) at the time of their
original theatrical exhibition. Between 2006 and 2007, a series of licensed novels
from Dark Horse publishing appeared that ‘reimagined’ or continued classic Uni-
versal Monster films, including Dracula: Asylum by Paul Witcover; The Shadow of
Frankenstein by Stefan Pehrucha; The Bride of Frankenstein: Pandora’s Bride by
Elizabeth Hand; Michael Jan Friedman’s The Wolf Man: Hunter’s Moon; Michael
Paine’s The Mummy: Dark Resurrection; and The Creature from the Black Lagoon:
Time’s Black Lagoon by Paul de Filippo. Dark Horse Comics also published Uni-
versal Monsters: Cavalcade of Horror in 2006, a graphic novel that adapted Fran-
kenstein, Dracula, The Mummy, and The Creature from the Black Lagoon into
comics form. For films that would have been between 50 and 70 years old at that
point, it is quite remarkable that the Universal Monsters continue to live on across a
range of transfictional and transmedia locales.
48 William Proctor
More recently, Universal Pictures have started remaking, re-imagining, and
rebooting their catalogue of classic monster films. In 2010, Joe Johnston direc-
ted The Wolf Man starring Benicio del Toro, and in 2014, Universal hired Alex
Kutzman and Chris Morgan to oversee the creation of an expanded universe of
monster films. Branded as the ‘Dark Universe,’ the first two films, Dracula
Untold (2014) and The Mummy (2017), failed to generate enough box office
revenues to proceed with plans, yet in 2020, Universal’s partnership with
Blumhouse led to James Whannell’s The Invisible Man, which was successful in
both critical and commercial spheres (see Todd Platts’ chapter on Blumhouse in
this volume [Chapter 6]). Although the idea of a shared ‘Dark Universe’ may be
dead for the time being, one thing appears to be certain at the time of writing.
The Universal Monsters will rise from the grave once more (if they’ve ever
been truly dead at all).
Notes
1 The same logic would also seem to apply to Mary Shelley’s Frankenstein, in that it is
often described as the first science fiction novel, or Bram Stoker’s Dracula being cate-
gorized as horror literature, considering that those terms were not in use at the time of
their publication. What is more, the term ‘horror’ was not used to describe Tod Brown-
ing’s Dracula, the first film in the horror cycle of the 1930s—it was termed a ‘vampire
thriller’ on cinema posters at time—implying that the film should not be understood as
horror cinema, at least if we accept should Johnson’s discursive bracketing.
2 I adapt the term ‘transfictional memory jogger’ from John Fiske’s ‘intertextual
memory jogger’ presented in Television Culture (1987, 109).
3 Bela Lugosi did, however, star as a thinly-veiled Dracula analogue in Lew Landers’
Return of the Vampire for Columbia in 1943.
Acknowledgments
Thanks to Ramsey Campbell for sharing an unpublished essay about his role as
Carl Dreadstone and the 1970s novelizations of Universal Monsters.
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Part I
Slasher and post-slashers
2 The Texas Chainsaw Massacre
A ‘peculiar, erratic’ franchise
Mark Bernard
In 1973, Texas-based director Tobe Hooper, together with co-writer Kim Henkel
and a host of young filmmakers in the Austin area, produced The Texas Chain Saw
Massacre (TCSM),1 a low-budget horror film that Hooper hoped would get him
noticed in Hollywood (Bloom 2004). Released in 1974 by independent distributor
Bryanston Pictures, TCSM scored at the box office and foreshadowed a shift in the
Hollywood film industry as the major studios modified their release patterns to the
saturation model utilized by exploitation distributors, simultaneously releasing films
in all markets with aggressive marketing campaigns. Saturation booking was once
best employed for ‘picture[s] of poor quality to skim off the curious before bad
reviews or negative word-of-mouth took effect’ (Balio 1987, 211). However, major
studios began to use it as ‘a way of signaling [a film’s] importance’ (Cook 2007, 134).
These ‘blockbuster’ films took on ‘particular importance,’ often ‘for the simple
reason that they announce[d] themselves as such’ (Stringer 2003, 5). The studios
intended that these blockbusters serve as ‘the spearhead for numerous concurrent
revenue streams’ and ‘prove sufficiently popular to inaugurate a “franchise”—a
series of sequels whose shelf life could extend for decades’ (Cook 2007, 134). This
change affected every level of the American film industry. Major studios sought out
‘high concept’ films with easily summarized plots and cross-promotional potential
(see Wyatt 1994), while independents looked for low budget versions of high concept
blockbusters that could attract a wide audience, hopefully with major studio dis-
tribution, and in the process, spawn franchises.
For a brief period, independents found a formula suited for ‘sequelization’ in
the so-called slasher film, a sub-genre that Carolyn Jess-Cooke has argued is
successful partially because of its ability to satisfy audiences’ ‘compulsion to
repeat’ (2009, 9). A hybrid of horror and youth cinema, slashers feature the for-
mula of ‘a blade-wielding killer preying on a group of young people’ (Nowell
2011, 16). According to Jess-Cooke, the slasher and the sequel have a symbiotic
relationship as the slasher ‘both exploits and contributes to the sequel’s (per-
ceived) function as mode of cannibalizing old stories,’ and the sequel enables
‘genre conventions and imperatives’ essential to slashers (2009, 53, 55). Films like
Halloween (1978), about babysitters terrorized by a masked killer, and Friday the
13th (1980), about teenagers stalked by a murderer at summer camp, proved
exploitable and launched franchises. With its story of five youths stalked by a
DOI: 10.4324/9780429060830-4
54 Mark Bernard
cannibal family, TCSM prefigured these slashers, arriving several years before
with its deliriously exploitable title and a hard-sell saturation release by an
independent distributor, just as the majors were nicking these tactics for the
blockbuster. But a sequel to TCSM did not arrive until 1986, even though the
film was enjoying success in both theatrical and home video markets in the early
1980s (Nowell 2011, 59; Hoberman and Rosenbaum 1991, 290). While the origi-
nal film shares some characteristics with the slasher film, Richard Nowell has
argued that it bears ‘only tangential similarities to teen slashers’ (2011, 58), per-
haps making the film something more difficult to replicate than a more run-of-
the-mill slasher. Looking back on the franchise in 2017, Dennis Harvey observed
that: ‘[c]onsidering the game-changing stature of Tobe Hooper’s 1974 original in
the annals of horror cinema, it’s odd that “The Texas Chainsaw Massacre” has
had such a peculiar, erratic life in franchise terms’ (Harvey 2017).
This chapter examines factors that led to The Texas Chainsaw Massacre’s
‘peculiar, erratic life’ as a franchise. While it is true that disputes over ownership
and other legalities have sometimes complicated the franchise, other roadblocks
are more difficult to identify. Discourses of authenticity and mythology created a
nearly impenetrable forcefield around the first film that defied sequelization. The
film’s legend and reputation made the source text unstable and difficult to repro-
duce, foreshadowing challenges the franchise would face once sequels and remakes
emerged. While ‘world-building’ is a crucial practice for making a franchise, with
each episode building upon the past and offering audiences multiple points of entry
into a cohesive shared universe (Parody 2011, 214), entries in TCM franchise often
do not world-build, but rather, world-destroy, ignoring or challenging past entries.
The TCM franchise is unwieldy, demonstrating that building a franchise can
sometimes be as difficult as herding humans for slaughter.
Conclusion
Uncertainty surrounding the core-film is clearly one reason for the franchise’s
‘peculiar and erratic life.’ With a title that had audiences cringing before they
entered the theater, the original film tricked many into thinking they had witnessed
more bloodshed than they actually had, in a similar way that Alfred Hitchcock’s
Psycho (1960) continues to do. As the film’s reputation grew, Hooper complicated
the original’s legacy further with a comedic sequel soaked in viscera. The third film
aimed to recover what made the original work, but there were opposing opinions
as to what exactly this was; while the fourth film pronounced both sequels as
failures and attempted to return to the franchise’s roots, but by doing so, ironically
drifted so far afield that the one connective tissue between the first three films
(cannibalism) disappeared entirely. The franchise’s only unqualified commercial
success besides the original was the remake, which was incredibly dissimilar from
the original. Rather than continuing this success, however, the franchise resumed
the uncertain task of locating what it is that made the original work, journeying
further into the franchise’s past. Ironically, gore is now considered a key compo-
nent of the core-film’s appeal, yet another sign of confusion over Hooper’s first
film. Perhaps the original film’s atmosphere and aura—emanating, as some attest,
from the film’s production circumstances—may have been what shook the origi-
nal’s audiences, but ‘atmosphere’ and ‘aura’ are as difficult to reproduce as they are
tough to theorize and discuss. This examination of the TCM franchise may lead
one to consider if any other franchise-launching horror films share TCSM’s
apparently irreproducible aura. If so, have their sequels, remakes, and spin-offs
come closer to reproducing this aura? Regardless of the answers to such questions,
the TCM franchise remains a curious heteroglossia among horror film franchises.
Note
1 The title of Hooper’s film is The Texas Chain Saw Massacre, not The Texas Chainsaw
Massacre. The unusual spelling of chainsaw was not retained for any of the sequels. In
64 Mark Bernard
the interest of accuracy, I will identify Hooper’s 1974 film The Texas Chain Saw Mas-
sacre and abbreviate it as TCSM. When referring to the franchise as a whole, I will call it
The Texas Chainsaw Massacre and abbreviate it as TCM.
References
Allen, Christine. 2003. ‘The Texas Chainsaw Massacre: Not Just a Hack Job?’. Fan-
goria, 225: 8.
Balio, Tino. 1987. United Artists: The Company That Changed the Film Industry.
Madison: University of Wisconsin Press.
Balun, Chas. 1995. More Gore Score: Brave New Horrors. Key West: Fantasma.
Bloom, John. 2004. ‘They Came. They Sawed’. Texas Monthly, November 1. http://texa
smonthly.com/articles/they-came-they-sawed.
Caldwell, John Thornton. 2008. Production Cultures: Industrial Reflexivity and Critical
Practice in Film and Television. Durham, NC: Duke University Press.
Clover, Carol J. 1992. Men, Women, and Chain Saws: Gender in the Modern Horror
Film. Princeton: Princeton University Press.
Cook, David. 2007. ‘Movies and Political Trauma’. In American Cinema of the 1970s:
Themes and Variations, edited by Lester Friedman, 132–134. New Brunswick: Rutgers
University Press.
‘Filmmaker Commentary’. Leatherface: The Texas Chainsaw Massacre III, directed by
Jeff Burr, 1989. New Line Home Video, 2003.
Fleming, Mike. 2020. ‘“Texas Chainsaw Massacre” Bloodbath: Directors Chopped
Along With Early Scenes as Pic Shuts One Week In and David Blue Garcia Takes
Reins’. Deadline, August 24. https://deadline.com/2020/08/texas-chainsaw-massacre-se
quel-bloodbath-directors-andy-and-ryan-tohill-replaced-david-blue-garcia-new-
director-first-week-footage-scrapped-leatherface-back-1203021739.
Foundas, Scott. 2003. ‘Film Review: The Texas Chainsaw Massacre’. Variety, October
17. https://variety.com/2003/film/reviews/the-texas-chainsaw-massacre-1200538555.
Freeland, Cynthia. 2000. The Naked and the Undead: Evil and the Appeal of Horror.
Boulder: Westview.
Harvey, Dennis. 2017. ‘Film Review: Leatherface’. Variety, September 24. https://variety.
com/2017/film/reviews/leatherface-review-texas-chainsaw-massacre-1202566942.
Hoberman, J. and Jonathan Rosenbaum. 1991. Midnight Movies. New York: Da Capo.
Hutchings, Peter. 2013. The Horror Film. New York: Routledge.
Jaworzyn, Stefan. 2003. The Texas Chainsaw Massacre Companion. London: Titan.
Jess-Cooke, Carolyn. 2009. Film Sequels: Theory and Practice from Hollywood to Bol-
lywood. Edinburgh: Edinburgh University Press.
Kroll, Justin. 2020. ‘“Texas Chainsaw Massacre” Reboot in the Works with “The Dig”
Directors’. Variety, February 7. https://variety.com/2020/film/news/texas-chainsaw-ma
ssacre-reboot-the-dig-ryan-andy-tohill-1203496585.
Leitch, Thomas. 2001. ‘Twice-Told Tales: Disavowal and the Rhetoric of the Remake’.
In Dead Ringers: The Remake in Theory and Practice, edited by Jennifer Forrest and
Leonard R.Koos, 37–63. Albany: State University of New York Press.
Mathijs, Ernest and Jamie Sexton. 2011. Cult Cinema: An Introduction. Malden: Wiley
Blackwell.
McDonnell, David. 1986. ‘Have Chainsaw, Will Travel’. Fangoria, 56: 14–17.
Miska, Brad. 2018. ‘“The Texas Chain Saw Massacre” Franchise Carving Out Television
Series, New Film Deal [Exclusive]’. Bloody Disgusting, August 24. https://blood
The Texas Chainsaw Massacre 65
y-disgusting.com/movie/3517375/texas-chain-saw-massacre-franchise-carving-televi
sion-series-new-film-deal-exclusive.
Muir, John Kenneth. 2002. Eaten Alive at a Chainsaw Massacre: The Films of Tobe
Hooper. Jefferson: McFarland.
Nelson, Andrew Patrick. 2010. ‘Traumatic Childhood Now Included: Todorov’s Fan-
tastic and the Uncanny Slasher Remake’. In American Horror Film: The Genre at the
Turn of the Millennium, edited by Steffen Hantke, 119–132. Jackson: University Press
of Mississippi.
Nowell, Richard. 2011. Blood Money: A History of the First Teen Slasher Film Cycle.
London: Continuum.
Ochonicky, Adam. 2020. ‘Nostalgia and Retcons: The Many Returns, Homecomings,
and Revisions of the Halloween Franchise’. Adaptation, 13(3): 334–357.
Parody, Claire. 2011. ‘Franchising/Adaptation’. Adaptation, 4(2): 210–218.
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tural Value, Paratextual Bonding, and the Perils of Remaking and Rebooting Cano-
nical Horror Cinema’. In Film Reboots, edited by Daniel Herbert and Constantine
Verevis, 219–232. Edinburgh: Edinburgh University Press.
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Wooley, John. 1995. ‘Saw Man’. Fangoria, 147: 48–51.
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Wyatt, Justin. 1994. High Concept: Movies and Marketing in Hollywood. Austin: Uni-
versity of Texas Press.
3 If I were a carpenter
Prestige and authorship in the Halloween
franchise
Murray Leeder
During a Q&A at the New York Film Academy in April 2016, John Carpenter was
asked about an interview Rob Zombie had given, in which he claimed that Car-
penter reacted coldly when he called to let him know that he was going to direct the
remake of Halloween (1978; remake 2007).1 Carpenter disputed Zombie’s account,
characterizing Zombie as a ‘piece of shit’ in the process. Though Carpenter was
initially reticent to dispense criticism of Zombie’s Halloween films, he then stated
that Zombie ‘took away the mystique of the story by explaining too much about
[Michael Myers] … He’s supposed to be a force of nature’ (Pulver 2016).
This widely reported ‘feud’ among Halloween directors lasted mere days before
Zombie and Carpenter made it known that they had reconciled (Kielty 2016).
Tempest in a teapot though it may have been (Carpenter’s public persona could be
summed up as ‘an erudite curmudgeon with a soft streak’), this spat speaks to the
competing authorial discourses operating around Halloween. Despite countless
books and essays on the first Halloween film, there are few treatments of the fran-
chise as a whole, although a recent article by Adam Ochonicky is encouraging
(2020). This chapter will examine how the original Halloween film and Carpenter’s
auteur status has held primacy over the franchise when he had relatively little to do
with it, even as it has incorporated other authorial voices—including Kevin Wil-
liamson, Zombie, Jason Blum, and David Gordon Green—with various levels of
tension.
Figure 3.1 A meme parodying the Choose Your Own Adventure books. Courtesy of
Marcus Hart
If I were a carpenter 69
Ironically, the longevity of the Halloween franchise is not particularly due to
John Carpenter. He told me that if he had his way, there would only have been one
film (Leeder 2014, 18). For decades he would keep his distance from the franchise,
only (partially) returning to the fold decades later with David Gordon-Green’s
2018 Halloween. Rather, the key figures in keeping the franchise alive were the
Syrian-American director-producer Moustapha Akkad, and subsequent to his
tragic death in 2005, his son Malek Akkad; their company, Trancas International
Films (the successor to Compass International Pictures), would produce the Hal-
loween films from 1988 to present.4 Carpenter was initially compelled to stay with
the franchise as writer and producer for monetary reasons, though he has since
done much to disavow his involvement with Halloween II (1981), especially the
revelation that Michael Myers and Laurie Strode are secretly brother and sister. He
would later decry this twist as ‘just silly [and] foolish’ (Leeder 2014, 12–13). At the
same time, he shot new footage to pad out the NBC television cut of the first film,
a version itself later released on DVD. Carpenter also famously re-edited the first
cut of Halloween II, prepared by director Rick Rosenthal. The resulting film is far
bloodier and more explicit than its comparative slow and atmospheric predecessor.
For much of the history of Halloween, individual directors like Rosenthal, who
was reportedly unhappy with Carpenter’s interference (Muir 2000, 24), would be
thoroughly secondary authorial presences in what has principally been a producer-
driven franchise.
Carpenter and his collaborators then tried something different for Halloween
III: Season of the Witch, which jettisons Myers entirely for an unrelated seasonal
story about an evil mask-maker scheming to commit genocide against children on
Halloween night. An airing of the 1978 film is even a plot point. There are traces of
a kind of thematic continuity between Halloween III and the earlier films, how-
ever, most notably around Celtic mysticism and then-trendy exploration of the
Irish roots of Halloween (flirted with in Halloween II and later on). A certain
aesthetic continuity is also maintained, thanks to key production personnel staying
intact. Though it has become a cult favorite in its own right, Halloween III
underperformed and failed to launch the series of anthology-style Halloween-
based horror films its makers hoped for (see Chapter 10 in this volume).
With the box office failure of Halloween III, the producers insisted that the
franchise needed to continue with Myers. In an intriguing road not taken, Car-
penter and Hill commissioned a screenplay from novelist Dennis Etchison, who
had previously written novelizations of several of their films. Etchison’s treatment,
based around the children from the first film, went unused (Artz 2017), and Car-
penter and Hill divested themselves of the franchise, which was now firmly under
Akkad’s control. The following loose trilogy—Halloween 4: The Return of
Michael Myers (1988), Halloween 5: The Revenge of Michael Myers (1989), and
sixth installment, Halloween: The Curse of Michael Myers (1995)—all have titles
that trumpet Myers’s centrality. While Halloween II was solidly within the initial
cycle of the slasher film, these later films belong to a second cycle triggered by the
success of A Nightmare on Elm Street (1984) and dominated by sequels. They are
built around a new character, Jamie Lloyd (Danielle Harris, J.C. Brandy), the
70 Murray Leeder
young daughter of Laurie Strode, whom we are told died in a car crash, but also
prominently feature Dr. Loomis providing continuity with both Carpenter’s film
and Halloween II, and included more overt supernatural elements, more ‘post-
slasher’ than slasher per se (Conrich 2015).
Halloween 4 ends with an elaborate homage to the POV long-take opening of
the first film as young Jamie, who shares a telepathic link with her uncle,
commits a murder while wearing a clown costume. The positioning of Jamie as
the franchise’s new villain, however, is quickly undone at the beginning of
Halloween 5 suggesting that, as with Halloween III, any departure from the
established format is soon clawed back.
The belated third entry in this triad, Halloween 6, is a particularly anomalous
film with a strange production and release history. It bizarrely reveals (following
up on the twist ending of the prior film) that a secret cult of neo-druids running
Smith’s Grove Sanitarium has been behind Myers’ killings the entire time. This is
likely one of the films in reference when Billy Loomis (Skeet Ulrich) in Scream
(1996) says that, ‘I don’t really believe in motives … It’s scarier when there’s no
motive.’ Halloween 6 has its own pluralities, since it had extensive reshoots after a
test screening, each version ending with a slightly different cliffhanger, neither
which would ever be resolved. The original cut, dubbed ‘The Producer’s Cut,’ long
circulated among fans and tended to be preferred, ultimately being released on Blu-
ray in 2014.
Plans were made to continue the Halloween brand as a straight-to-video fran-
chise, akin to what Hellraiser (1987–) would soon become. But soon the state of
the American horror film would change, and the Halloween franchise would be
redrawn yet again. The year after Halloween 6 was released, its distributor,
Dimension Films, scored a major coup with the success of Scream (1996). It made a
rare celebrity screenwriter of Kevin Williamson (see Schneider 1999), who was
then tasked with reviving the Halloween franchise with Halloween H20: 20 Years
Later (1998).5 The title keeps the tradition of numbered sequels (technically jet-
tisoned with the prior film), but refuses the status as ‘just another sequel.’ Though
advance publicity reported that it would tie in nominally with Halloweens 4–6,
with a high school student’s book reports covering those events, it ultimately
makes only indirect reference to them if at all, and jettisons the wonky world-
building tied to the Cult of Thorn. Instead, via retconning (retroactive continuity),
it wipes the slate back as far as Halloween II, asserting that Michael Myers has
been missing since the destruction of Haddonfield Memorial Hospital at the end of
that film (on retroactive continuity see Friedenthal 2017; Proctor 2017).
Instead, H20 returns to Laurie Strode, whom we now find living under an
assumed name as the alcoholic headmistress of a private high school. We are told
that her death was faked (an almost palimpsestic trace of Halloween 4’s backs-
tory). The return of Jamie Lee Curtis allows a reconnection with the original film
and its personnel that casts the prior three films into a space of shadowy (and
non-canonical) illegitimacy. Andrew Patrick Nelson aptly describes H20 as less ‘a
straightforward example of the late-1990s slasher [than] an attempt to mediate
between the competing influences of the Halloween franchise and the self-
If I were a carpenter 71
conscious neo-slasher cycle of horror films exemplified by Scream’ (2015, 90).
Doses of humour (much from L.L. Cool J.’s erotica-writing security guard) that
would have felt out of place in an earlier Halloween film reflect the generic trends
of the time, but H20 also holds short of the extravagant metafictional conceits of
the Scream franchise. Yet unlike the previous three entries, H20 was shot in the
1:235 aspect ratio of the original film, and is replete with audio-visual reference
to the original film, and with the coup of Curtis’s return, it self-consciously
positions itself as the original film’s legitimate descendant. In the documentary
Halloween: A Cut Above the Rest (2003), Hill identifies it as ‘the one that is
closest to Halloween 1,’ and that Carpenter passed on directing it because he
simply wasn’t interested in directing a sequel, but it has elsewhere been claimed
that he declined over a pay dispute with Akkad (‘Halloween H20’). Whatever the
truth, the film’s attempts to balance signifiers of the original and Carpenter’s
authorship with the hip cynicism of the 1990s makes for a mixed bag: two dec-
ades later, H20 seems like a relic of its time as well, a glossy, well-budgeted ‘neo-
slasher’ without Scream’s metafictional gestures.
In a franchise of open endings, H20 contains one of its most definitive conclu-
sions of any Halloween film: a fight between Laurie and Michael that ends with an
almost sympathetic Laurie beheading her villainous brother. It has been claimed
that this climax provoked a major tangle in pre-production: Akkad had made it
contractually impossible to kill Michael, but Curtis threatened to walk if it were
left out. In the end, it transpires that the beheaded man was actually a paramedic
who switched places with Michael (although there is no sense of this until the
sequel). H20’s success ensured the production of Halloween: Resurrection (2002),
which like the titles of 4–6, seems to assert that Michael will return, despite his
putative death. Resurrection was directed by Halloween II’s Rick Rosenthal, the
first director to helm multiple entries in the series. Where H20 slotted into the neo-
slasher cycle, Resurrection is the franchise’s attempt at the found footage sub-
genre, as well as exploiting the reality television zeitgeist of the early 2000s. After
dispatching Laurie, now herself confined to a mental institution, Michael returns
to Haddonfield, where a reality show is being shot in his childhood home. Replete
with ‘franchise fatigue,’ Resurrection is thought to be one of the silliest entries in
the franchise, including the notorious scene where a character played by Busta
Rhymes uses his karate moves against Michael. It nonetheless has an intriguing
subtext about Michael trying to ‘reclaim’ his legacy from media capitalists looking
to exploit it.
no longer felt any obligation to adhere to the original concept of the series,
saying that he felt no need to help any ‘John Carpenterness’ in the new film
and that he could do ‘whatever’ he wanted with the Halloween franchise.
(2010, 133)
But the second Halloween II underperformed, and plans for a third Zombie Hal-
loween film were shelved, ironically leaving Halloween II with one of the more
satisfyingly definitive endings in the series. The ‘Zombie era’ stands as a strange,
grimy interregnum within the Halloween filmography, and would soon be ignored,
if not outright countered, by what followed. Nonetheless, the Zombie Halloweens
are ripe for critical re-evaluation and are beginning to receive it (Newby 2018).
Notes
1 The question presumably references the documentary Halloween: The Inside Story
(2010).
2 As film franchises spread across the decades and become increasingly complicated,
fans often use ‘off-label’ titles, like ‘Star Trek ‘09’ or ‘Abramstrek’ for the film
technically just called ‘Star Trek.’
3 The Scream Factory (1997), The Old Myers Place (1997), and The Mad House
(1998), all authored by Kelly O’Rourke.
78 Murray Leeder
4 Along with his daughter Rima, Moustapha Akkad was killed in the bombing of the
Grand Hyatt Hotel in Amman, Syria on November 9, 2005.
5 Williamson is credited as a co-executive producer but not as a screenwriter due to a
WGA dispute by Robert Zappia and Matt Greenberg, who wrote an earlier draft for
a seventh Halloween film with elements retained for H20.
6 Laurie herself dies in Zombie’s director’s cut. The ‘splat pack’ benefited enormously
from DVD’s potential for multiple cuts with different ratings (Bernard 2015, 70–93),
and Zombie’s alternate cuts add to the proliferations of version of Halloween films.
7 The lone exception was prior to Halloween was the straight-to-streaming Amityville:
The Awakening (2017). Blumhouse subsequently produced the name-only remake of
Black Christmas (2019) and Leigh Whannel’s reworking of The Invisible Man (2020).
8 For a thorough list, see ‘Mythology Gag.’
9 Halloween Unmasked leans on They Live (1988) to establish Carpenter as a socially
conscious filmmaker, a harder claim to apply to Halloween.
10 These films were initially scheduled 2020 and 2021 but have been delayed due to the
global COVID-19 pandemic.
References
Allen, Tom. 1978. ‘A Sleeper That’s Here to Stay’. The Village Voice, November 6: 67–70.
Artz, Matt. 2017. ‘Original “Halloween 4” Script Details Revealed’. Halloween Daily News,
January 9. https://halloweendailynews.com/2017/01/original-halloween-4-script/.
Berger, Laura. 2018. ‘“Halloween” Marks Biggest Debut for a Film with Female Lead
Over 55’. Women and Hollywood, October 22. https://womenandhollywood.com/ha
lloween-marks-biggest-debut-for-a-film-with-female-lead-over-55/
Bernard, Mark. 2015. Selling the Splat Pack: The DVD Revolution and the American
Horror Film. Edinburgh: Edinburgh University Press.
Carpenter, John. 2012. Telephone interview with Murray Leeder, August 20.
Chichizola, Corey. 2019. ‘John Carpenter Doesn’t Think the Halloween Franchise Will Be Over
After Halloween Ends.’ Cinemablend, August 26. www.cinemablend.com/news/2478650/
john-carpenter-doesnt-think-the-halloween-franchise-will-be-over-after-halloween-ends.
Collis, Clark. 2014. ‘John Carpenter: 2014’s Most Influential Director?’. Entertainment
Weekly, July 16. https://ew.com/article/2014/07/16/john-carpenter-the-purge/.
Conrich, Ian. 2015. ‘Puzzles, Contraptions and the Highly Elaborate Moment: The
Inevitability of Death in the Grand Slasher Narratives of the Final Destination and
Saw Series of Films’. In Style and Form in the Slasher Film, edited by Wickham
Clayton, 106–118. London: Palgrave Macmillan.
Dixon, Wheeler Winston. 2010. A History of Horror. New Brunswick: Rutgers Uni-
versity Press.
Friedenthal, Andrew. 2017. Retcon Game: Retroactive Continuity and the Hyperlinking
of America. Jackson: University Press of Mississippi.
Gray, Jonathan. 2003. ‘New Audiences, New Textualities: Anti-Fans and Non-Fans’.
International Journal of Cultural Studies, 6(1): 64–81.
Guthrie, Steph. 2018. ‘Halloween 2018 vs H20: Two Sequels, Same Trauma’. NOW,
October 20. https://nowtoronto.com/movies/features/halloween-h2o-trauma-metoo/.
‘Halloween H20: 20 Years Later’. Trivia Page. IMDB. www.imdb.com/title/tt0120694/
trivia?ref_=ttfc_ql_trv_1.
Joho, Jess. 2018. ‘Why 2018’s “Halloween” is the Slasher Movie Made for the #MeToo
Era’. Mashable, October 26. https://mashable.com/article/2018-halloween-reinvents-final-
girl-feminist-horror-trope/.
If I were a carpenter 79
Kehr, Dave. 2011. When Movies Mattered: Reviews from a Transformative Decade.
Chicago: University of Chicago Press.
Kielty, Martin. 2016. ‘Rob Zombie Settles Differences with John Carpenter’. Louder Sound,
September 29. www.loudersound.com/news/rob-zombie-settles-differences-with-john-carp
enter.
Leeder, Murray. 2014. Halloween. Leighton Buzzard: Auteur Press.
McNabb, J.M. 2017. ‘The Overarching Plot of the Halloween Movies is Crazy AF’.
Cracked, October 25. www.cracked.com/article_25231_the-overarching-plot-hallo
ween-movies-crazy-af.html?fbclid=IwAR0pPOdebIiCDR45JD9xe2gcD7AAs0m
PzJDGmCfx_a3efL36UCj4kt_xPMI.
McNeill, Dustin and Travis Mullins. 2020. Taking Shape II: The Lost Halloween
Sequels. Lexington: Harker Press.
Mendelson, Scott. 2018. ‘“Halloween” Is The “Choose Your Own Adventure” of Horror
Movie Franchises’. Forbes, June 7. www.the13thfloor.tv/2017/01/06/exclusive-interview-
dennis-etchison-on-his-unmade-halloween-4-the-ghosts-of-the-lost-river-drive-in/.
Miska, Brad. 2015. ‘Michael Myers Resurrected in “Halloween Returns”!’ Bloody Disgust-
ing, June 15. https://bloody-disgusting.com/news/3349227/michael-myers-resurrected-ha
lloween-returns/.
Muir, John Kenneth. 2000. The Films of John Carpenter. Jefferson: McFarland Press.
‘Mythology Gag / Halloween (2018)’. TvTropes. https://tvtropes.org/pmwiki/pmwiki.
php/MythologyGag/Halloween2018.
Nelson, Andrew Patrick. 2015. ‘Franchise Legacy and Neo-slasher Conventions in Hal-
loween H20’. In Style and Form in the Hollywood Slasher Film, edited by Wickham
Clayton, 81–91. Houndmills: Palgrave Macmillan.
Newby, Richard. 2018. ‘Rethinking Rob Zombie’s “Halloween” Movie’. The Hollywood
Reporter, October 18. www.hollywoodreporter.com/heat-vision/why-rob-zombies-ha
lloween-divided-audiences-1153213.
Nicholson, Amy. 2018. ‘Halloween Is Here To Slay’. The Ringer, October 25. www.
theringer.com/2018/10/25/18022074/halloween-is-here-to-slay.
Nowell, Richard. 2014. ‘“A Kind of Bacall Quality”: Jamie Lee Curtis, Stardom, and
Gentrifying Non-Hollywood Horror’. In Merchants of Menace: The Business of
Horror Cinema, edited by Richard Nowell, 129–146. London: Bloomsbury Academic.
Nyren, Erin. 2018. ‘Jamie Lee Curtis on the Power of “Halloween’s” #MeToo Context:
It Relieves “A Little Bit of That Trauma”’. Variety, October 17. https://variety.com/
2018/film/news/jamie-lee-curtis-talks-halloween-metoo-1202984015/.
Ochonicky, Adam. 2020. ‘Nostalgia and Retcons: The Many Returns, Homecomings,
and Revisions of the Halloween Franchise’. Adaptation, 13(3): 334–357.
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panion to Imaginary Worlds, edited by Mark J.P.Wolf, 224–236. London: Routledge.
Proctor, William. 2020. ‘A Dark Knight on Elm Street: Discursive Regimes of (Sub)Cul-
tural Value, Paratextual Bonding, and the Perils of Remaking and Rebooting Cano-
nical Horror Cinema’. In Film Reboots, edited by Daniel Herbert and Constantine
Verevis, 219–232. Edinburgh: Edinburgh University Press.
Pulver, Andrew. 2016. ‘John Carpenter: Rob Zombie “Lied” over Halloween Remake’.
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80 Murray Leeder
Tompkins, Joe. 2014a. ‘Bids for Distinction: The Critical-Industrial Function of the
Horror Auteur’. In Merchants of Menace: The Business of Horror Cinema, edited by
Richard Nowell, 203–214. London: Bloomsbury Academic.
Tompkins, Joe. 2014b. ‘“Re-Imagining” the Canon: Examining the Discourses of Con-
temporary Horror Film Reboots’. New Review of Film and Television Studies, 12(4):
380–399.
4 If Nancy doesn’t wake up screaming
The Elm Street series as recurring nightmare
Steve Jones
Consisting of nine films to date, the A Nightmare on Elm Street series (hereafter,
Elm Street) has grossed over $448 million at the box office worldwide (‘Box Office
History for Nightmare on Elm Street Movies,’ 2018).1 This financial success led
some to dub the 1980s ‘the decade of Freddy Krueger’ (Lewis 1997, 251). The series’
cultural impact is demonstrated via vernacular references in unexpected arenas,
including sports commentary2 and computing.3 Given this scale, it is surprising that
so little sustained scholarship is devoted to the series. That relative inattention
arguably stems from the fact that the property is mainly comprised of sequels, and
seriality has only recently attracted significant scholarly attention. Historically,
sequels have been perceived as yielding diminishing returns in terms of both profit
and quality (see Jess-Cooke 2009, 53–54). Contra to the latter, the Elm Street sequels
are not simply ‘inferior’ addendums to an original standalone text.
This chapter will examine Elm Street as a multipart text. I begin by delineating
the series’ reputation for yielding diminishing returns. That attitude has been pro-
liferated by Elm Street’s creative staff, who express contempt about the series’
‘inconsistencies.’ Chief among these ostensible failings is Elm Street’s supposedly
haphazard approach to dreaming. As I will outline, long-standing producer Robert
Shaye and creator Wes Craven both assert that the series’ storyworld is governed
by a firm separation between waking and dreaming. They propose that these two
states adhere to discrete ontological rules (Ryan 2017), with Elm Street’s waking-
world conforming to the laws of space, time, geography, and physics, while the
dream-world defies those laws. This distinction between waking and dreaming
parallels our non-filmic, real-world experiences of those states (see Hobson et al.
2011, 2). However, Elm Street’s core premise confounds that distinction. In the
series, being harmed in one’s dream results in damage to the dreamer’s physical
body in the waking-world. The boundary between waking and dreaming realms
supposedly becomes looser as Elm Street progresses, thereby purportedly weaken-
ing the series. However, I contend that even the first film fails to establish a firm
boundary between waking and dreaming. Indeed, Elm Street’s narrative is more
satisfying when viewed as a recurring nightmare, based around persistent motifs
and patterns. As such, the series is dream-like (oneiric) rather than realistic.
Elm Street flourishes as an oneiric text because it is comprised of multiple
parts that riff on a core narrative shape. Various directors and writers
DOI: 10.4324/9780429060830-6
82 Steve Jones
contribute to the installments, each adding new elements as they retroactively
develop the ongoing story. Although Freddy is Elm Street’s only consistent
character, the series’ unifying motifs prevent it from merely being nine tangen-
tially related tales. These motifs build because of the series’ multipart structure.
The narrative’s focus on collective experiences (such as shared dreams)
encourages one to engage with the series collectively, as a meta-text, rather than
as isolated chapters. Moreover, Elm Street’s oneiric qualities provide opportu-
nities for innovation without abandoning narrative comprehensibility. As such,
Elm Street’s sequels do not exhibit diminishing narrative returns. Despite its
critical reputation, Elm Street’s seriality is, I would argue, its key strength.
Notes
1 The original six-part series (1984–1991) followed by three additional films: Wes Cra-
ven’s New Nightmare (1994), the Friday the 13th collaboration Freddy vs Jason
(2003), and the 2010 remake of the original.
2 The title denotes severe defeats (see Wilbon 1988; Ryan 1990).
3 A form of spyware (‘Kruegerware’) was named after the series’ villain Freddy Krueger
(see McFedries 2005, 72).
4 Scholarly textual interpretations of the series are typically rooted in psychoanalysis,
focusing on gendered power rather than dreams (see Heba 1995; Humphries 2002;
DeGraffenreid 2011).
5 Scholars have mainly ignored the sequels. Where they have been discussed, the same
characteristic is observed (see Trencansky 2001, 70, for example).
6 The literature on lucid dreaming seems to support their advice (see Jenkins 2012, 3;
Harb et al. 2016, 239; Stumbrys and Erlacher 2017, 44).
7 Borrowing from the series’ established threads but being uncannily different in its
aesthetics and characterization, the remake is the ultimate echo.
8 In commentary for the 1999 New Line Home Video release of New Nightmare.
If Nancy doesn’t wake up screaming 91
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5 Allowing ‘us just to LIVE there’
Atmosphere and audience evaluations of the
Alien film series
Kate Egan
In 1999, Will Brooker explored the sequels and licensed spin-offs associated with
Star Wars (1977), Blade Runner (1982), and Alien (1979), and the ways in which
they were evaluated within emergent internet fan communities of the time. In this
regard, Brooker noted the distinctiveness of the Alien film franchise, each install-
ment having been ‘under the command not just of a different director but of a
different auteur; each with a highly distinctive personal style,’ meant that the Alien
series exhibited a marked ‘openness to diverse authorial styles’ (1999, 62, 64). As
fans observed Ripley being ‘flung’ across the series ‘from one aesthetic and generic
universe to another,’ they therefore evaluated the Alien franchise in a particularly
open and flexible manner, with the ‘respective qualities’ of each film in the series,
as well as its transmedia spin-offs, being ‘entirely open to debate’ (1999, 53, 63).
However, findings from the 2012–2015 Alien Audiences international audience
project complicate this notion that audience evaluations of the Alien series are
always as open and flexible as Brooker’s analysis suggests. The primary focus of
the Alien Audiences project (designed and conducted by Martin Barker, Tom
Phillips, Sarah Ralph, and myself) was to gather people’s memories of the original
1979 film as its fortieth anniversary drew near. We were interested in asking audi-
ences about ‘how they found meanings in the film, and how they constructed those
meanings,’ what ‘different kinds of viewers notice and attend to in the film, what
kind of a film’ they ‘believe it to be,’ but also—crucially, for the purposes of this
chapter—what ‘they relate and compare it to’ (Barker et al. 2015, 9).
In order to try to garner responses that could shed light on this latter issue, we
asked the following two questions in our project’s online questionnaire: first,
‘which of the other Alien-connected films have you watched? And how would you
rate each of them in comparison with the original film?’ [multiple choice/quanti-
tative question]; and, second, ‘can you say what lies behind the comparisons
you’ve just made?’ [free text/qualitative question]. The film options given included
the two Alien vs. Predator films, and Ridley Scott’s return to the Alien storyworld,
Prometheus (2012). At the time the project was conducted, Alien: Covenant (2017)
was yet to be released. The results, from the 1,125 people who completed our
project questionnaire are shown in Figure 5.1.
In Alien Audiences: Remembering and Evaluating a Classic Movie, the book
based on our overall project findings, we only had space to note the main and most
DOI: 10.4324/9780429060830-7
Allowing ‘us just to LIVE there’ 95
Ratings for each film in comparison to Alien
700
600
500
Number of respondents
400
300
200
100
0
ALIENS ALIEN 3 ALIEN ALIEN VS ALIEN VS PROMETHEUS
RESURRECTION PREDATOR PREDATOR
REQUIEM
Film Title
MUCH BETTER BETTER AS GOOD WORSE MUCH WORSE
obvious reading of these results, that there is ‘in general a descending scale of rat-
ings of the other films in the franchise’ (Barker et al. 2015, 14). While there are a
substantial number of respondents (264 people, 23 percent) who rated Aliens
(1986) more highly than the original film, and another 562 people (50 percent) who
rated Aliens as being ‘as good as’ Alien, there is a ‘steady decline in ratings’ across
the other five films in the series (Barker et al. 2015, 14).
By going back to these findings, however, I wanted to consider on what basis such
ratings were being made, particularly in light of the fact that, Aliens aside, these
results and quantitative patterns seemed to contradict Brooker’s 1999 findings that
fans of the series were more flexible and open when assessing the ‘respective quali-
ties’ of each film in the franchise. In order to do so, I began to explore respondent
answers to Question 9 in the project questionnaire, the qualitative question which
asked, ‘can you say what lies behind the comparisons you’ve just made?’ This
exploration was informed by two issues, in particular. First, and as outlined in the
Alien Audiences book, the rationale behind our use of paired quantitative and qua-
litative questions in the questionnaire was to allow us ‘to discover patterns, connec-
tions, separations and oppositions’ within audience responses, while ‘getting people
to flesh out their distinctive involvements in their own preferred terms’ (Barker et al.
2015, 10, my emphasis). Consequently, I wanted to explore further what specific
preferred terms, concepts, and discursive frameworks were being employed by
audiences to evaluate the other films in the Alien series in relation to the original
Alien film. Was the focus on the extent to which the rest of the Alien series could be
perceived to be part of the canonical Alien story, as it was for the fans analyzed in
Brooker’s account; or were other criteria also being employed and foregrounded in
these audience evaluations? Second, when first reading through respondent answers
to Question 9, I had been struck that some respondents had challenged the range of
96 Kate Egan
terms we had used (in particular, the terms ‘worse’ and ‘much worse’) for the mul-
tiple-choice options to Question 8, the quantitative question asking for ratings of the
sequels in comparison to the original film. For instance, respondents remarked, in
their answers to Question 9, that: ‘I don’t like the term “worse”. Although I don’t
think they [the other Alien films] are as atmospheric and cinematographically beau-
tiful, I still love them very much’; and ‘I don’t think the other films are “worse” than
the original, just different in tone and ultimately not as good’ (#393, female, 26–35;
#136, male, 16–25, my emphasis). For me, this seemed to shed light on the ways in
which respondents might distinguish the rating ‘worse’—selected by 54 percent of
respondents as their comparative rating of Alien 3 (1992), for instance—from the
alternative option, ‘much worse,’ particularly when thinking, relatively, about the
extremely high esteem in which the majority of our respondents held Alien, with 82
percent of our overall project respondents having rated the original film as either a
‘masterpiece’ or ‘excellent.’
As illustrated in the two Question 9 responses given above, an element that
seemed to reoccur across a substantial number of responses (91 people, 8 percent
of responses) were references to atmosphere, mood, or tone when comparatively
evaluating the Alien sequels in relation to the original 1979 film. It should be noted
that, while the overall project dataset had far more male than female responses (76
percent male as opposed to 24 percent female), this was even more pronounced
amongst this group of 91 responses (86 percent male as opposed to 14 percent
female), suggesting that this form of appreciation and evaluation of Alien may be
particularly prevalent amongst male fans of the series (or at least, prevalent within
the dataset). In addition, and as illustrated in Figure 5.2, there were significantly
higher numbers of younger respondents in this group, with, for instance, 28
30 28
26
25
20
20 18
16
15 12
10
4
5
1
0
16-25 26-35 36-45 46-55 56-65
Age Categories
WHOLE DATABASE ATMOSPHERE GROUP
Only Aliens and Prometheus really come close to the original, but even they
lack the suspenseful atmosphere of the original Alien.
(#1065, male, 26–35)
In the latter films the atmosphere and suspense that made the first one so
good is lacking dramatically.
(#204, male, 26–35)
98 Kate Egan
Aliens was an interesting take on Alien but the rest just seemed to lack the
bleak middle of deep space atmosphere of the original and that, for me at
least, was its masterstroke.
(#690, male, 36–45)
I consider Aliens a standard 80s action movie with none of the character
development and atmosphere of the original.
(#678, male, 26–35)
Aliens was a great action film, perhaps one of the best, but it lacked the
atmosphere and dread of the original, even though there were more aliens,
they simply weren’t as scary.
(#16, male, 16–25)
Across these responses, then, there is a sense that Alien is seen as exceeding the
‘standard’ expectations that audiences would have of competent (or interesting or
even ‘one of the best’) genre films, and that the element that makes it surpass
these expectations, makes it ‘so good’ and is its ‘masterstroke,’ is consistently
identified across these responses as being its atmosphere. With regards to the
identification of key uses of atmosphere by these respondents, also of note in the
last response given above is the association made between atmosphere, dread,
and effective scariness, the combination of which seems key, for many respon-
dents in this ‘atmosphere group,’ when considering why Alien is a superior film
to its sequels: because of this combination it is seen as exceptional and thus a
superior rather than a standard horror film. In Julian Hanich’s analysis of what
he terms ‘dread scenes’ in horror films, the ‘threatening aspect’ of such scenes
tends to be heightened by atmosphere generated by a range of elements (sound,
setting, use of space, and mise-en-scene) which, for him, ‘play a crucial role in
supporting and facilitating’ viewers’ emotional responses to such scenes (2010,
170). In his analysis of how viewers’ emotions are facilitated and engaged by a
variety of formal and aesthetic techniques in horror cinema (informed by phe-
nomenological concepts and methods) Hanich identifies dread and terror ‘as
anticipatory forms of fear’ (2010, 109), distinct from the responses of horror and
shock associated with direct and suggested horror scenes which are focused on
and directed toward a visually and/or audibly present horrific object (i.e., a
monster or other threatening presence). It is notable that Hanich cites horror
author William F. Nolan’s comment that ‘what is primary in creating true horror
is the mood’ (2010, 170, my emphasis). This mirrors Spadoni’s assertion that
horror films are atmospheric ‘compared to most other genre films’ (2014a, 151)
and suggests that the creation and heightening of atmosphere may be employed
by other genres, but that it is often seen as the horror genre’s raison d’être. For
Nolan, Spadoni, and the respondents discussed in this chapter, it is something
that, given the right circumstances and the right intentions on the part of the
filmmaker, can elevate a horror film to ‘masterpiece’ status while, crucially,
allowing it to still remain a horror film because it is amplifying a quality which is
Allowing ‘us just to LIVE there’ 99
seen as the true, pure essence of effective or ‘true’ horror—the production of
dread supported and enabled by the generation of atmosphere.
Indeed, the filmmaker’s ability to produce cinematic atmosphere in the creation
of dread, rather than rely on what one respondent calls ‘simple scares,’ seems key
to its exceptionality across the 91 responses analyzed, with respondents noting
that later Alien films—particularly Alien Resurrection (1997), Alien vs. Predator
(2004), and Alien vs. Predator: Requiem (2007)—were ‘too focused on making
the aliens traditional movie monsters, rather than placing the aliens within the
moody and atmospheric setting of the previous films’ (#899, male, 16–25). The
focus on setting here connects this response to Spadoni’s assertion that a film’s
atmosphere is intrinsically linked with setting and employment of space. As Spa-
doni notes, when analyzing the employment of atmosphere in RKO’s 1940s
horror films:
An artist who can make things ‘radiate’ with ‘felt presence’ in an especially
intense fashion will produce an atmospheric film. Asking how creative prac-
titioners such as Lewton and Tourneur de-emphasize the human within the
environment, the foreground against the background, and the narrative
against the atmosphere may help us to explore with greater concreteness what
is meant by that intangible thing atmosphere, and to consider why some films,
more than others, brim with this elusive aesthetic air.
(2014b, 116)
These qualities, and their link to setting, are evident in a number of responses
which directly connect Alien’s atmosphere (and Prometheus’ employment of this
prized element too) to director Ridley Scott’s ability to create, and his ‘love’ of,
‘very atmospheric sets’ (#415, male, 16–25 and #835, male, 36–45). However, with
regards to Alien specifically, these respondents’ understanding of what they mean
by atmosphere is also evident in their responses to another qualitative question in
the questionnaire, which asked respondents to discuss their favorite moment in
Alien. It is notable that one particular sequence (which involves Lambert, Dallas,
and Kane’s exploration of the planet and discovery of the space jockey and egg
chamber) is chosen more frequently as a favorite moment by these 91 respondents
than is the case for the Alien Audiences project dataset as a whole (chosen by 21
percent of these 91 respondents, as opposed to 14 percent in the dataset as a
whole). This connects, in a number of responses, to the ways in which the fore-
grounding of space and setting in this sequence, and also in the film’s opening
sequence, allow for the notable foregrounding of atmosphere and mood. As these
respondents note, for instance:
The build-up to the first face hugger scene: The mood, the music, the
characters and then the sudden event (at least 30 minutes into the quite
modestly paced film). I find this particularly more effective than (old and
new) movies that don’t take their time and cut to the chase, so to speak.
(#1077, male, 36–45)
100 Kate Egan
The opening scene showing the empty, computer-controlled cockpit. I find it
sets the tone and pace of the film and gives the film the best possible starting
place.
(#148, male, 26–35)
It would have to be the scene with the eggs inside the chamber of the alien
spacecraft. Nothing beats the chilling, ominous atmosphere of that particular
scene, and it would also be the one I’d show my future kids to really whet
their appetite.
(#1116, Male, 26–35)
There are a number of elements which inform the discursive links made between
atmosphere and other attributes in these responses. First, there is the fact that the
last two responses identify their favorite moments in the film through reference to
filmic space (the Nostromo cockpit, and the chamber in the alien spacecraft) and
then relate their choice of this moment to tone and atmosphere, illustrating quite
clearing how an appreciation of and focus on atmosphere ‘invites us to consider the
spatiality of a film’ (Spadoni 2014a, 153). Second, and despite Spadoni’s contention
that the foregrounding of atmosphere can de-emphasize the narrative, the responses
above illustrate that their appreciation of these moments is very much tied to the
pacing of the film—the way in which these scenes set the rhythm, enable a build-up,
and create and generate an ominous atmosphere, relating to Spadoni’s conception
that those who make atmospherically effective films can ‘make things radiate with
felt presence.’ Consequently, and in line with Hanich’s arguments about ‘scenes of
dread,’ what’s being valued here is the ways in which the employment of atmosphere
in a setting (which can work, for Hanich, to present these settings as constricted and/
or isolated) can build tension and allow, as another respondent notes, ‘the audience
to engage both emotionally and intellectually in the story’ (#1102, male, 26–35). In
one of the responses above, the focus on the opening scene, which is noted as being
‘empty’ by the respondent (i.e., empty of characters), also connects to Spadoni’s
assertion that atmosphere or mood can thrive when human characters are de-
emphasized, or, in this case, absent from a filmic environment, a condition which,
for Kristin Thompson in her narrative analysis of the film, ‘establishes [Alien’s]
narration as being free of links to the characters’ (1999, 287), foregrounding the role
of the Nostromo in this narrative, illustrated by this respondent’s comment that this
sequence ‘sets the tone and pace of the film.’
These evaluations of Alien therefore chime with Spadoni and Hanich’s contention
that the foregrounding of setting in a horror or thriller narrative can provide a film-
maker with valuable opportunities to load a film with atmosphere. For Spadoni, once
a horror film begins, ‘the real work of building atmosphere gets underway’ (2014b,
113), suggesting the idea that filmmakers have to work (in some ways, against the
forward movement of the film’s plot) to find these moments in a horror film, seize the
opportunities for atmosphere creation they provide, and then capitalize upon them.
This discursive conception of a filmmaker, or ‘artist’ in Spadoni’s terms, working
against the forward motion of a plot to populate their film with slower-paced
Allowing ‘us just to LIVE there’ 101
moments of atmosphere-aided tension, is echoed in the director’s commentaries
accompanying the DVD releases of Alien and the longer, special edition version of
Aliens. In the Alien commentary, Scott notes that ‘they were always worried’ about
the fact that ‘nothing really happens action-wise for about forty minutes in the film,’
while Cameron overtly identifies Scott’s ‘they’ as Twentieth Century Fox, and notes
that they asked Cameron to cut certain scenes from Aliens which focused on ‘trying
to build tension before the alien appears’ because they felt that Cameron should
remain focused on progressing with the story (Scott 2003, commentary; Cameron
1991, commentary). In these commentaries, then, the director presents himself as
attempting to imbue the film with what Spadoni calls the ‘elusive aesthetic air’ of
atmosphere. In both Scott and Cameron’s accounts, these attempts are militated
against by the forward motion of the story as prioritized by the Twentieth Century
Fox studio over the aim to generate atmosphere.
However, if, in these examples, it is a focus on story progression that is seen to be
at odds with the prized creation of atmosphere, for other respondents, a range of
factors associated with inauthenticity and the commercial aspects of genre-film-
making are also seen to squeeze the atmosphere out of the Alien sequels. The range
of factors marring the Alien sequels are illustrated in these responses, for instance:
Prometheus was alright but it definitely did not focus on what made Alien
so original. There was too much CG and not enough biological and bio-
mechanical elements in a lot of the set designs. The derelict in Alien was
wet, misty, and hot on the inside whereas the ship in Prometheus was cold
and honestly looked like it was made of black painted wood (The 4k
cameras didn’t help in creating an atmosphere like in Alien either).
(#415, male, 16–25)
The others [beyond the first three films] are comic book films made for an
entirely different generation.
(#171, male, 26–35)
In the first response above, the factors which impact on the sequels’ lower
standards (when measured evaluatively against the original film’s employment
of atmosphere) include a ‘self-conscious’ or ‘self-aware’ approach to telling a
102 Kate Egan
story about the alien. So, in contrast to the earlier discussion of de-emphasizing
the ‘foreground against the background,’ these films are seen to emphasize the
presence in these films of a monster over the realization of a world in which the
monster and the other characters exist and are ‘embedded.’ As realized in Alien,
a world that is so palpable for this respondent that it can allow ‘us just to LIVE
there.’ Here, then, is an identification of a second key use of atmosphere in
Alien; not just to generate tension and dread in an audience but to, in Mark J.P.
Wolf’s terms, encourage immersion and absorption in its storyworld. As Wolf
argues, illustrating the importance of atmosphere to this process (and shedding
further light on many of these respondents’ favorite moments from the film):
In the second response above, the focus remains on comparisons of space and setting,
with atmosphere being seen to have been removed from Ridley Scott’s Alien prequel,
Prometheus, due to the employment of contemporary technologies, including CGI
and 4K cameras. The focus on the contrasts in the visual depiction of the alien ships
in Alien and Prometheus provides further illustrative detail in this response, as the
respondent contrasts the (seemingly diegetically integrated) ‘wet, misty, and hot’
atmosphere of Alien’s derelict ship with an emphasis on Prometheus’ alien ship not as
a diegetic element but as a constructed and artificial set, through a focus on how it
appears to have been made by the set designers (with ‘black painted wood’). Again,
such tendencies, like the self-conscious storytelling of the sequels addressed in the first
response, are therefore presented discursively here as disrupting the immersion into
the storyworld seen to be so effectively achieved in the original Alien film.
Beyond this, and as illustrated in the final two responses above, atmosphere is also
seen to be lacking or neutered in the last three films in the Alien series—Alien Res-
urrection, and the two Alien vs Predator films—due to a shift in target audience and
associated commercial strategies. In the last response, the final three films in the Alien
series are deemed to be ‘glossy’ and ‘gory,’ factors which are then linked to overtly
commercial rather than artistic or aesthetic concerns through the references made to
adverts, miniatures, and teenagers. Indeed, this focus on merchandise and teenagers
seem to link with other responses amongst the ‘atmosphere group,’ which outline
how their preference for Aliens has shifted to Alien as they have got older. As one
respondent notes, for instance: ‘As a kid I obviously liked Aliens more for the action
and the Kenner toys that I loved as a kid. But over time I began to appreciate the
original more’ (#469, male, 16–25).
Here, then, amongst these Alien-valuing respondents, atmosphere is not only
associated with dread, tension, the presence of emotion, and a palpable
Allowing ‘us just to LIVE there’ 103
storyworld, but also with a form of film appreciation which is associated with
the reflective, the nuanced, the darker, and the more adult. Indeed, such shifting
forms of appreciation (on these terms, from Aliens to Alien) may help to
explain the higher numbers of younger people among this atmosphere-appre-
ciating group of respondents (with 67 percent of the ‘atmosphere group’ being
under 35). Many of these respondents were either extremely young or not even
born when Alien was first released at the cinema, but are more inclined to refer
to merchandise or elements of CGI in the later Alien sequels in negative terms
than is the case across the dataset as a whole, suggesting a move, across their
history of viewership of the Alien series, to a more reflective appreciation of the
original film and its darker atmosphere rather than what they see as the
‘glossy,’ ‘comic book’ nature of the sequels.
It is on these terms, relating to the mature, reflective appreciation of dark atmo-
sphere, that, for these respondents, some of the Alien sequels hold more potential to
be appreciated and defended than others. As the analysis so far has illustrated, Alien’s
status as a superior horror film, which, for respondents, can be elevated not only over
the film’s sequels but also ‘standard’ genre films more broadly, relates to its effective
employment of atmosphere generated through dynamic interaction with a range of
other filmic elements, from the depiction of setting and a complete and immersive
storyworld to storytelling techniques associated with pace, tension, dread, and emo-
tion. However, while for the majority of these 91 respondents, all the subsequent
Alien sequels lack this ‘unparalleled’ use of atmosphere (#690, male, 36–45), the
employment of this evaluative measure can elevate appraisals of some of the Alien
sequels, particularly Prometheus and, most markedly, Alien 3. As respondents note,
for instance:
Prometheus was a wreck but had its moments and had great atmosphere.
(#23, male, 46–55)
Alien 3 I also liked a lot, but it didn’t carry the suspense of the original. I
give it points for its dark, cold atmosphere.
(#42, male, 26–35)
104 Kate Egan
In all these responses, which are all structured in a similar discursive manner,
the flaws of Alien 3 and Prometheus are first identified: the two films are presented
as ‘a wreck’; ‘not as well made a film as the first two’; having a ‘laughable story-
line’ and ‘terrible acting’; and as not carrying ‘the suspense of the original.’ How-
ever, both films are then critically redeemed and given kudos (or ‘points’) by these
respondents for their generation of the precious commodity of atmosphere. For
Spadoni, ‘a long-standing tendency in critical writing on horror films is to find
some films succeeding, as films, on the strength of their atmospheres alone’ (2014b,
110). As these responses illustrate, a similar kind of evaluation is being enacted
here amongst long-term, invested audiences of Alien, with atmosphere being con-
stituted as these films’ saving grace which raises them, to some extent, from the
mire of the more overtly negative critiques given by these respondents to the other
films in the Alien series.
In the case of Alien 3, it is noteworthy that, for these respondents, atmosphere’s
dynamic relation with suspense, pace, and structure seems to be lacking (or to have
not been capitalized upon) within this film. Yet simultaneously, its atmosphere is
still valued for its ability to infuse the film with a sense of emotion, environment,
or presence—a darkness and a coldness, to cite the last response above. This
emphasis on the specific qualities of the atmosphere in Alien 3 is also evident in the
following responses:
Alien 3 I feel is very underrated and has all the emotion of the original and
is oozing with atmosphere.
(#469, male, 16–25)
I like Alien 3 a lot even if it didn’t bring much new to the table. I love the
bleak atmosphere.
(#931, female, 26–35)
I do love Alien 3 for its attempt to capture that helpless and claustrophobic
atmosphere that makes Alien such a great horror film, but I fault Fox stu-
dios and not Fincher for its (almost) failure.
(#304, male, 26–35)
each of them have their own ‘trademark’. Scott has his dark and gloomy
big space. Cameron has his big budget spending. Fincher is quite similar to
Scott in some ways, with his gloomy corridors. Jeunet has his dark sense of
humor mixed with excellent effects and a more pristine view on the aliens.
(Quoted in Brooker 1999, 63)
While here, each director is associated with a ‘trademark,’ it is notable that Scott
and Fincher, in particular and in line with the perspectives evident in the Alien
Audiences project’s ‘atmosphere group,’ are associated with space and setting and
their filmic depiction as ‘gloomy’ (in comparison to the association of Cameron
with budget, and Jeunet with effects). On this basis, it could be argued that the
connections between Alien and Alien 3 relate to the fact that Fincher was
attempting to emulate or recapture the atmospheric qualities of Scott’s original
Alien film as much as, or in dynamic tension with, his attempts to imbue his film
with a distinctive trademark. This is supported, for instance, by Alien and Alien 3
editor Terry Rawlings’ comment that Scott was ‘a hero of David Fincher’s’ and it
was ‘clear he wanted it to have some of the pacing and tension of Alien’ (Rawlings
2003, commentary).
However, for the 91 respondents analyzed in this chapter, atmosphere—its
identification and appreciation—has become a defining aspect of what makes an
Alien film have ‘the feel an Alien movie should have,’ with this determining the
framework and parameters through which all films in the Alien series are
valued, regardless of a particular Alien film’s director, their trademark pre-
occupations, and the efficacy of their relationship with Twentieth Century Fox.
Allowing ‘us just to LIVE there’ 107
In this sense, atmosphere, for these respondents, is the key transtextual dimen-
sion determining the success or failure of each film in the series. It is the pri-
mary evaluative element in ‘the ties that link’ these ‘texts to one another,’ to use
the definition that Amanda Ann Klein and R. Barton Palmer employ when dis-
cussing Gerard Genette’s conception of transtextuality (2016, 1). Over the years,
and over multiple viewings, it is the key element that has illustrated, explained,
and enhanced the original Alien’s ‘long term durability’ for these respondents
(#1102, male, 26–35). And, in turn, this detailed appreciation of Alien’s atmo-
sphere has facilitated a recuperation (and potential ‘cultification’) of Alien 3 as
a film that attempts, within the context of Fincher’s now well-documented
battles with the studio, to ‘capture’ the same precious atmosphere that is seen
to imbue and elevate the original.
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Part II
Millennial franchises
6 Cut-price creeps
The Blumhouse model of horror franchise
management
Todd K. Platts
as long we can get them done, I would love to maintain our position as a
Halloween movie each year … Paramount loves the franchise and is com-
mitted to getting a new movie done once a year … so far, no one has suggested
that we skip a year.
(Gingold 2013, 26)
In an on-set interview for Insidious: Chapter 2, James Wan described the chal-
lenges faced by directors operating under the Blumhouse model:
the complaint in indie movies is usually that you have the creative freedom to do
what you want, which is true, but you just don’t have the kind of money [you
want]. You do what you want, but you [need to] get it done on time and budget.
(Dickson 2013)
Immediately after a strong opening for Chapter 2, plans for a third film were
announced (Chitwood 2013), despite Wan’s hiatus from horror to direct action films
(which he preferred). According to Whannell, Wan briefly appeared on set (as a
producer), but was generally not involved with the production (Farley 2015, 12).
Negotiations for a fourth installment started before the third film hit theaters (Feld-
berg 2015). With profits for Insidious still going strong, Blumhouse has transferred
the series to Universal as the primary distributor of the franchise. As of this writing,
the fifth Insidious film is still in development with no announced release date.
Where Paranormal Activity helped Blumhouse establish its low-cost formula
for horror, Insidious demonstrated the company was capable of producing a
traditionally shot horror film that appealed to a significant slice of the cinematic
market. Together, both franchises helped establish Blumhouse as a significant
producer of horror films with mass appeal, all of which factored into the first-
look deal made with Universal (Weinstein 2011).
I have it in my head. I think I’m going to write it. I think it’s a great way to
end it all. We want to end it all, I think, in this one, and I’m very excited.
When I came up with the idea and pitched it to everybody, they seemed psy-
ched, and I think it will be a really cool ending, how we take this one home.
(Collis 2018b)
The fifth film was later titled The Forever Purge (2021), which was initially set
for a July 2020 release, but was postponed when the COVID-19 pandemic
forced a shutdown of large gatherings. Whether the film is the last in the series
remains to be seen.
Cut-price creeps 121
With The Purge series and other films released under its first-look deal with
Universal— mostly notably Split (2017) and Get Out (2017)—Blumhouse emerged
as a bona fide brand in horror unafraid to tackle tough political issues (Tobias
2016, C1–2). Not only did their movies pack theaters, some of them received cri-
tical acclaim. In an interview with fellow horror auteur Mick Garris (2018), John
Carpenter revealed these factors were significant in the decision to work with
Blumhouse for a new Halloween film.
beat expectations to earn $77.5 million in North America, slashing past the
series record opening of $26 million that was previously held by Rob
Zombie’s 2007 reboot. It now ranks among the best debuts for the horror
genre just following ‘It’ and its $123 million launch.
Within Blumhouse, Halloween currently sits as the company’s second high gross-
ing film behind Split. It is hardly surprising therefore that Halloween already has
two sequels prepared– Halloween Kills (2021) and Halloween Ends (2022), both of
which were shot concurrently. In contrast to other entries in the franchise,
reviewers generally applauded the film for its frank portrayal of the traumatic
aftermath incurred by victims (see, e.g., Chang 2018, E1, E5; Debruge 2018).
When making sense of the film and its success (both critical and box-office),
observers routinely pointed to Blumhouse as a shrewd horror producer and John
Carpenter’s involvement with it. In other words, Blumhouse had reached a point
in its history where it was no longer seen as an upstart production company, but a
‘savvy, and highly successful, production company’ (Smith 2018). One day after
Halloween’s opening, Hollywood Reporter’s Richard Newby (2018) intoned that
Blumhouse has been ‘ahead of the curve’ on creative filmmaking, while Nicole
Laporte (2018), writing for Fast Company, suggested the company ‘remain[ed] true
to the original [Halloween].’ Referring to Blum/Blumhouse and John Carpenter,
Rebecca Rubin (2018) of Variety suggested Halloween benefited from ‘having a
few horror maestros calling the shots.’ Carpenter’s involvement ‘add[ed] a certain
credibility’ for hardcore horror fans (Smith 2018).
In sum, Blumhouse entered the production of Halloween as a highly regarded
producer of original horror films, and left as an entrusted producer that can
inject new life into dormant franchises and properties, especially after Invisible
Man breathed new life into Universal’s Dark Universe. Blumhouse was per-
ceived to have done well enough for Grant DeArmitt (2019) to construct a wish
list of moribund properties to resurrect, including: Frankenstein, Phantasm, The
Omen, Ginger Snaps, and Nightmare on Elm Street. In total, with the addition
of Halloween to its list of accomplishments, Blumhouse became an all-round
horror company, one that can make original films, shepherd its own franchises,
and was capable of resurrecting dead franchises from the grave.
Conclusion
In this chapter, I have argued that Blumhouse evolved during a distinctive era of
horror cinema, one where the once vibrant video/ancillary market could no
longer be relied upon for significant profits and where major studios have
Cut-price creeps 123
mostly bypassed mid-budget films. In this environment, Blumhouse has emerged
as a production company, backed by a first-look deal with Universal, that spe-
cializes in a model of filmmaking that produces ‘dirt-cheap movies that perform
at the box office like glossier, costlier big-studio releases’ (Summers 2014, 64),
filling a market void left by the pursuance of high-price franchise films. Blum-
house discovered and refined its production model with Paranormal Activity
and Insidious, franchises which helped cement a first-look deal with Universal.
Their reputation was further galvanized with The Purge franchise, a series that
pushes political issues while routinely hitting box-office paydirt. Halloween
helped transform Blumhouse into an all-purpose producer of horror cinema.
Undergirding these successes is a franchise management model that remains
unmatched in the industry. Budgets are kept exceptionally low (by industry
standards), even for tested properties. Moreover, key creative talent is main-
tained across the life of the franchise. In contrast to other companies and stu-
dios, Blumhouse will not make new franchise installments without the
involvement of individuals responsible for creating them. As the writing of this
chapter concludes, the industry is currently abuzz with the potential of Blum-
house to resurrect Universal’s classic monster films (see Chapter 1 in this
volume), which came after The Mummy (2017) failed to generate interest in a
big-budget action-oriented monsterverse, leading to the critical and commercial
success of Leigh Whannell’s Invisible Man for Blumhouse. Reportedly, new
Dracula and Wolfman films are in the works (Katz 2020). Should these films
prove popular, it could write another chapter of Blumhouse’s history.
Notes
1 As the writing of this chapter commenced, Blumhouse announced a third Happy Death
Day film, creating another Blumhouse franchise should the film come to fruition.
2 Two of the most prominent films of this phenomenon are The Blair Witch Project (1999)
and Paranormal Activity. The former earned $248.3 million at the international box office
on a $600,000 budget while the latter took in $194.1 million against a $450,000 budget.
3 The Purge eventually found its way to television, appearing for two seasons on the
USA Network.
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Family in Peril Formula in Recent Horror Cinema’. In Cinematic Ghosts: Haunting
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251. New York: Bloomsbury.
Nelson, Andrew Patrick. 2010. ‘Traumatic Childhood Now Included: Todorov’s Fantastic
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-1153896/.
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Times, June 10. www.latimes.com/entertainment/movies/moviesnow/la-et-mn-the-purge-
ethan-hawke-box-office-theaters-20130610-story.html/.
7 When the subtext becomes text
The Purge takes on the American nightmare
Stacey Abbott
In every art form, nothing exists in a bubble. It exists because of what came
before it. A lot of bricks were laid. I think if it weren’t for The Purge, Get Out
wouldn’t resonate as a mainstream movie. You push on the taste of the audi-
ence in a way, get them used to something, and then you keep pushing on it.
(in Crucchiola 2017)
Craig Ian Mann similarly positions You’re Next within a culture of austerity,
arguing that Felix and Crispin’s plot to kill their families is ‘financially moti-
vated: they see butchering their way to an early inheritance as an escape from a
lifetime of financial struggle’ (2016, 183).
The Purge fits comfortably within the conventions of the home invasion film.
While the opening establishes the dystopian nature of this future society, once the
132 Stacey Abbott
Purge commences, the drama is built around the threat to one family (the Sandins)
who are confronted by a group of masked invaders attempting to break into their
home on Purge Night to kill them. Having established the conventions of the home
invasion film, The Purge undermines them in subtle ways, such as its use of masks.
In the tradition of many home invasion films, including The Strangers, You’re
Next, and Hush, the Purgers wear masks designed for anonymity and to generate
terror through their distorted and grotesque smiling faces. These masks, along
with their machetes and automatic weapons, offer a disturbing contrast to the
Purgers’ tailored suits and white dresses and have become an iconic element of the
franchise, with the masks becoming increasingly surreal from film to film. Having
established this imagery, however, the lead Purger who approaches the Sandins’
front door—credited as the Polite Leader (Rhys Wakefield)—removes his mask.
This action undermines the anonymity of The Strangers, and instead, as the Polite
Leader explains, it reveals that they are ‘some fine, young, very educated guys and
gals. We’ve gotten gussied up in our most terrifying guises, as we do every year.
Ready to violate, annihilate, and cleanse our souls.’
While the unmasking of the Polite Leader breaks with genre conventions, the
narrative structure of the film also challenges expectations by featuring multiple
home invasions prior to the arrival of the Purgers that disrupt the perceived ran-
domness of the genre. After the Purge has officially begun and the Sandins settle into
a quiet evening, two events are intercut together to signal the vulnerability of their
home security and the danger of invasion. The first surrounds the Sandins’ pre-teen
son Charlie (Max Burkholder), who is struggling with the morality of the Purge. As
Charlie stares at the security monitors, he sees a black man, distressed and bleeding,
running down the street calling for help (credited as Bloody Stranger, played by
Edwin Hodge). In a moment of empathy, Charlie opens the security doors and calls
to the man to enter the house. At the same time, teenage Zoe Sandin’s older Cau-
casian boyfriend Henry (Tony Oller) reveals that he has hidden in the house to ‘talk’
to James, who does not approve of their relationship. Realizing that their home
security has been breached, James runs to the front of his house to be confronted by
Bloody Stranger. Both stare at each other cautiously as James pulls out his handgun.
As this happens, Henry calls to James from the top of the stairs, pulls out a gun and
shoots at him, causing Sandin to shoot back. The intercutting of the simultaneous
arrival of Bloody Stranger and Henry in the main reception area of the Sandin house
in the film’s first action sequence presents James with two home invasions and
deliberately contrasts the perceived threat of the homeless black man with the actual
threat of the white middle-class male. Henry’s attack prefigures the arrival of the
Polite Leader, signaling that the danger is white privilege.
the true subject of the horror genre is the struggle for recognition of all that
our civilization represses or oppresses, its re-emergence dramatized, as in
When the subtext becomes text 133
our nightmares, as an object of horror, a matter for terror, the ‘happy
ending’ (when it exists) typically signifying the restoration of repressions.
(1996, 171)
Purge Night is based upon the belief that humanity is inherently violent, and in
order to maintain a civilized society, it must regularly release that violence in a
contained fashion in order to ‘purge’ itself of these tendencies before repressing
them once more and returning to ‘normal’ the next day. The story is invested in the
language of ‘the return of the repressed’ (Wood 1996, 173). Reflecting on horror in
the 1970s, Wood saw the genre expressing the cultural anxiety and, at times, rage
emerging from ‘the period’s great social movements—radical feminism, the black
movement, gay rights and environmentalism’ (2004, xiv). Released at the beginning
of Barack Obama’s second term as president of the United States, The Purge sug-
gests that ‘the return of the repressed’ is galvanized and co-opted within the dieg-
esis to express white anxieties about their seeming marginalization in an increasing
multicultural global landscape. The film explores a narrative in which white, well-
educated middle-class characters ‘release the beast’ under the pretence of ‘cleans-
ing’ their souls, but in reality, they lash out as a means of reasserting their per-
ceived cultural, hierarchical dominance. The Polite Leader informs Sandin that the
Bloody Stranger
is nothing but a dirty, homeless pig—a grotesque menace to our just society
who had the audacity to fight back, killing one of us when we attempted to
execute him tonight. The pig doesn’t know his place and now he needs to
be taught a lesson. You need to return him to us—alive—so that we may
purge as we are entitled.
a call to action for Black people after 17-year-old Trayvon Martin was
posthumously placed on trial for his own murder and the killer, George
Zimmerman, was not held accountable for the crime he committed. It was
a response to the anti-Black racism that permeates our society.
(2014)
The movie was filmed during the time of the Charlottesville riots. ‘We see
events that taking place in this country over the last year,’ McMurray said. ‘I
just try to use what was going on in the real world and trying to bring it into
the film. I felt like horror films wrestle with the evils of real life, and that was
one of the things I wanted to do with this film.’
(N’Duka 2018)
Notes
1 www.blumhouse.com/about/
2 All box office figures are given in US dollars and are drawn from www.boxofficem
ojo.com.
3 This budget stands in contrast to the average budget for mainstream American horror
films. According to Platts and Clasen, ‘the budgets for films in our dataset averaged just
under $30million while the domestic gross was roughly $65.5million’ (2017, 5).
4 These figures are dated from August 3, 2018.
5 At the time of writing the series had not been aired and so will not be discussed in
this chapter. There are now two seasons of the show. In 2020, the USA Network
decided not to renew the series.
6 See Owen (2018) for an example of the Stand Your Ground law. This article includes
a link to surveillance footage that some readers may find disturbing.
7 It is of note that the movement is depicted as being led by two African-American
men, which raises issues given that it was three ‘queer black women’ who began
#BlackLivesMatter. This is in line with how Garza explains how the movement they
created was repeatedly co-opted by other groups and movements, describing this as
‘racism in practice [and] hetero-patriarchal. Straight men, unintentionally or inten-
tionally, have taken the work of queer Black women and erased our contributions.
Perhaps if we were the charismatic Black men many are rallying around these days, it
would have been a different story, but being Black queer women in this society (and
When the subtext becomes text 141
apparently within these movements) tends to equal invisibility and non-relevancy’
(2014). The inclusion, in Election Year, of former gang member Laney Rucker (Betty
Gabriel) as a member of the resistance, patrolling the streets in an ambulance on
Purge Night, helping those needing treatment and intervening in moments of esca-
lating violence does move toward challenging the male-centered focus of the resis-
tance but she is still not a leader of the movement.
8 This is reinforced by interviews with the directors, producers and cast in ‘The Making
of the Purge’, ‘Inside the Purge,’ and ‘A Radical Experiment,’ wherein the actions within
the film are repeatedly discussed as an allegory and/or metaphor for the real world.
9 Get Out was released in the cinemas in January 2017 and McMurray was announced
as the director for the The First Purge in July 2017.
10 This is reinforced by the fact that the Purge features as part of the many attractions
at Universal Studio’s Halloween Horror Nights in which ticket holders can be
entertained and terrorized by recognizable Purgers from the films.
References
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2018.
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Clover, Carol J. 1992. Men Women and Chainsaws: Gender in the Modern Horror Film.
London: BFI Publishing.
Crimesider Staff. 2013. ‘“Million Hoodie March” Held in NYC in Memory of Trayvon
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Cinema, and the Modern Horror Film. New York: Columbia University Press.
‘The Making of the Purge’. The Purge 3-Movie Collection. Bluray (Disc 1). Universal
Studios, 2016.
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Mann, Craig Ian. 2016. ‘Death and Dead-end Jobs: Independent American Horror and
the Great Recession’. In Popular Culture and the Austerity Myth: Hard Times Today,
edited by Peter Bennett and Julian McDougall, 175–188. New York: Routledge.
N’Duka, Amanda. 2018. ‘“The First Purge”: Director Gerard McMurray On Adding Real
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com/2018/06/the-first-purge-director-interview-american-black-film-festival-1202411607/.
Owen, Tess. 2018. ‘White Man Who Shot Black Father in Front of His Kids Over
Parking Spot Won’t Face Charges’. Vice News, July 23. https://news.vice.com/en_us/a
rticle/qvmvvv/florida-stand-your-ground-spares-white-man-who-shot-and-killed-bla
ck-father-over-disabled-parking-spot.
Platts, Todd K. and Mathias Clasen. 2017. ‘Scary Business: Horror at the North Amer-
ican Box Office, 2006–2016’. Frames Cinema Journal, 11. http://framescinemajournal.
com/article/scary-business-horror-at-the-north-american-box-office-2006-2016/.
Rose, Steve. 2017. ‘How Post-horror Movies are Taking Over Cinema’. The Guardian, July
6. www.theguardian.com/film/2017/jul/06/post-horror-films-scary-movies-ghost-story-it-
comes-at-night.
Sobchak, Vivienne. 1996. ‘Bringing It All Back Home: Family Economy and Generic
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Virtue, Graeme. 2018. ‘Why Smart Horror is Putting the Fear into Sequel-Addicted
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Part III
Cult franchises
8 ‘What film is your film like’?
Negotiating authenticity in the
distributive seriality of the Zombi
franchise
Mark McKenna
Unlike its archetypal cinematic relatives, the vampire, the werewolf, and even the
mummy (the creature to which it is perhaps most indebted), the contemporary
zombie has had a relatively short existence. Where early iterations of the cinematic
zombie, in films such as Victor Halpernin’s White Zombie (1932) and Jacques Tor-
neur’s I Walked like a Zombie (1943), were drawn from Haitian mythology and the
undead slaves of voodoo tradition, contemporaneous depictions across popular
media like 28 Days Later (2002), the Resident Evil video-games (1996–), and the TV
series The Walking Dead (2010–) have tended to follow the blueprint established by
George A. Romero’s Night of the Living Dead (1968) and the sequels that followed in
its wake. Romero’s zombie has been widely accepted as an apocalyptic cypher that
provides social commentary in times of political unrest, but the allegorical nature of
these films almost came about by accident when Night of the Living Dead was
released following the assassination of civil rights leader Martin Luther King. The
film famously concludes with the murder of its lead, the black protagonist Ben,
played by theater actor Duane Jones. It was uncommon at that time for a film to have
a black lead actor, and the combination of his death and the images of zombies
‘hangin’ from the poplar trees,’ like the ‘Strange Fruit’ of Billie Holiday’s 1939 song,
could not help but invoke lynching and the beginnings of the civil rights movement.
Romero has famously rejected the idea that film was intended as an explicit political
commentary, arguing that Jones was simply the best actor that they knew and that
they only learned of the assassination of King after the film was completed on the
journey from Pittsburgh to New York to find a distributor. Nevertheless, these par-
allels have given the film a political resonance that has been reproduced over time,
compounded by Romero’s appeals to these kinds of political readings in the sub-
sequent entries in the series that are seen to offer commentaries on capitalism, con-
sumerism, gender roles, and social media.
Since the dawn of the new millennium, there has been a noticeable rise in the
visibility and profitability of the zombie across all media platforms, with many
continuing to draw political parallels with the events of 9/11 in the United
States and 7/7 in the United Kingdom (McSweeney, 2010; Wetmore Jr., 2011).
Behind the political flexibility of the creature, as well as the potential for pro-
gressive ideological readings, also exist economic imperatives. It could be argued
that the presence and heightened visibility of the contemporary zombie can be
DOI: 10.4324/9780429060830-12
146 Mark McKenna
attributed to its potential for commercial success, and this is something that can
be seen in the eagerness of distributors worldwide to capitalize on the genre’s
popularity through a process of retitling and re-releasing narratively unrelated
films as sequels to popular releases in promotional strategies that began over two
decades before the turn of the twenty-first century.
This chapter will consider the ways in which distributors, first in Italy, and then
subsequently in the United Kingdom, Germany, Thailand, and the United States,
have all contributed to the formation of overlapping, unofficial zombie franchises
that has occurred through the practice of retitling films in a way that disingenuously
signifies them as ‘proper’ series installments which, in fact, are not only disconnected
in narrative terms, but also were produced by different production companies. Using
this series of unrelated films, I will examine how an expanded understanding of
genre that is specific to Italy, and what Stuart Henderson calls ‘the conceptual series,’
that is, films that ‘repeat basic narrative situations … but never carry over characters
or continue narrative strands from previous films’ (2014, 32), allowing distributors
worldwide to adopt and adapt films into these series. In the final section, I will
explore how consumers negotiate the commercially imposed seriality of the unoffi-
cial ‘distributive franchise,’ by which I mean a kind of ‘corporate authorship’ that is
discursively appended not by official producers or legal frameworks, but by dis-
tributors seeking to capitalize on the success of an original film that they do not
control as intellectual property. Through an exploration of this ‘illegitimate’ (and in
many cases illegal) series, it is then possible to illustrate how this kind of outlaw
franchising is informed by a sub-cultural adoption of Italy’s expanded notion of
genre, through which, in lieu of official copyright, priority is given to other filmic
elements as a means of constructing ‘aura’ and ‘authenticity.’
in Italy, when you bring a script to a producer, the first question he asks is not
‘what is your film like?’ but ‘what film is your film like?’ That’s the way it is,
we can only make Zombi 2, never Zombi (Dawn of the Dead).
However, despite Cozzi’s frustration at the apparent limitations that were imposed
upon him under the Italian studio system, Zombi 2 (or Zombie Flesh Eaters as it is
more commonly known) is a film that succeeds despite being produced in this system
of ‘filone,’ despite being developed as a pseudo-sequel to Dawn of the Dead. While
Cozzi mourned the limitations placed on the creativity of the Italian directors, the
fact that Zombie Flesh Eaters would find worldwide commercial success and mark
the beginning of a whole new franchise suggests that even within this system of
imitation there is an opportunity to rebrand these products and signal their osten-
sible ‘authenticity’ in the international marketplace.
To understand the way in which this complex and complicated series developed, it
is necessary to first understand how a decision by George Romero in the production
of Dawn of the Dead helped to stimulate the franchising of numerous unrelated films
as sequels to his original series worldwide. Dawn of the Dead is a direct sequel to
Night of the Living Dead, and suggests that it takes place in the same storyworld,
despite making no direct reference to the characters or locales from the first film.
150 Mark McKenna
Instead, it focuses on a different group of survivors and their struggle against the
living dead. While this narrative device allowed Romero to foreground different
issues—and contributed to his films being read as responses to racism, capitalism,
consumerism, gender roles in society, and social media—it also gave space for further
installments that Romero had no involvement in through its lack of explicit narrative
continuity. Dawn of the Dead was followed by Day of the Dead (1985), Land of the
Dead (2005), Diary of the Dead (2007), and Survival of the Dead (2009). This is what
we might describe as ‘the Romero series.’ Although the series does not explicitly
follow the logics of narrative continuity, as with a sequel, it instead maps the survival
of the human race and the response to the zombie epidemic over a 41-year period,
thus allowing for the insertion of new installments that were not created or authored
by Romero. Tim Lucas describes Dawn of the Dead as a ‘non sequitur’ sequel to
Night of the Living Dead, by which he refers to the fact that it ‘shows how a different
group of people react when the recently dead revive to satiate their hunger for warm,
living flesh’ (quoted in Verevis 2010, 17). Conversely, there are multiple examples of
Henderson’s ‘conceptual series’ which pre-date Romero, such as Warner’s Gold
Diggers (1933–1938) and MGM’s Broadway Melody (1935–1940), film series that
‘repeat basic narrative situations’ yet ‘never carry over characters or continue narra-
tive strands from previous films’ (Henderson 2014, 32). Romero’s Dead films works
likewise: a zombie series that lacks serial continuity, but perhaps maintains thematic
and conceptual continuity, signaled by the temporality of each installment title, most
notably in the first three films (‘Night,’ ‘Dawn,’ and ‘Day’). I would argue that it is
this temporal ‘looseness,’ this dearth of serialization, that allowed new installments
not authored by Romero to be incorporated into an alternative franchise by savvy
distributors seeking to capitalize on a fictional association with the success of first
film.
edited by Romero, and was co-written by Romero and John Russo, and unlikely as
it might seem nowadays, the film started out primarily as a comedy horror. Over a
number of rewrites, the film was refined into something that more closely resem-
bled the post-apocalyptic narrative of Richard Matheson novel I am Legend
(1954), exchanging vampires for the ghoulish undead, and in doing so, adding a
contemporary archetypal villain to the horror canon. In 1978, after a clerical error
left the film in the public domain, Romero (independent of Russo) returned to the
series, and in collaboration with Dario Argento, produced Dawn of the Dead.
Seven years later, Romero added Day of the Dead (1985), and completed what
would for many years be a trilogy. However, almost two decades later, Romero
returned to the series with Land of the Dead (2005), Diary of the Dead (2007), and
Survival of the Dead (2009), and planned to extend the series further before his
death in 2017. Though there are still ardent fans that give priority to the first three
films, referring to the series either as a coherent trilogy or by dividing the films into
two trilogies, these six films present the official entries into the series, the six films
that were written and directed by George A. Romero.
As already discussed, the success of Dawn of the Dead on its release in Italy
inspired a flurry of creativity, with zombie films soon dominating production.
Dawn of the Dead, or Zombi as it was known in Italy, soon had a ‘sequel’ directed
by veteran Italian exploitation director Lucio Fulcio, a seasoned Italian director
who, at that time, was more famous for producing westerns, comedies, and Giallo
films. Despite being unconnected to the Romero series, the importance of Fulci’s
Zombi 2 should not be underestimated. Beyond its memorable set-pieces of zom-
bies stumbling over the Brooklyn Bridge, an underwater sequence where a zombie
attacks a shark, and the trauma of a wooden splinter being forced into the eye of a
screaming Olga Karlatos, the film became successful worldwide, inspiring a fur-
ther installment in Italy, that being Zombi 3 (1988). This became the first in a
succession of films that would become known worldwide as the Zombi series.
In the United Kingdom, associations with the Romero series were removed, and
the film was released as Zombie Flesh Eaters. Two versions of the film were released:
a version that had been approved for cinematic screenings by the British Board of
Film Censors (latterly the British Board of Film Classification), and later, an uncut
version which restored all of the material that had been deemed too problematic for
theatrical consumption by the BBFC (due to the fact that there was no regulatory
body governing video in the UK at that time). The UK distributor VIPCO became
embroiled in the so-called ‘video nasties’ furore in Britain in the early 1980s, and the
152 Mark McKenna
film was banned under the Obscene Publications Act, subsequently being removed
from the shelves. The categorization as a ‘video nasty’ contributed to the film’s
notoriety (see McKenna 2020), and a decade later in 1992, the distributor VIPCO
were able to re-release the film, a release that was later followed by Zombie Flesh
Eaters 2, an official installment in the Italian line that was released in Italy as Zombi
3. Partially directed by Lucio Fulci, and in the vein of Romero’s conceptual series, the
film was not an explicit narrative continuation, but focused on another pocket of
survivors struggling against the zombie hordes. Recognizing the trend, VIPCO deci-
ded to capitalize by releasing Oltre la morte (aka After Death) as Zombie Flesh Eaters
3 (1988). These three films can be described as ‘the British line.’
The films were then released in Thailand in a series that follows the order of
release, with Zombie Flesh Eaters (Zombi 2), Zombie Flesh Eaters 2 (Zombi 3),
and Zombie Flesh Eaters 3 (Oltre la morte, aka After Death). However, they also
added Zombie Flesh Eaters 4 (1988) to the series, a previously unrelated film that
was oddly renamed from its original title Killing Birds (Uccelli assassin).
When the series was released in America, the various branches became even more
confusing as two different distributors released two different lines. Neither sequence,
however, claims connection with Romero’s series. Presumably, given the success of
the Romero series, any association would have likely contributed to legal action
against the distributor. In the absence of an official starting point, the first American
series begins with Zombi 2 (Zombie Flesh Eaters), which was anglicised to Zombie 2
for the US market, with subsequent entries in the series following the lineage of
releases in Thailand (though the numbering is changed, whereby number three
becomes number four, and number four becomes number five). So, for the US series,
Zombi 3 (Zombie Flesh Eaters 2) is retitled to Zombie 3; Zombie Flesh Eaters 3
(Oltre la morte, aka After Death) is retitled to Zombie 4: After Death; and Zombie
Flesh Eaters 4 (Uccelli assassin / Killing Birds) is retitled to Zombie 5: Killing Birds.
As if this wasn’t confusing enough, the American experience of these films is
further complicated by a second series released by -Z Video (aka Edde Entertain-
ment) in the 1990s. Again, in the absence of an official starting point, Zombi 2 was
released as both part two, but also, perplexingly, as part one—two releases of the
same film seemingly retitled to avoid a break in numerical continuity. The series
then broke away altogether from the established sequence previously seen in the
Italian, British, and Thai lines, and began to incorporate previously unrelated titles
from Italy, Spain, and France. Zombie 3: Return of the Zombies (1973) was an
unrelated Spanish film directed by José Luis Merino and starring Paul Naschy,
which was originally titled The Hanging Woman (La orgía de los muertos);
Zombie 4: A Virgin Among the Living Dead (1973) was a French/Spanish co-pro-
duction directed by Jess Franco, more widely known as A Virgin Among the
Living Dead (Christina, princesse de l’érotisme); Zombie 5: Revenge in the House
of Usher (1982), again directed by Jess Franco, was an unrelated French release
that was originally simply Revenge in the House of Usher; while Zombie 6: Mon-
ster Hunter (1981) was an Italian film directed by Joe D’Amato and originally
released as Absurd, which was originally a sequel to the film that would be
released as Zombie 7, Joe D’Amato’s Anthropophagus (1980).
‘What film is your film like’? 153
To add to the confusion related to the American line, the German series
initially appears to follow the series’ official trajectory, beginning with
Romero’s Dawn of the Dead (retitled to Zombie), but the sequence avoids the
Italian sequel, Fulci’s Zombi 2 (a film released separately in Germany as
Woodo: The Dread Island of Zombies). Instead, the series follows the official
Romero line, continuing with Day of the Dead, albeit retitled to Zombie 2, but
then adds Zombi 3, which since it was the official sequel to Zombi 2, would
perhaps have better been released in Germany as Woodoo 2. This is also further
complicated by a secondary line in Germany that begins with Dawn of the
Dead (retitled Zombie 1), and then progresses to Zombie Flesh Eaters (retitled
to Zombie 2), and Zombie Flesh Eaters 3 (retitled to Zombie 3).
As difficult as all of this may be to follow, it is further complicated by the fact that
there also exists what could be considered as a second official line, produced by
Night of the Living Dead co-writer, John Russo. Following production of Night of
the Living Dead, Romero and Russo entered into dispute about the direction that a
possible sequel could take. Since the film had mistakenly fallen into the public
domain, this allowed Romero to develop Dawn of the Dead independently, in spite
of Russo’s reservations. This meant that Russo, as co-writer, retained the rights to
any titles featuring the phrase ‘the Living Dead’, and he began developing his own
line with Return of the Living Dead released in 1985. This situation shares com-
monalities with the James Bond series as Thunderball (1965) writer Kevin McClory
retained the rights to re-adapt the novel, which he did so with Never Say Never
Again, starring an aging Sean Connery in 1983 (which incidentally was released the
same year as official Bond franchise installment, Octopussy [1983]). Thus, Russo’s
Return of the Living Dead can be considered a second official sequel to Night of the
Living Dead, which gave rise to four other sequels: Return of the Living Dead Part II
(1988); Return of the Living Dead 3 (1993); Return of the Living Dead: Necropolis
(2005); and Return of the Living Dead: Rave to the Grave (2005). Also, Russo pro-
duced and co-produced, respectively, a remake of Night of the Living Dead (1990),
directed by make-up mastero Tom Savini, on which he collaborated with Romero,
and a direct-to-video release called Children of the Living Dead (2001). All of this of
this does not even consider the American remakes of Romero films that began in
2004 with Zak Snyder’s Dawn of the Dead, and includes a remake of Day of the
Dead (2008), as well as an unofficial prequel, Day of the Dead 2: Contagion (2005).
While many fans seem satisfied to accept the legitimacy of both Romero’s and
Russo’s contributions, it would be reductive to simply dismiss the European
entries simply as the flagrant attempts of distributors to capitalize upon the success
of Zombi 2 or Dawn of the Dead (although they certainly did that as well).
Though these lines are clearly motivated by the commercial impulses of the pro-
ducers and distributors, there are other factors that must be considered in this
context. It is significant that, other than in Italy where this practice is a common
phenomenon and the Zombi franchise originated, distributors worldwide have
almost universally chosen not to include Dawn of the Dead as the starting point.
Outside of Italy, the only country to include Dawn of the Dead is Germany, and
this series also includes Day of the Dead, only adding Zombi 3 as a conclusion to
154 Mark McKenna
their series. In an Anglo-American context, this could possibly be attributed to two
factors: first, the decision in the United States and the United Kingdom not to begin
the series with Dawn of the Dead is most likely indicative of the potential for
issues over copyright infringement. Even in the exploitation film market, there are
instances where companies have been prosecuted for attempting to capitalize on
the success of another bigger budget film.
In the UK, for example, video distributor, World of Video 2000, retitled an old
low-budget sci-fi film from Night Fright (1967) to E.T. Nasty (1983) in the hope that
it could capitalize on both the success of E.T. the Extra-Terrestrial (1982) and the
notoriety of the ‘video nasties.’ This was not without repercussion, however. When
Universal International Pictures threatened legal action, World of Video 2000 were
forced to recall the cassette, only to later re-release it with an amended title and
different artwork. Although the film was not a big-budget blockbuster like E.T., one
might extrapolate that the same may have been true for Dawn of the Dead had dis-
tributors tried to capitalize on this association in the UK and North America. The
second reason, and perhaps the most likely explanation, is that if Dawn of the Dead
was popular enough to stimulate the production of so many different zombie films,
then it is unlikely that these films would have been accepted as sequels to Dawn of
the Dead in the United Kingdom and the United States with our limited under-
standing of genre (at least in comparison with the Italian context). The fact that
distributors decided to begin the new series with Zombie Flesh Eaters (Zombi 2)
suggests that, in the Anglo-American market at least, there is a tipping point, a level
of success at which an unrelated sequel will be dismissed as inauthentic, illegitimate,
or outright fraudulent. However, this does not account for the many entries into the
series worldwide that accepts Zombie Flesh Eaters 2 (Zombi 2) as their starting
point, or the importance that is placed upon this film due to Lucio Fulci’s cultish
author function. After all, this film was the starting point for numerous sequels but
these were not challenged in the same way. It could be that the market that grew
around the zombie genre is more willing to collectively group Italian produced films
together on the basis of a shared ‘trashy’ exploitation aesthetic. This of course begins
as marketing strategy on the part of the distributor, but there is no real evidence of
resistance to these ‘unofficial’ series on the grounds of continuity. However, the only
way to test whether these films are accepted as canonical is to consider the response
to these various releases, which I explore in the next section.
1 direct reference to the film or the series being unrelated to each other;
2 referenced the director in their perception of whether or not the film should
be considered important;
3 referenced the presentation of gore within the film;
4 the overall quality of the presentation was discussed;
156 Mark McKenna
The vast majority of reviewers across the three territories chose not to emphasize
the fact that the film was narratively unconnected to its predecessor, which implies
that this aspect of the film’s lineage is unimportant for these viewers. However, 15
reviews out of 85 usable responses made explicit reference to the fact that the films did
not follow the principle of narrative continuity, equating to 17.6 percent of the
reviews, the same respondents who offered any description of the narrative within
their review. While this number is significant, over half of the UK and US respondents
(52.9 percent) were more concerned that the film was not directed by Lucio Fulci, and
a similar percentage of the German reviewers noted that it was not directed by
George Romero (where the film was released as a sequel to Romero’s series). Because
of this, all three sets of reviewers felt that the lack of an ‘authentic’ director-figure
meant the film should not be considered as legitimately canonical. This directorial
emphasis is implicitly linked to the emphasis given over to the gory elements in any
given film, with Lucio Fulci often referred to as ‘The Godfather of Gore’ and Romero
‘The Godfather of the Dead’. 37.6 percent of the reviews were more concerned that
the film be gruesome in its depiction, compared with only 17.6 percent who were
concerned that the film be narratively connected, suggesting that serial continuity was
less important to these viewers than the affective qualities of the film and that the
author functions of both Fulci and Romero had become a signifier of a kind of excess.
This same emphasis can also be seen in the interest in whether the film was presented
in its full uncensored form (27 percent), a factor that also contributed to 30.5 percent
of reviewers concerned about the overall quality of the presentation of the film.
Reviews that did foreground the lack of continuity are either understated—
‘Zombie 3 does not really have anything to do with the first two films’—or for the
‘What film is your film like’? 157
German respondents—‘this movie is not a 3rd part of George A. Romero’s hit
zombie trilogy.’ Indeed, Zombie 3, the first deviation from both the Romero line and
the Fulci line, becomes the central point of disruption in the series, described as ‘the
pseudo-sequel to a genre classic, which was itself a pseudo-sequel to THE genre
classic.’ Assessing the merits of the film in similar terms, one reviewer explains that:
What is significant in both these reviews is that while the criterion for inclusion
appears to be one of quality, as opposed to the film’s pedigree, both return to
the notion of quality being explicitly tied to a cultish author function. They
acknowledge that Zombie Flesh Eaters is an unofficial sequel, retitled to capi-
talize on the success of Romero’s Dawn of the Dead (1978), and they appear to
acknowledge Zombie Flesh Eaters 2 (1988) as an official sequel, despite criti-
cizing the film’s quality. The main problem occurs with Zombi 3, a film that is
deemed to be of significantly lesser quality, but that also lacks the pedigree of
the lineage of the previous entries, at which point acceptance seems to return to
authorial legitimacy as means determining inclusion or exclusion.
Conclusion
Whether these films are actually understood as coherent entries in a franchise is
ambivalent. Their commercial acceptance for audiences, however, does raise
interesting questions about the ways in which consumers are negotiating films of
this nature, and the basis on which they choose to include (or exclude) particular
entries in the series as ‘good’ objects by reifying a cultish author-function (and of
course, by rejecting other directorial signatures as ‘bad’ and unworthy). In her
study of film adaptation, Now a Major Motion Picture: Film Adaptations of Lit-
erature and Drama, Christine Geraghty argues that ‘faithfulness matters if it mat-
ters to the viewer’ (2008, 3), and although she was primarily concerned with
adaptations of literature into film, this idea of faithfulness, of fidelity, has reso-
nance here through the economically enforced seriality of what I have called the
distributive franchise. Like Romero’s conceptual series, the lack of continuity
between installments is not a problem to be navigated inasmuch as fidelity to the
tone, tenor, and aesthetics of other films helmed by directors with significant sub-
cultural capital. As I.Q. Hunter states, ‘adaptation, much like genre itself, is a
method of standardising production and repackaging the familiar within an econ-
omy of sameness and difference’ (2009, 9), and these distributive negotiations
demonstrate an overt approach to this repackaging of the familiar that offers just
enough difference to be accepted as generic serialization within an economy of
sameness and difference while simultaneously allowing enough diversification to
extend the franchise property.
158 Mark McKenna
It is significant that the director as an auteur figure is central to over half of the
collected responses, although the level of gore also plays a pivotal role in the accep-
tance of these films. Indeed, this overarching emphasis on gore above all else can be
seen to build upon and expand this idea of generic fidelity, incorporating specific
tropes through faithfulness to the traditions of the zombie film. This demonstrates an
acceptance that these films, while not ‘official’ sequel productions, or at least not
authored or branded with Romero’s author function, draw upon tropes and themes
that relate to the film that they aim to ‘follow in the tradition of.’ The implication here
is that in countries without an established tradition of filone, audiences nevertheless
negotiate ‘distributive franchising’ by establishing connections that work to maintain
the authenticity of Fulci’s Zombi 2. Rather than simply dismiss these entries as illegi-
timate, the Zombi series teaches us a great deal about the ways in which consumers
construct aura and authenticity in the absence of either Fulci’s or Romero’s cultish
imprimatur. Ultimately, concepts such as canonicity become sites of negotiation, of
refusal, acceptance, and celebration. It is therefore necessary for more research in this
area of what I have called in this chapter the distributive franchise, with the Italian
filone tradition providing a wealth of opportunities with which to do so.
References
Criterionmaster. 2009. ‘The Confusing as Fuck “Zombi” Series’. Rate Your Music. https://
rateyourmusic.com/list/criterionmaster/the_confusing_as_fuck_zombi_series.
Fisher, Austin. 2011. Radical Frontiers in the Spaghetti Western: Politics, Violence and
Popular Italian Cinema. London: I.B. Tauris.
Geraghty, Christine. 2008. Now a Major Motion Picture: Film Adaptations of Literature
and Drama. Maryland: Rowman & Littlefield.
Henderson, Stuart. 2014. The Hollywood Sequel: History and Form, 1911–2010. London:
BFI/Palgrave.
Hunter, I.Q. 2009. ‘Exploitation as Adaptation’. In Cultural Borrowings: Appropriation,
Reworking, Transformation, edited by I.R. Smith. Scope: The Online Journal of Film
and Television Studies. www.nottingham.ac.uk/scope/issues/2009/october-issue-15.aspx.
Hutcheon, Linda. 2006. A Theory of Adaptation. London: Routledge.
Koven, Mikel J. 2006. La Dolce Morte: Vernacular Cinema and the Italian Giallo Film.
Maryland: The Scarecrow Press, Inc.
McKenna, Mark. 2020. Nasty Business: The Marketing and Distribution of the Video
Nasties. Edinburgh: Edinburgh University Press.
Needham, Gary. 2002. ‘Playing with Genre: An Introduction to the Italian Giallo’. www.
kinoeye.org/02/11/needham11.php.
McSweeney, Terence. 2010. ‘The Land of the Dead and the Home of the Brave:
Romero’s vision of a Post 9/11 America’. In Reframing 9/11 Film, Popular Culture and
the War on Terror, edited by Jeff Birkenstein, Anna Froula, and Karen Randell, 107–
116. London and New York: Bloomsbury.
Verevis, Constantine. 2010. ‘Redefining the Sequel: The Case of the (Living Dead)’. In
Second Takes: Critical Approaches to the Film Sequel, edited by Carolyn Jess-Cooke
and Constantine Verevis, 11–31. New York: State University of New York Press.
WetmoreJr, Kevin J. 2011. Back from the Dead: Remakes of the Romero Zombie Films
as Markers of Their Times. North Carolina: McFarland & Co.
9 Horror heroine or symbolic sacrifice
Defining the I Spit on Your Grave franchise
as horror
Sarah Cleary
Though the character of Jennifer Hills made her debut in Meir Zarchi’s 1978 Day
of the Woman, later retitled as the more salacious I Spit on Your Grave in 1980, it
was four years earlier that her inspiration and real-life counterpart stumbled into
the life of the director in the guise of a naked, battered, and bruised woman
crawling through the undergrowth of Goose Pond Park. Subject to a brutal sexual
assault, Zarchi helped the woman to a local police station. Accompanying her as
she was questioned about the assault, he grew increasingly uncomfortable at her
treatment by the officer who, according to Zarchi, saw her as
While the fate of this young woman remains lost to the annals of time, and the
suffering endured throughout her assault now reduced to that of an interesting
anecdote, one could infer from Zarchi’s observations that this young woman,
like so many before and after her, received little real justice. However, four
years later, Zarchi’s Goose Pond Park ward would get a poetic justice of sorts
in the form of his avenging heroine Jennifer Hills.
In Zarchi’s directorial debut Day of the Woman (1978) a similarly raped, bat-
tered, and bruised Jennifer (Camille Keaton) would eventually have her day,
although justice wouldn’t be meted out in any conventional court; Jennifer’s
bloody and vengeful justice would come from a much more primal place. Over the
next four decades, repeatedly abused, Jennifer and her cinematic heirs would con-
tinue to enforce this talionic law of retribution as an ‘expression of a perfectly
proportionate justice’ (VanDrunen 2008, 945) which was poetic in its application,
bloody in its execution, and certainly not without controversy.
In 2020, 42 years after the release of Zarchi’s ‘celluloid pariah’ (Maguire
2018, 1), Kaleidoscope Entertainment announced that a special edition boxset
of the ‘I Spit on Your Grave: The Complete Collection’ would be made avail-
able for purchase.1 Comprising the original 1978 edition along with the 2010
DOI: 10.4324/9780429060830-13
160 Sarah Cleary
remake directed by Steven R. Monroe, its two sequels I Spit on Your Grave 2
(2013) and I Spit on Your Grave III: Vengeance is Mine (2015), Zarchi’s sequel
to his original, I Spit on Your Grave: Déjà Vu (2019), as well as bonus feature
length documentary, Growing Up With I Spit on Your Grave (2019), directed
by Zarchi’s son, Terry Zarchi, Kaleidoscope Entertainment not only provided
fans with an opportunity to add to their collections, it has also consolidated the
films into ‘a complete 6-disc collection of cinema’s most shocking cult fran-
chise.’2 Aside from the controversial material enclosed within, on first glance
this seems like rather an innocuous enough tagline. On closer inspection, how-
ever, the grouping of these texts by multiple directors across numerous time-
lines together into what Kaleidoscope branded as a horror franchise was not
only a brave marketing move, but a commentary on the manner in which the I
Spit on Your Grave films have come together in a discursive act of interpreta-
tion mainly fueled by the marketing matrix of fandom, specifically, horror
fandom. However, while still retaining an undeniable power to shock (and
offend) four decades on, the I Spit on Your Grave series is certainly horrific, but
is it horror? Unperturbed by such generic dilemmas, Kaleidoscope’s decision to
position the I Spit on Your Grave boxset firmly within the rest of its horror
yield along such related titles like Julia X (2011) and Prevenge (2016) and firm
family favourites such as Killer Mermaids (2014), Night of Demons (1988), and
Resurrecting the Streetwalker (2009). Given that both the original 1978 film and
its direct descendant I Spit on Your Grave: Déjà Vu are available to purchase
from the horror dropdown menu, one could assume that rape-revenge titles, at
least as far as Kaleidoscope’s classification is concerned, warrants inclusion in
the horror genre. However, this belief is not universal and problematizing this
categorization is the fact that Coralie Fargeat’s Revenge (2017) and Jennifer
Kent’s The Nightingale (2018), both similarly violent rape-revenge films, are
found in the thriller section of Kaleidoscope.
With such incongruities in mind, this chapter will explore the historical tra-
jectory that transformed the I Spit on Your Grave franchise from a thriller into
horror, considering the ways in which Jennifer’s thematic invocation of the lex
talionis principle of an ‘eye for an eye’ substantiate her horror heroine status.
Developed in early Babylonian law and present in both biblical and early
Roman law, lex talionis is a retributive principle asserting that those who
commit a crime should receive a punishment which fits this crime, replicating as
close as possible the precise injury they have inflicted upon their victims. In
other words,
Together these two ‘basic principles’ form the law of lex talionis.
As argued throughout this chapter, within the framework of rape-revenge nar-
ratives, lex talionis not only ‘provides a controversial principle of proportion-
ality,’3 but it also provides both context and pretext for the motivations of the
female protagonist and her subsequent heirs throughout the franchise. Not simply
by means of ‘ratcheting up the stakes,’ in which the POV of the audience is trans-
formed into a contested space of ‘empathic consumers’ of (so-called) torture porn,4
the acts of violence perpetrated upon the men following the assaults are arguably
tools of visibility; albeit often blunt serrated tools of visibility. In the hyperbolic
landscape of the I Spit on Your Grave franchise, Jennifer finds herself not only an
avenging heroine, but, soaked in the blood of her rapists, she stands alone as a
compelling Final Girl.
Genre concerns aside, many might debate the status of the I Spit on Your Grave
series as a legitimate franchise. Ruminating on the flippancy in which the term
‘franchise’ is regularly invoked within cinematic discourse, Kristin Thompson
observes how it essentially refers to a ‘movie that spawns additional revenue
beyond what it earns from its various forms of distribution, primarily theatrical,
video, and television’ (Thompson 2007, 4). While she notes that these revenue
streams arise out of licensing the brand in order to manufacture ancillary products,
such as mugs, t-shirts, video games, etc., more traditional streams in the guise of
‘sequels and series’ validate a film’s franchise identity (Thompson 2007, 4). Given
the four subsequent films and the documentary that followed the 1978 original,
along with their accompanying movie merchandise, the boxsets, special editions,
and documentary, the validity of the I Spit on Your Grave series as a franchise is
certainly evident. However, there does remain a point of contention regarding the
categorization of it as a horror franchise. Therefore, if the I Spit on Your Grave
series is to be envisaged as a franchise, in terms of understanding the ramifications
of such a taxonomy, due consideration must be given to the interpretation of a
franchise as framework for understanding, meaning-making, and generic cohesion.
Embroiled within countless debates concerning media effects, video nasties,
second-wave feminism, ‘ethics of representation’ (Jones 2002, 2), and rape culture,
the series of five films, from the original to Zarchi’s official sequel in 2019, are
certainly no strangers to controversy. Yet given the levels of comfortability modern
audiences now have with what Adam Lowenstein denotes ‘spectacle horror’
(2011), the I Spit on Your Grave series may have lost its once razor sharp edge.
Understood as a cultural barometer for gauging attitudes toward sexual(ized) vio-
lence, perhaps it has become more of an illustrative ground zero for dissecting
cinematic representations of the tortured female body (Badley 1995; de Valk 2016;
162 Sarah Cleary
Creed 2015; Conrich and Sedgwick 2017; Mantziari 2018) and revisionist critiques
of feminist theory (Gubar 1987; Read 2000; Projansky 2001; Heller-Nicholas 2011;
Henry 2014). Whether the depictions of rape and revenge over time throughout the
series have become something more abstract, symbolic, or perhaps more pro-
blematically, simply a ‘plot device’ (see Wilz 2020, 22), if that is indeed the case,
can we truly consider these films part of horror franchise cinema alongside the
Nightmare on Elm Streets, the Friday the 13ths, and the Saws? Or have we some-
how lost the essence of Jennifer as a horror heroine and, instead, offered her up as
symbolic sacrifice to the ‘tyranny of textual analysis’ (Altman 1999, 213)? More-
over, with the release of this boxset crystalizing the series into a franchise, probing
the ontology of these five disparate films as a franchise becomes necessary in order
to fully appreciate the role performed by Jennifer and her heirs.
Suggesting that ‘[t]he power of the rape-revenge scenario, is in the calculable
intensity that sexualised violence (or the threat of sexual violence) holds over the
film as a whole’, Alexandra Heller-Nicholas notes that the rape in and of itself
need not always be shown, suggesting that the ‘intensity and centrality do not
automatically translate to visibility’ (Heller-Nicholas 2011, 4). As an example of
this, Heller-Nicholas cites The Accused (1988) where the rape is only shown at the
end of the film, and Shame (1988), where the rape is not shown at all (4). Yet, in
not showing the rape—or worst still, as in The Accused, depicting the rape
through the eyes of a male bystander—conventional representations of rape have
often worked to obscure the role of the victim as a survivor seeking justice and
revenge. Portrayed with terrifying viscerality, the I Spit on Your Grave series dis-
regards such cinematic subtlety and sophistication in favor of repositioning the
(post-assault) female protagonist as focused solely upon bloody retribution by
dispensing entirely with traditional judicial procedures that are typically observed
in rape narratives (like The Accused and Shame). Arguing that ‘[t]he inclusion of a
rape scene in rape-revenge provides visible proof that a revenge-worthy crime has
been committed,’ Claire Henry suggests that this awards ‘the protagonists a valid
motivation for violent retaliation,’ thus restoring the ‘equilibrium and equality
between parties’ (Henry 2014, 73).
As a laceration of problematic judicial practice surrounding rape, it is impos-
sible to discuss a series of films like the I Spit on Your Grave franchise without
acknowledging the continued prevalence of sexual violence in the twenty-first
century, and the equally insidious culture of ‘victim blaming.’ In reality, it is simply
not enough to prove that a sexual assault has taken place, but it appears that blame
must be apportioned, and that blame is not always necessarily directed at the per-
petrator. Gabriela L. Culda et al. have observed that ‘[r]ape survivors who speak
out about their assault experiences are often punished for doing so because they
can be subjected to negative reactions from support providers such as family and
friends or even medical and justice workers’ (Culda et al. 2018, 99). ‘Such negative
social reactions,’ they conclude, ‘stem from the fact that society perpetuates the
same rape myths repeatedly, creating beliefs that “people get what they deserve,
and deserve what they get”’ (Culda et al. 2018, 100; see also Lerner 1980). In one
extremely high-profile rape case in Ireland in 2018, for example, a 17-year-old
Horror heroine or symbolic sacrifice 163
victim’s underwear, a black lace thong, was used as a ‘sign of her consent.’ That
same year in Northern Ireland, tensions ran high during what came to be known as
the ‘Rugby Rape Trial,’ which saw two professional rugby players and their
friends acquitted of the rape of a young woman in 2016 at a house party. Spending
eight days giving testimony, she was asked why she didn’t ‘cry out for help.’ Her
answer was that she ‘froze.’ While her bloody underwear was similarly passed
around the court room, a forensic expert, acting for the defence, was asked by the
prosecution, ‘if, in her experience, women experiencing sexual assault resisted?’
She replied that ‘it is allowed to happen.’5 With such insults commonplace, the I
Spit on Your Grave series offers a retributivist fantasy adhering to the principle of
lex talionis (or like for like) that eradicates the need for litigious rigor, often com-
plicated by subjective narratives often described as ‘he said, she said.’ A central
conflict at the heart of rape revenge narratives that appeal to the principle of lex
talionis is, however, the issue around ‘like for like.’ Strict adherence to the princi-
ple of lex talionis would mean that a rapist would in fact be subjected to his own
sexual assault rather than torture and/or death. But given that women often per-
ceive the ‘seriousness of rape as exceeding that of murder’ (Monckton-Smith 2010,
2; Ferraro 1995), a Kantian reading of this principle would suggest that punish-
ments ‘satisfy the “spirit,” if not the letter, of Lex talionis’ (Kant 1965, 102; see also
Davis 1986, 240). Therefore lex talionis requires an equivalent ‘evil,’ not necessa-
rily the same ‘evil’ (Davis 1986).
A testament to the diversity of criticism when it comes to the genre, these critiques
tend to prefer a much more panoramic view of rape-revenge. Narrowing the focus
to the I Spit on Your Grave franchise creates at least some stability, especially
when the focus is not on gender but rather through an exploration of the nature of
revenge through the principle of lex talionis. Such a reading of I Spit on Your
Grave as a horror film is similarly echoed in the work of Laura Mee who argues
that Steve Monroe’s remake should ‘be positioned within its own genre context by
looking at recent trends in contemporary horror cinema’ (Mee 2013, 76). Invoking
the rather problematic categorization of ‘torture porn’ as a justification for estab-
lishing its horror credentials, Mee suggests that Monroe’s remake
also employs other motifs from horror cinema more widely. From early in
the film, the use of jump-shocks, POV shots of Jennifer stalked unknow-
ingly through Stanley’s camera, and an added intense score all aim to
increase the suspense and to explicitly code the film as belonging to the
contemporary horror genre.
(2013, 85)
Mee adds that the shift towards a more ‘obvious horror formula’ in Monroe’s 2010
remake is somewhat similar to the remake of Wes Craven’s 1972 rape-revenge film
The Last House on the Left (2009). Arguably, similar conclusions can be made
about Monroe’s remake-sequel I Spit on Your Grave 2. With a strong nod to the
xenophobic undertones of Eli Roth’s Hostel (2005) and Hostel 2 (2007) and Scott
Spiegel’s Hostel 3 (2011), wannabe model Katie Carter (Jemma Dallender) is kid-
napped, raped, and held captive in a foreign Eastern European country to be sold
like chattel. Reminiscent of the torture chambers in Hostel, Katie embarks upon a
chthonic rampage in which her rapists and kidnappers are subject to her down-
ward spiral of hate and vengeance. Likewise, Braunstein’s I Spit on Your Grave 3:
Vengeance is Mine sees the return of Jennifer Hills (Sarah Butler) post-assault, a
shadow of her former self struggling to overcome her past trauma; that is, until she
meets the ballsy and choleric rape survivor Marla (Jennifer Landon) and the two
embark upon an escalating campaign of retributive violence upon known rapists
who have evaded traditional justice.
From 1978–$19.78
Following festival screenings and a limited theatrical release in America and the
UK, Monroe’s film was released on DVD and Blu-ray in early 2011. Much like
the original, positive reviews were scant, and many of the negative reviews were
framed around the pointlessness of remaking a film that made the aforemen-
tioned Pulitzer prize winner critic ‘unclean, ashamed and depressed’ (Ebert 1981,
Horror heroine or symbolic sacrifice 167
55). Mee similarly notes how the most scathing reviews were constructed around
the notion of I Spit on Your Grave’s pointless and ‘worthlessness.’ One parti-
cular review from the online film magazine Little White Lies exclaimed that
watching the 2010 remake was akin to ‘being in the Guinness Book of Records
for eating a wheelbarrow of your own shit,’ but the most ‘shocking thing’ about
this film is that ‘anyone bothered to make it once, let alone twice’ (2013, 76). In a
similar tone of exasperation and righteous indignation, before underlining his
disgust with a caustic ‘congratulations,’ Michael Ordoña for the LA Times
claimed:
The most shocking thing about ‘I Spit on Your Grave’ is that someone
thought the 1978 original deserved a remake. That was an artless, poorly
made, leering, phenomenally unintelligent chronicle of gang rape and intri-
cate revenge. It set so low a bar that even this ill-conceived but slick venture
can be called ‘better.’10
Not one for missing an opportunity, Roger Ebert bookended his own thoughts
on the franchise three decades after the first:
This despicable remake of the despicable 1978 film ‘I Spit on Your Grave’
adds yet another offense: a phony moral equivalency. In the original, a
woman foolishly thought to go on holiday by herself at a secluded cabin. She
attracted the attention of depraved local men, who raped her, one after the
other. Then the film ended with her fatal revenge. In this film, less time is
devoted to the revenge, and more time to verbal, psychological and physical
violence against her. Thus, it works even better as vicarious cruelty against
women.11
Exchanging his 1980 ‘despicable’ with ‘loathsome’ in 2010, while reflecting upon
the motivations of his fellow patrons in the movie theatre, he probes not only the
content but also passes judgment about the motivations of people at the ‘packed
screening.’ Many people, he frets, were even there on dates!
But not all reviews reached such a fever pitch of righteous indignation. Riffing
on her own position as a writer, Jeannette Catsoulis’ review for the New York
Times was more ambivalent: ‘Female-empowerment fantasy or just plain pruri-
ence, [I Spit on Your Grave] is extremely efficient grindhouse. If there is any
message here at all, it’s don’t mess with a novelist: being creative is her job.’12
But perhaps it was Donald Clarke’s review for the Irish Times in 2010 that had
the most bromidic of reactions to the remake. Having situated the original
release in Ireland within the context of the UK Video Nasty controversy,13 the
original ‘existed at the hub of a cultural vortex that took in feminism, socialism,
the video-nasty sensation and the resurgence of the moral majority. The remake
looks like just another horror film. Is there anything here you haven’t seen
before?’14 Is the remake of I Spit on Your Grave ‘just another horror film’? Or
does Jennifer still have something left to offer? Is this an exhumation or an
168 Sarah Cleary
emancipation? Speaking in a 2010 interview Monroe mused on how he had
grown up,
are akin to those of ritual. They are based upon repetition, on the acting out of
predetermined roles, on the precise fulfilment of expectations. Horror audi-
ences are often knowledgeable with an acute intuitive knowledge of the codes
and conventions of the genre. They often know exactly what to expect, and
this explains the enduring popularity of many of the most generically for-
mulaic kinds of horror, from Radcliffe’s Gothic novels to slasher movies.
(2018, 16)
However, while Jones unreservedly espouses the generic horror properties of the I
Spit on Your Grave series (2018, 144), outside of Clover’s reading of I Spit on Your
Grave as belonging to a sub-genre of horror which promotes the city/country
axis,16 Mee does problematize Zarchi’s original (and by extension, his 2019 sequel)
as ‘not easily defined as a horror film, and certainly not when judged by more
recent genre conventions’ (Mee 2013, 83). Compounding this issue, Monroe him-
self stated in an interview how he felt the need to ‘amp … up the revenge sequences
more’ within the 2010 remake because
if you watch the original, the revenge sequences, outside of the brilliant
Johnny in the bathtub scene are really, really brief and quick and not really …
it’s not a horror film. The movie was not a horror film. Because it was banned
and banished and everything that happened with it and was said about it, it
was adopted and embraced by horror audiences and therefore, when you’re
doing a remake of something that was labelled a horror film, your remake’s
gonna be expected to be a horror film also.17
Gothic horror
So rampant was the implicit risk of sexual violence in eighteenth- and early nine-
teenth-century Gothic novels, an anonymous columnist for The Spirit of the Public
Journals wrote in 1797 that he believed Gothic romances were capable of stirring
up a sundry of undesirable responses in young ladies, prompting the author to ask:
Can a young lady be thought nothing more necessary in life, than to sleep
in a dungeon with venomous reptiles, walk through a ward with assassins,
170 Sarah Cleary
and carry bloody daggers in their pockets, instead of pin cushions and
needle books?
(Cited in Ledoux 2011, 331)
What is significant about such an observation within the context of this chapter
is the emergence of dual persona evident in the female Gothic protagonist at the
beginning of the nineteenth century. Her exploits repeatedly cast her as victim,
though often the narrative would simultaneously provide her with the tools to
exert her own autonomy and even salvation. Aside from some of the more
explicit accounts of rape and attempted rape which litter Gothic literature, such
as Horace Walpole’s The Castle of Otranto (1764), Isabella Kelly’s The Abbey
of St. Asap (1795), and Mathew Lewis’ The Monk (1796), Allen W. Grove
draws attention to the manner in which
Echoing Jones’ earlier comment regarding expectations of generic codes and con-
ventions found within the Gothic all the way through to contemporary horror, the
I Spit on Your Grave films of the twenty-first century deliberately attempt to
replicate many of the conventions established in the original. From the moment we
see Jennifer arrive at the gas station in the 1978 original, her urbanity, her gender,
and her proscribed status as an independent woman of means and intelligence
position her in sharp contrast with the boorish, crass, and homespun traits of
Johnny, Stanley, and Andy who immediately pose a threat. Later, a long angle
POV shot is focused on Jennifer swimming, inferring that she is being watched.
Arguably, however, the scene which anticipates the protracted rape sequence
locates the heroine firmly within a Gothic horror tradition. Jennifer hears a noise
late at night, dons a dressing gown and walks out her front door into the eerie beat
of cicadas, crickets, grasshoppers, and katydids. Scanning the surrounds of her
cabin, something is immediately off kilter. Yet the danger remains elusive. Walking
back inside she enters her room and looks down at a drawer which conceals a gun
she found earlier. The trope of leaving the safety of one’s home late at night to
investigate a noise outside is of course a well-established convention of both the
Gothic and horror genre.18 Similarly, the presentation of rape and the more ubi-
quitous threat of rape is a trope that is repeatedly coded within Gothic texts. Kate
Ferguson Ellis notes in The Contested Castle (1989), that one
of the real achievements of the Gothic tradition is that it conjures up, in its
undefined representation of heroine terror, an omnipresent sense of impending
rape without ever mentioning the word. … Given the constraints on female
Horror heroine or symbolic sacrifice 171
virtue, terror becomes, in the hands of the Gothic practitioners, the intense
emotion … the terror of the Gothic heroine is simply that of being confined
and then abandoned, and beyond that, of being, in an unspecified yet absolute
way, completely surrounded by the superior male power.
(1989, 46)
Indeed, as Ferguson Ellis argues, ‘[t]he [Gothic] villain, in turn, is not provoked by
lust so much as by a wish to make his victim suffer for imposing limits on his male
will’ (1989, 46). The scene in which Jennifer hears a noise at night is mirrored and
amplified in Monroe’s 2010 remake. With a pervasive sense of dread permeating
the scene, upon Jennifer’s investigation outside she discovers a dead bird left on her
doorstep; an omen of what is to come. Following her rape, Jennifer inverts the
convention and uses the veil of rural darkness to unnerve her rapists. In I Spit on
Your Grave III: Vengeance is Mine, struggling to overcome her former trauma, a
similar scene is carried out repeatedly throughout the film as Jennifer walks home
confronted by a group of guys ‘hanging out,’ who seem to derive a sense of plea-
sure from intimidating her for laughs. Read through the prism of a Gothic per-
spective, it’s clear that this implicit sense of dread turns out to be a mechanism
through which women register danger in the presence of any male interaction,
especially within the horror genre.
Lex talionis
‘Writing about rape,’ Heller-Nicholas muses, ‘even fictional representations of it is
a formidable task, considering the ideological minefield and deeply subjective and
emotional responses that the topic evokes’ (2011, 7). No less controversial when
the subject matter at hand has been repeatedly the focus of criticism regarding its
exploitative, misogynistic, feminist, and, in later years, empowering critiques.
Moreover, adding to such trepidation, any discussion of the I Spit on Your Grave
franchise in particular and its archaic properties of bloody retribution within a
twenty-first-century context is not only an ‘ideological minefield,’ but one in which
live grenades are sprinkled in relative safe zones for added explosive effect.
Speaking in an interview in 2010 for Cine Vue on the eve of the release of the
I Spit on Your Grave remake, Zarchi ponders the question of onscreen brutality
further, anticipating this chapter’s discussion on lex talionis:
We’re talking about something that happened a long time ago and is still
with me today. I was about 39 at the time. I came across a girl as I was
driving home. She looked like the living dead, like a zombie. She was
bloody and covered in mud. She had been raped. I still feel the impact of
this today. This could have been my sister or even your sister. How do you
respond to something like that? Do you let a judge decide how to deal with
these people in a court?! No, you get angry. The most human elements kick
in; self-preservation and a desire for justice. The only real justice is true
revenge and that is what this film is about.19
172 Sarah Cleary
As David Maguire notes, ‘if this is indeed true, it does explain why the sexual assault
of Jennifer is so brutal, so visceral and necessary’ (2018, 32), a retributionist principle
which dictates within the context of rape-revenge narratives that ‘law cannot be
restored unless punishment takes place.’ As Alison Young argues, there seems
to be almost a cosmic fracture, ‘a world … out of kilter’ until ‘vengeance is
carried out by the victim’ (Young 2009, 46). Not just the remit of this particular
horror franchise, lex talionis has been a constant throughout rape-revenge in
horror over the past decade with recent examples such as Fargeat’s Revenge
(2017), wherein protagonist Jen (a namesake of her predecessor Jennifer) simi-
larly reclaims her bodily autonomy having had it violated through vengeful
violence. Michael S. Ojeda’s Avenged (2013) expands the principle further still
when his protagonist Zoe (Amanda Adrienne) is beaten, raped, and left to die
only to be resurrected by a Native Indian chief who inadvertently raises the
spirit of the Apache War chief who was killed by the ancestors of Zoe’s rapists.
Neither can rest until they are avenged and the balance re-set. In order for the
universe to make sense once again, the crimes inflicted upon Jennifer and her sis-
ters must be seen, made visible, and writ large and bloody for all to see. Yet for all
its simplicity, the I Spit on Your Grave franchise does not operate via a violence-
for-violence aesthetic, but, rather, is a tale of violence begot of violence.
Throughout the franchise, and conforming to the principle of lex talionis, it is
evident that the punishments awarded to the rapists are commensurate with the
violence inflicted upon Jennifer and her heirs. The scenes of torture range from quite
a modest and stylistic castration in a bubble bath in Zarchi’s original to a rather
gruesome gelding of a ‘untamed horse’ in Monroe’s 2010 remake, from a novel use
of a vice in I Spit on Your Grave 2 to a disturbing act of retributive justice in which a
pipe and mallet are used to penetrate a known rapist in Braunstein’s I Spit on Your
Grave: Vengeance is Mine. In Zarchi’s sequel, I Spit on Your Grave: Déjà Vu (2019),
history is repeated as we return to the canonical narrative in which Jennifer (Camille
Keaton), now a successful rape counsellor, is joined by her supermodel daughter
Christy Hills (Jamie Bernadette) as they are subjected to a horrific attack by the
relatives of the slain rapists from Jennifer’s past. Having spent 40 years planning
their own revenge, this subversion of the rape-revenge narrative is arguably a com-
mentary on the societally prescribed response to victim blaming. Though perhaps
not as visceral as Monroe’s remake and Braunstein’s sequel, the violence inflicted
upon Christy is returned upon the men in the form of an anal penetration and a final
castration with a broken bottle, which has Christy’s victim Kevin (Jonathan Peacy),
moaning aloud in orgasmic delight the fatal final words of Johnny (Eron Tabor)
40 years earlier as he bleeds out: ‘It’s so sweet it’s painful.’
What remains constant, however, from the first in 1978 to the more recent
film in 2019, is the onscreen torture and sexual violation of Jennifer and her
heirs. Never wavering in terms of its brutality, the onscreen rapes provides
‘valid motivation for violent retaliation’ (Henry 2014, 73). Though it may seem
a little simplistic to talk in such reductive terms, especially when one considers the
‘ideological minefield’ that follows any discussion of rape in any context, locating
such an argument within the I Spit on Your Grave universe allows a certain profligacy
Horror heroine or symbolic sacrifice 173
to explore such extremities. Such a sentiment is echoed in Clover’s now lauded and
oft-cited chapter on the original film in which she writes:
One of the most disturbing things about I Spit on Your Grave I think, is its
almost perverse simplicity. The men are not odd specimens but in the normal
range of variation; their acts of brutal rape are not traced to the dysfunctional
upbringing (no Mother Bateses here); Jennifer takes the revenge she does not
for deep-seated psychological reasons but because it is the punishment that fits
the crime; there are no extenuating circumstances; the law is not involved, nor
are legal questioned raised; and there is no concern whatever, not even at the
level of lip service, with moral and ethical issues. In short, I Spit on Your
Grave offers no outs; it makes no space for intellectual displacement.
(Clover 1992, 120)
all such windows and leave us staring at the lex talionis or law of retribu-
tion for what it is. I Spit on Your Grave shocks not because its alien but
because it is too familiar, because we recognise that the emotions it engages
are regularly engaged by the big screen but almost never bluntly acknowl-
edged for what they are.
(Clover 1992, 120)
Firmly situated within the exaggerated visceral excess of the horror genre, ‘when
the law is broken, punishment must be carried out no matter what, since the force
of law cannot be restored unless punishment takes place’ (Young 2009, 46).
Conclusion
As ‘a painful, violent, horrific film about pain, violation and horror’ (Jones 2018,
144), Zarchi’s 1978 original set not only the tone for the franchise but invoked a
series of Gothic and horror conventions which were steeped in the grindhouse
aesthetics of its time. Indebted to the original precedents, throughout the I Spit on
Your Grave horror franchise it is the employment of this brutal principle of lex
talionis that endows a victim with the moral armament to heal through the act of
vengeance. As both hunted and hunter, the avenging figure of the ubiquitous Jen-
nifer looms large throughout the horror genre as the ultimate Final Girl. Tena-
cious, resilient, and unforgiving, Jennifer and her heirs continue to emerge from
the undergrowth in Goose Pond Park as heroes who in the face of potential psychic
annihilation ‘triumph using their own merits and abilities’ (Wee 2006, 58). See-
mingly assured that for the crimes she has committed ‘no jury in America would
ever convict her,’ Jennifer and her heirs do not take their chances that a jury in
America would ever convict their rapists either. So, they take matters into their
174 Sarah Cleary
own hands, warning potential aggressors that ‘[w]hatever undeserved evil you
inflict upon another … you inflict upon yourself’ (Kant 1996, 332).
Notes
1 There have also been several unofficial sequels to I Spit on Your Grave, including: Savage
Vengeance (1993), which also stars Camille Keaton as protagonist and rape survivor/
avenger; I’ll Kill You … I’ll Bury You … I’ll Spit on Your Grave Too (2000); and I Shit on
Your Corpse, I Piss on Your Grave (2001). The focus of this chapter, however, is focused
on official installments, or what might be termed ‘the Kaleidoscope franchise.’
2 www.kaleidoscopehomeentertainment.com/movie/i-spit-on-your-grave-the-complete-
collection
3 https://plato.stanford.edu/entries/justice-retributive/#LexTaliPaybRespKind
4 https://nymag.com/movies/features/15622/
5 www.nytimes.com/2018/11/15/world/europe/ireland-underwear-rape-case-protest.htm
l. For a comprehensive account of this case please see www.theguardian.com/news/
2018/dec/04/rugby-rape-trial-ireland-belfast-case
6 The era saw ground-breaking publications in the form of Kate Millett’s Sexual Politics
(1970), Shulamith Firestone’s The Dialectic of Sex (1970), Germaine Greer’s The Female
Eunuch (1971), Andrea Dworkin’s Woman Hating: A Radical Look at Sexuality (1974),
and Catherine MacKinnon’s Sexual Harassment of Working Women (1976).
7 Such films included a spectrum which ranged from low budget exploitation features
made quickly and carelessness which saw an extremely limited release such as I Drink
Your Blood (1970), Thriller: A Cruel Picture (1973), Pigs (1973), Act of Vengeance
(1974), Trip with the Teacher (1975), and Lipstick (1976) to films which managed to
cross over into the main stream theatres such as Hannie Caulder (1971), Death Straw
Dogs (1971), Last House on the Left (1972), and Death Wish (1974).
8 www.theguardian.com/commentisfree/2011/jan/19/wrong-about-spit-on-your-grave
9 www.rogerebert.com/reviews/i-spit-on-your-grave-1980
10 www.rogerebert.com/reviews/i-spit-on-your-grave-1980
11 www.rogerebert.com/reviews/i-spit-on-your-grave-2010
12 www.nytimes.com/2010/10/08/movies/08spit.html
13 I Spit on Your Grave was banned in Ireland and to this day has never gotten a
release.
14 www.irishtimes.com/blogs/screenwriter/2010/05/26/i-spit-on-your-grave/
15 https://bloody-disgusting.com/news/3178950/interview-steven-r-monroe-on-i-spit-on-your-
grave-redo-a/
16 Such as Straw Dogs (1971), Deliverance (1972), Last House on the Left (1972), The
Texas Chain Saw Massacre (1974), and more recently Eden Lake (2008), Calibre
(2018) and even comedy horrors such as Hot Fuzz (2007).
17 https://bloody-disgusting.com/news/3178950/interview-steven-r-monroe-on-i-spit-o
n-your-grave-redo-a/
18 So much so it was featured in Wes Craven’s meta parody Scream (1996) as a version of it
(‘Never say I’ll be Right Back’) features as one of Randy Meeks ‘Rules of Surviving
Horror.’
19 https://cine-vue.com/2010/09/interview-meir-zarchi-i-spit-on-your-grave.html
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Part IV
Complicating franchising
10 Seriality between the horror franchise
and the horror anthology film
David Church
What distinguishes a film franchise from the broader category of the film series?
Although these terms are becoming increasingly conflated in popular discourse, we
might posit the contemporary franchise as a multi-film series that not only expands
chronologically forward (as with a sequel) or backward (prequel) from an initial
filmic text, but also includes a horizontal expansion of ancillary intertexts: from the
forking paths and parallel storylines of the spin-off, to the reverent remake or the
corrective reboot (Proctor 2012), to the more nebulous realm of official merchandise
and unofficial fan-made productions. A franchise, then, has less to do with the sheer
longevity of a film series (though that may certainly be a factor) than with a cross-
textual proliferation that extends beyond linear development. Hence, Metro-Gold-
wyn-Mayer’s Andy Hardy films (1937–1958) constitute more of a straightforward
series than, say, the same studio’s James Bond franchise (1962–present). Moreover,
the modern (post-1970s) film franchise depends, in part, on a presold property whose
initial filmic entry is already designed for potential sequelization and ancillary mar-
ketability, should it prove profitable (Henderson 2014, 88). The film series and the
film franchise therefore both hinge upon issues of seriality—often (but not always)
based upon recurrent characters or similar storylines—yet they deploy seriality in
different directions, albeit for similar commercial motivations.
Of course, this use of the film franchise as a familiar ‘brand name’ does not
have an especially privileged relationship to the horror genre in particular, for we
can easily cite examples of franchises within many popular genres, from comedy
(National Lampoon, American Pie) and action/adventure (Indiana Jones, Fast
and the Furious, Mission Impossible) to science fiction (Star Wars, Star Trek),
fantasy (Harry Potter), and superhero movies (X-Men, The Avengers). Unlike
most of these genres, however, the episodic anthology film is one of the most
popular and prolific sub-genres of horror cinema—and yet, even when horror
anthology films generate sequels, these films are seldom the products of existing
horror franchises, nor deemed franchises in their own right. Indeed, the shortage
of critical and scholarly attention to horror anthology films is conspicuously
disproportionate to these films’ actual (and growing) prominence within the
horror genre.1 As Mark Betz argues, such films formalize the ‘gaps’ between their
narrative episodes, even as their critical neglect represents a historiographic gap
in its own right (2009, 199).
DOI: 10.4324/9780429060830-15
180 David Church
In this chapter, I will argue that by using the short story form to effectively
‘internalize’ the seriality that otherwise structures clusters of multiple feature-
length films, anthology films constitute an important missing link in how to con-
ceptualize horror franchises and think about their critical reception. The multiple
connotations of the term ‘anthology’ are partly to blame for the scholarly inatten-
tion to such films, since the term is sometimes used to describe an omnibus or
portmanteau structure (multiple short episodes within the same feature-length
film, often joined by a framing story/conceit), while alternately used to describe a
series in which each freestanding episode is a self-enclosed story featuring different
characters. But those conflicting connotations, when taken together, also evoke the
segmented multi-narrativity upon which horror franchises are built. By looking at
several historical examples of each anthology tendency, including their roots in
media forms beyond feature-length films, we can better understand the horror
genre’s specific relevance to the franchise form. I will begin by delineating these
different connotations in more detail, before then elaborating on the anthology
film’s special relationship to the horror genre’s increasingly self-conscious fran-
chise development.
Why horror?
With this terminological excursus at our disposal, we can now inquire why the
horror genre in particular has been so generative of the anthology film in various
forms. As Kristin Thompson has observed, the short story’s limited duration,
narrative/thematic unity, and goal of creating a ‘single strong impression’ would
seem especially conducive to developing feature-length narrative films, in con-
trast to the tremendous condensation required to adapt novels for the Hollywood
screen (Bordwell et al. 1985, 167). Yet, this feature-length expansion of the lit-
erary short form is more useful for helping explain the self-enclosed narratives of
the anthology series (and the individual entries in a film franchise), whereas
omnibus-anthology films cannot help but foreground the sheer brevity of their
internalized narrative episodes. The morbid twists that punctuate the ends of
most anthology segments have more in common with, say, the sensationalistic
‘penny dreadful’ than the more austere Gothic novel. Literary scholars have
noted, for example, the difficulty in sustaining ‘the necessary tension of the ghost
story to the required length of a novel’ (Gilbert 1998, 69). In this regard, it is not
difficult to also see literary horror anthologies as especially generative of (loose)
film adaptations, such as the many freestanding films expanded from Stephen
King’s short-story collections. Among his Night Shift (1978) stories, for instance,
184 David Church
is ‘Children of the Corn’ (1977), which has itself spawned a series of 11 feature-
length films (1984–2020) as of this writing; while the ‘transfictional’ town of
Castle Rock, Maine, has featured as a setting in many of his written works, plus
various filmic and televisual adaptations, including Hulu’s anthology series
Castle Rock (2018–2019) (see Proctor 2018, 102, 104–106).
The omnibus-anthology film’s tendency toward internal fragmentation, genre
mixing, and tonal disunity helps explain why this form also proved amenable to
the modernist principles of European art cinema. As Betz notes, the omnibus-
anthology film experienced its first production peak during the 1960s, when
segments featuring major auteurs and sexy female stars (e.g., Boccaccio ’70
[1962]) combined cosmopolitan credentials and sensational genre material into
a consistent box-office draw. This was exemplified in the art-horror form with
the Franco-Italian coproduction Spirits of the Dead (1968), featuring Poe-adap-
ted segments by Federico Fellini, Roger Vadim, and Louis Malle, plus starring
performances by Brigitte Bardot and Jane Fonda (Betz 2009, 196, 206, 226–228,
236–237). However, aside from several notable exceptions like Kwaidan (1965),
most of the 1960s omnibus art films were not inclined toward the horror genre,
instead favoring comedic and dramatic segments as their generic repertoire.
Diffrient suggests that horror is one of the few genres in which short stories may
be far more effective than longer narratives (2014, 108), but I would also argue that
horror’s strong connection with the anthology film reflects the genre’s cultural
disreputability. That is, unlike many other genres, horror film reception often
evinces a sort of ‘inferiority complex’ wherein the genre’s supposedly frivolous,
sensationalistic, or juvenile qualities are seen as sapping a given horror narrative’s
potential to contain enough ideas for supporting a feature-length duration. Con-
sider the Halloween theme or setting of so many omnibus-anthology films, such as
the aptly named Trick r’ Treat (2007), as delivering a handful of small-but-sweet
bites of self-contained story, not unlike the assortment of ‘fun-sized’ candy bars
given out to excited kids (and the monster, disguised as a trick-or-treater, who
serves as Trick r’ Treat’s unifying figure) during that seasonal tradition. For Dif-
frient, the common critical complaint against omnibus-anthology films hinges on
precisely this sense that, unlike the ‘hearty meal’ offered by a ‘deep’ feature-length
narrative, anthologies only offer light ‘tasters’ or ‘side dishes.’ This denigration is,
then, less a defect of the films in their own right than a function of film criticism’s
failure to adjust evaluative expectations to forms other than the conventional fea-
ture, including a failure to understand how active audiences can fill in the gaps
between different episodes (2014, 5, 17, 32).
If we extend this food metaphor, it is not difficult to see how franchise horror
films, especially those evincing the supposed ‘McDonaldization’ of 1980s horror
franchises (e.g., Friday the 13th, Halloween, Nightmare on Elm Street) (Wells 2000,
94), share many of the same presumed deficits. Like franchise fast food, the con-
sumption of franchise horror films is presumed to be quick, easy, and non-nutri-
tious, perhaps comforting in their familiarity but not a proper diet unto
themselves—or, to put it another way, fast-food and horror film franchises both
offer pit stops during a journey to a better destination but are seldom considered
Seriality between franchise and anthology 185
worthy destinations in their own right (see the Introduction to this volume). In
other words, the frequent critical rejection of even feature-length horror films—
especially when those films are part of franchises—strongly echoes the critical saw
against the supposed shortcomings of anthology films in general, hence this see-
mingly natural connection between genre and format.
As Diffrient (2014) notes, all omnibus-anthology films are
Moreover, he suggests that anthology films may have a deeper structural relation-
ship to the horror genre because the carnivalesque shift between unnatural death
and gallows humor across their episodes offers a ‘text of continuous, yet limited,
replenishment … allow[ing] the spectator to laugh in the face of death, for the
withering away of one story is followed by the blossoming of another (at least
until the very end)’ (65). Like Scheherazade’s survivalist storytelling endeavors in
the One Thousand and One Nights, mortality and narration exist in productive
tension with each other here, but in the more Bakhtinian vein of reversibility
between grotesque death and fertile rebirth (Diffrient 2014, 50, 65–66, 128, 131;
Diffrient 2002, 295–296, 298–299). Indeed, Diffrient notes that many omnibus-
anthology episodes end with the resurrection of a recently deceased person to take
revenge on his/her killer—a dynamic that seldom occurs within the franchise
horror film (in which victims generally stay dead, though the monster endlessly
returns across sequels), but is also echoed when the same actors inhabit different
roles across different segments. Corporeal fragmentation and textual fragmenta-
tion literalize one another in these films (2002, 289, 291). Yet, I would argue that
the tendency for these films’ episodic narratives to ‘spill over’ their containing
structure like so much shed blood also signals their affinity with the viewing
dynamics of the horror franchise as a multi-narrative corpus that temporally
exceeds beyond instead of contracting within a feature-length duration.
The production of omnibus-anthology films sharply declined after the 1960s, but
since the 1990s these films have become more prolific than ever (Betz 2009, 206;
Diffrient 2014, 149). In the world of art cinema, many of these films are now
funded by (non-US) governmental and non-governmental agencies to celebrate
transnational alliances, but genre-centred omnibus-anthology films—much like the
innumerable published anthologies of short horror fiction—may represent a more
commercially oriented means of capitalizing on the short form, whose brevity can
be creatively generative (especially for upcoming filmmakers) but which is difficult
to financially justify in a film industry built upon features (Deshpande 2010, 6, 11;
also see Fonseca and Pulliam 1999, 23–31). Moreover, the omnibus art film may
still focus on collecting the work of transnationally known auteurs, whereas the
186 David Church
horror omnibus-anthology is more likely a proving ground for lesser-known
directors from around the world. Indeed, it is perhaps no coincidence that the post-
1960s decline of auteur/star-branded omnibus-anthology films led to an upswing in
horror omnibus-anthology films in the 1980s–1990s, since strong generic identifi-
cation could help compensate for the shortage of those other appeals in potentially
profitable ways.
Although far from exhaustive in its scope, Steve Hutchison’s 2017 self-published
guidebook Anthologies of Terror lists an average production of one horror omni-
bus-anthology film per year from 1962 to 1975, then two every other year from 1983
to 1997 and 2004 to 2006, and finally three or four per year since 2011. As suggested
earlier, this recent proliferation is partly due to the rise of a direct-to-video and cable
television market for such films—and, I would add, streaming services, since horror
anthologies, in both omnibus and series forms, continue to be popular offerings on
Netflix, Hulu, Amazon Prime, and Shudder—but it is also notable that this growth
roughly coincided with the increased franchising of the horror genre in general.
Much as Creepshow borrowed not only the EC Comics aesthetic but also allowed
viewers to ‘recreate’ the film’s intradiegetic reading experience via the graphic novel
adaptation, a more recent omnibus-anthology film like V/H/S (2012) uses a framing
story about found VHS tapes to justify both a visual aesthetic and a segmented
format that foreground home video as the prevailing mode of omnibus-anthology
consumption. Meanwhile, popular streaming services have moved into the original
production of anthologies, such as Netflix’s omnibus-anthology film Don’t Watch
This (2018), Shudder’s Creepshow (2019–present), and Hulu’s Into the Dark (2018–
present), an anthology series co-produced by Blumhouse, with feature-length epi-
sodes released monthly; while the Netflix-produced anthology series Black Mirror
(2011–) released the feature-length episode ‘Bandersnatch’ in late 2018, allowing
viewers to navigate a branching, ‘choose-your-own-adventure’ storyline akin to
clicking through the Netflix interface itself.
Although Betz argues that viewers of omnibus-anthology films actively evaluate
the merits of each episode against one another other in ‘a kind of spectatorship
qualitatively different from that of the narrative feature film’ (2009, 231), I would
argue that this comparative assessment is precisely what horror franchise viewers
do as well, rooting their valuations in the context of the franchise as a whole, not
merely the individual entry. Indeed, for those of us of a certain generation, the
amount of space that a popular horror franchise took up on VHS rental shelves
suggested the franchise as a compendium of different narratives not unlike the
horror anthology film or the stories collected in a literary anthology. Unlike pro-
fessional film critics, for whom each sequel or spin-off is denigrated as more of the
same, a reiteration that should be too flimsy to support a freestanding feature film,
genre fans readily judge a horror franchise’s different installments as an inter-
textual web of tenuously connected stories. Omnibus-anthology films, for exam-
ple, operate via intratextuality instead of the horror franchise’s intertextuality, but
both rely on framing devices for their ‘endlessly deferred narratives’ (Hills 2002,
139–140). In many horror franchises, the monster (whether Jason Voorhees,
Freddy Krueger, or Michael Myers) becomes the main recurring character across
Seriality between franchise and anthology 187
the individual films, whereas the other characters and settings often reset from one
entry to the next. This use of the monster as a franchise’s unifying textual entity
also recalls the anthology series’ host/narrator character (whether a real authorial
presence like Rod Serling or a monstrous avatar like the Crypt Keeper), but differs
in the sense that the monster is an agentive force within the diegesis, whereas the
anthology series’ host/narrator may instead be relegated to an observational or
commentating role at the story’s bookends, framed less as a puppet-master than an
impresario. With its function of supplying viewers with self-conscious ‘spectacles
of death’ (Sconce 1993), the role of the horror monster can therefore blur the thin
line between the representational and presentational storytelling modes respec-
tively occupied by the diegetic character and the quasi-diegetic host/narrator.
Here, we can usefully contrast the largely failed attempts to officially anthol-
ogize the big-three 1980s slasher franchises: Halloween, Friday the 13th, and A
Nightmare on Elm Street. Whereas Halloween II (1981) immediately picks up
where its predecessor left off, with Michael Myers continuing to stalk Laurie
Strode (Jamie Lee Curtis) during the second half of the same Halloween night from
the 1978 film,6 the series’ third installment, Halloween III: Season of the Witch
(1982), attempted to turn the franchise into an annual anthology series of unrelated
feature-length stories released under the Halloween brand name. Without a slasher
narrative and no appearance of the franchise’s iconic killer (aside from several brief
clips from the first film glimpsed on television sets), the film instead features the
convoluted story of a mad toymaker who, disgusted that Halloween has become a
commercialized holiday divorced from its pagan roots, invents a line of Halloween
masks programmed to kill their young wearers after the masks are remotely acti-
vated by a televised ‘giveaway’ announcement on Halloween night. Driven by
Universal’s misleading advertising, which did not clearly signal the film’s shift
away from slasher tropes toward an original concept, Halloween III proved a box-
office disappointment. Initially rejected by fans for failing to deliver another epi-
sode in the Michael Myers vein, the film did however receive mixed praise from
professional critics who lauded its inventive plot as a welcome digression from the
then-controversial slasher movie cycle. In more recent years, horror fans have
gradually reassessed the film on its own merits, albeit with the seemingly obliga-
tory caveat that it not be judged against the Myers’ films to which the franchise
would return in its subsequent entries.
Against this background, Martin Harris and Kathryn Conner Bennett read
Halloween III’s anti-consumerist message (popular masks as lethal weapons,
dangerously false advertising, robotically programmed consumers) as ironically
converging in the film’s own failed attempt to reboot the franchise as a feature-
length anthology series. Within the film, even the first Halloween becomes
reduced to yet another piece of televisual content abutted by commercials for the
trigger signal’s broadcast, implicating the series’ earlier entries as part of the
problem (Harris and Bennett 2004, 100–102, 105–106). And, ironically, the man
who unravels the evil conspiracy is played by Tom Atkins, who also played the
comic-confiscating father in Creepshow’s (1982) framing story, hence reprising
an anti-consumerist stance (albeit here in a heroic mode). If franchise horror
188 David Church
films are often critically derided as ‘bad objects’ for their repetition and redun-
dancy, we might surmise that anthology-style outliers would be championed for
their originality, yet Halloween III as a temporary aberration within an other-
wise identifiable franchise demonstrates how that is clearly not always the case.
Likewise, the Canadian television anthology Friday the 13th: The Series (1987–
1990) failed due to its marked difference from Paramount’s prolific slasher series.
Frank Mancuso, Jr., a Paramount executive who controlled the rights to the film
franchise, merely applied the franchise title to an unrelated anthology series ori-
ginally slated to be called The 13th Hour. Lacking any reference to the Jason
Voorhees character, the show instead uses the framing device of an antique shop
filled with cursed items (a conceit previously seen in Amicus’ From Beyond the
Grave), not unlike the room of cursed objects that The Conjuring franchise (2013–
present) frames as Ed and Lorraine Warren’s keepsakes from their various demo-
nological cases. The television anthology series Freddy’s Nightmares (1988–1990)
was, however, more successful, since Krueger plays a more central role and the
series shares the films’ transfictional setting of Springwood, Illinois. Krueger fea-
tures as a character within some episodes, but the shared setting also implies that
his supernatural influence is somehow behind even those episodes that do not
directly reference him.7 Likewise, his morbid trickster persona easily carries over
from the previous films to his Crypt Keeper-like epilogues for every episode.
Unlike the attempts to anthologize Halloween and Friday the 13th, then, Freddy’s
Nightmares foregrounds the monster’s role as the key element of its franchise,
using that character to frame the individual episodes as not only the anthology
series’ narrator/host, but also the active diegetic character already known from the
films. Unlike a franchise developed from an existing anthology format (such as
Inner Sanctum as an anthology series or Tales from the Crypt as an omnibus
anthology), then, these examples demonstrate how the gap-filled anthology film’s
status as a ‘gap’ in conceptualizing horror film franchises partly derives from its
potentially yawning disjuncture from fidelity to the expectations shaped by an
existing feature-film franchise.
Notes
1 Key exceptions include the excellent articles by Diffrient (2002) and Harrington (2020).
2 Diffrient (2014) further distinguishes between related terms like the compilation film,
package film, and sketch film, but these more specific variants are not directly perti-
nent to this chapter.
3 The Twilight Zone is another high-profile example of this overlap between different
anthology formats, since it originated as a television anthology series, but was later
adapted as the omnibus-anthology The Twilight Zone: The Movie (1983).
4 At this time of writing, creator Ryan Murphy has announced a spin-off series,
American Horror Stories, which will narratively consist of self-contained, hour-long
episodes—therefore a ‘true’ anthology series in the Twilight Zone vein—to air on FX
on Hulu in 2021.
5 This comparison only goes so far, however, since the different directors of omnibus-
anthology films also tend to have much more creative autonomy for their individual
contributions; likewise, an omnibus film’s producer controls the sequencing of and
192 David Church
transitions between the differently authored episodes, whereas serialized television
episodes tend to follow a clearly defined and logical narrative progression to better
maintain viewer comprehension over a season-long arc (Deshpande 2010, 9).
6 Although industrially framed as a corrective reboot to Rob Zombie’s 2007 remake of the
same title, Halloween (2018) is more accurately a belated sequel that ‘retcons’ away even
the 1981 direct sequel’s revelation that Laurie is Michael’s long-lost sister, instead picking
up Laurie’s story 40 years later with the clarification that she is no relation to Myers.
7 Freddy’s Nightmares is additionally interesting as an anthology series because each
episode is internally bifurcated into two related storylines, the latter half often
focusing on characters who only played a secondary or fleeting role in the first half.
With this dramatic shift in narrative focalization, each episode also contains elements
of the omnibus (portmanteau) style as well.
8 These series each received reboots, including the near-obligatory origin stories for
their monsters, amid a 2000s-era cycle of 1970s–1980s horror remakes: The Texas
Chainsaw Massacre (2003), Halloween (2007), Friday the 13th (2009), and A Night-
mare on Elm Street (2010).
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11 When a franchise is not a franchise
The case of Let the Right One In
Simon Bacon
A best-selling novel that spawns a cinematic art-house hit, multiple stage adapta-
tions, comic books, and a television series would seem to have all the hallmarks of a
successful franchise, yet very few people would consider Let the Right One In
(LtROI) as a franchise in the same way as Star Wars, The Twilight Saga, or Harry
Potter. This is a disparity that can, at least in part, be attributed to a tension that
exists within the franchise itself, comprised of two separate narrative worlds that
often seem at odds with each other. As explored in the introduction to this volume,
franchises involve ‘reproduction and multiplicity,’ and while this is typically
accomplished through ‘[f]ranchise systems [that] support serialization and sequeli-
zation to keep generating content over time’ (Johnson 2013, 45), LtROI is a fran-
chise that is comprised primarily of adaptations that seek to disavow prior entries
and initialize or inaugurate the franchise anew. The original novel, Let the Right
One In/Låt den rätte komma (2010) by John Ajvide Lindqvist, was adapted for the
screen as Let the Right One In (2008), directed by Tomas Alfredson in collabora-
tion with Lindqvist who insisted on developing the screenplay himself. It was then
adapted again as Let Me In (2010), a British/American co-production by Hammer
films as part of the resurrection of the British brand (see Hills 2014). This British/
American line inspired a limited four-issue comic book series, Let Me In: Cross-
roads (2010–2011), a collaboration between Hammer Films and Dark Horse
Comics, which acted as a prequel to the Hammer adaptation. While Linqvist
opposed the adaptation and contested the legitimacy of this series, he did produce a
script for a stage adaptation, ‘La den rette komme inn,’ that was directed by Jakob
Hultcrantz Hansson and performed in 2011 and 2012. Then there was another
stage adaptation by the National Theatre of Scotland written by Jack Thorne, and
although Lindqvist was not involved in the production of this, he welcomed it in a
way that was very different to the outright opposition he had with the comic book
series. Finally, a television series was commissioned by TNT, and although it never
made it past development, it demonstrates the ways in which producers have tried
to capitalize on a potentially valuable intellectual property. While each of these are
perhaps less well-known supplementary narratives, they each seek to extend a
narrative that consists of successful adaptations of Lindqvist’s original novel. This
process of near continuous adaptation is unusual, though not unique. Indeed, The
Evil Dead franchise follows a curiously similar trajectory with a prequel, Within
DOI: 10.4324/9780429060830-16
When a franchise is not a franchise 195
the Woods (1978), produced to secure backing for the first film which offered the
same basic narrative as the first film, as does its sequel, The Evil Dead II (1987) and,
of course, the 2013 remake. Even the many transmedia adaptations, such as the
computer game Evil Dead: Fistful of Boomstick (2003), or the various comic book
adaptations, follow a similar narrative trajectory. However, where LtROI differs is
that this process of continual adaptation, rather than serialized extension of the
narrative, is the result of the tension between the book’s author and other copyright
holders.
This chapter will examine this tension, looking first at the way in which the
original novel was developed into a film, before then considering how this and its
subsequent adaptation initiated a split in the intellectual property; one controlled
by the original author, with the other as the property of a production company
(Hammer). Whilst Hammer appeared intent on exploiting the potential of a
growing transmedia universe, the book’s author has often actively worked against
this, attempting to protect the integrity of his original ‘vision.’ This study focuses
on the ongoing animosity between these two narrative threads and the impact this
has had upon the perception of LtROI as an ongoing franchise.
I said … that we shouldn’t remake it. I read the book too and was completely
taken with it and I was really intrigued how personal the story felt. I thought
John Lindqvist had written this terrific story, and he also adapted it for the
film … I wrote Lindqvist and told him that it wasn’t just that I was drawn to
the story because it was a brilliant genre story—which it is—but also because
of the personal aspect of it. It really reminds me of my childhood.
(Harley 2010)
One can clearly see that it was the idea of shared experience that brought
Lindqvist and Reeves together, joined by a somewhat nostalgic view of the
1980s when they were both teenagers. Yet it would become apparent that
Reeves’ experience of adolescence in the city—in his case Los Angeles—was
rather different than Lindqvist’s experience of Stockholm. This difference was
not immediately obvious, when, early in production, Simon Oakes spoke of the
planned film, suggesting that, ‘If you call it a faithful remake, I think that’s true
to say that’s what it is. It’s not a reimagining; the same beats [are there], maybe
the scares are a little bit more scary.’ Yet by 2010, this had changed: ‘I call it his
[Reeves’] version. I don’t call it his remake or his re-imagining of it’ (Radish
2010), implying an authorial break between Reeves’ version and the source
material. This sense of Reeves as the author of Let Me In can be seen in
Lindqvist’s input to the film. Curiously, unlike authors such as Stephanie Meyer
(Twilight) or J.K. Rowling (Harry Potter), Lindqvist had no control over what
happened to his story, and although producers from Alfredson’s film were
involved with Let Me In (LMI), they seemed to have little input over the final
cut. Consequently, LMI is very much a Reeves film, and although Lindqvist is
noted as one of the writers, Reeves produced the screenplay himself.
LMI itself makes many similar decisions in the handling of the material from
the novel as Alfredson’s movie did, jettisoning most of Eli’s backstory, the
zombification of Håkan, and the ambivalences regarding the motivations of the
bully, Jonny. Whilst ostensibly keeping the key characters and situations from
the first film, Reeves makes significant and crucial changes that vastly alter the
possible meanings of the story.
The setting of the film is moved from Sweden to America, and swaps snowy
Blackeberg with Los Alamos in New Mexico. Although Los Alamos can get
very cold, it has two other features that set it apart from Blackeberg: first, it is
indelibly linked to America’s Manhattan Project, the center of their nuclear
development program, with the town being home to most of the workers at the
facility; and second it has more churches per head of population that any other
city in America. Reeves also makes important changes to the main characters:
200 Simon Bacon
Oskar is now Owen (Kodi Smit-McPhee), who has dark hair and looks less
unambiguously innocent than Kåre Hedebrandt; Eli becomes Abby (Chloë
Grace Moretz), who is also dark-haired but more obviously a girl; Håkan
becomes ‘Father’ (Richard Jenkins)—though since the original release, his
character has been renamed Thomas, and it is in his renaming that a significant
shift occurs that makes him more of a symbolic figure. In similar fashion, Lacke
is replaced with ‘The Policeman’ (Elias Koteas). Thus, the symbolic nature of
these two roles are key to understanding the film, but the context is equally
important.
LtROI is set during an ongoing international altercation with Russia, or the
Soviet Union as it was in the 1980s, involving a submarine discovered in Swedish
waters. It provides minimal background to both novel and film, but suggests an air
of imminent danger from which the vampire emerges. Reeves positions this tension
more central to his filmmaking at the start of (then) President Ronald Reagan’s
infamous speech about the Soviet Union as the ‘evil empire,’ and the real fears
about Soviet forces invading America, equally highlighting Los Alamos’ place
within the ongoing nuclear standoff between the two countries. In many ways, this
is indicative of the change in scale of the two films—Alfredson’s is more intimate
and oddly confined to Blackeberg, whereas Reeves hints that the evil from Los
Alamos will affect all of America, if not the world.
Once this context has been put in place, LMI then focuses on the figure of
Owen, a lonely, bullied boy, largely ignored by his separated parents, but acts out
revenge on his tormentors in much more sinister ways. Oskar was shown as an
awkward boy only wearing baggy Y-fronts as he confronts his imaginary bullies
with a pen-knife in his bedroom. In contrast, Owen wears an odd clear plastic
mask (actually taken from the face of Richard Jenkins who plays Abby’s Father)
and uses a larger kitchen knife to threaten the bullies, giving it the feel of malicious
premeditation. When he stops playacting, it is not just to peer out the window, as
Oskar does in the comparable scene, but to spy on his neighbors using a telescope
he has set up to look in the windows of those living across from him (if Oskar has
had his innocence blighted by life, Owen was never that innocent to begin with).
Conversely, Abby remains largely herself, with the emphasis on ‘her’ as we
are never given a reason to doubt that she is female, and that she genuinely
loves all her helpers when she first meets them. This fact alone is interesting as
it marks a significant shift in how we view her Father, and the world within
which she lives. Håkan is clearly identified as a pedophile in the novel, and
though never touched upon that much in Alfredson’s film, as an aging adult
male, he has an unhealthy affection for a young girl. The fact that Eli seems to
find replacements for her helpers quite regularly suggests that the society she
inhabits, i.e., Sweden, has many pedophiles in it.
In contrast, Father is shown as having met Abby when he was very young
(around the same age of Owen), and so he is not explicitly shown as a pedo-
phile, but the person that has always loved Abby (even though she has not aged
since they met). In this sense, he becomes a far more tragic figure, and one
whom the vampire has preyed upon rather than the evil pervert that gets
When a franchise is not a franchise 201
everything they deserve. This informs the symbolic importance of the name
‘Father’ in the film, as he is not really an individual, but a blank slate, merely
the current person fulfilling that role. Hence, when Owen discovers the faded
photos of Abby with Father when he was a young boy, he realizes that this is
probably the fate that awaits him too.
Interestingly, Reeves has commented that Abby, even given her long life, has
mentally stayed at 12 years old, thus retaining the mind of a prepubescent girl. Abby’s
actions in finding a new helper are therefore not intended as malevolent or vindictive,
but just something she needs to do, partly because she finds herself attracted to people
her own age. As noted above, a symbolic role also applies to The Policeman. In both
the novel and Alfredson’s film, Lacke takes up the role of detective, but mainly
because he misses his old drinking partner. Represented as something of an aggressive
drunk, our sympathies never really lie with him, not least because he’s trying to break
up the story’s star-crossed lovers. The Policeman, on the other hand, who is more of a
detective, is definitely on the side of law and order. We only ever see him trying to
solve the murders in the area, specifically those committed by Father. From this per-
spective, he is much more representative of good, and subsequently gives Owen’s
action of closing the bathroom door to let Abby kill him a greater significance. In fact,
when Owen does that, he literally closes the door on his own chances of becoming
anything other than a killer, and when Abby comes out and kisses him with her
bloody mouth, it is not a way for the vampire to share her memories with the young
boy, as in Alfredson’s film and Lindqvist’s novel; rather, it is a ratification of a blood
pact between them. He is now hers to do with as she wants.
This shift in tone is given a final confirmation at film’s end with Reeves’ version
of the pair leaving the town by train. Again, we see the young boy sitting on a
train, though now it is in a carriage with many seats rather than a separate com-
partment. The light is bright and cold; it is neither dreamy nor ethereal, just
normal daylight flooding in through the windows. A train conductor checks
Owen’s ticket and asks if the box belongs to him, which he confirms. Owen taps
on the box and hears the expected response in return. He puts a sweet in his mouth
and stares out the window where the view is not dreamlike or blurry, but sharp,
alongside dark trees with a sprinkling of snow on them. None of this is massively
different but the change is significant as this can in no way be read as a dream
sequence like the first film, but instead shows two cold-blooded killers leaving Los
Alamos to travel out into the world to find new blood for Abby.
In many ways, Reeves’ earlier comment about following Lindqvist’s book is
basically accurate—the author and Alfredson were pulled more to the sympathetic
and romantic side of the tale by seeing the pair as a kind of Romeo and Juliet,
whereas Reeves saw them as a prepubescent Bonnie and Clyde. At this stage, at
least Lindqvist seemed quite happy with the film, even going as far as to say:
I might just be the luckiest writer alive. To have not only one, but two excel-
lent versions of my debut novel done for the screen feels unreal. Let the Right
One In is a great Swedish movie. Let Me In is a great American movie.
(Graham 2010)
202 Simon Bacon
Yet, this is a view that was about to change dramatically.
Spinning off
Originally it seemed LMI was meant to be a standalone film. But later in 2010,
Hammer Films and Dark Horse Comics announced they would be releasing a four-
issue comic mini-series titled Let Me In: Crossroads, which would act as a prequel to
the film (Andreyko and Reynolds 2011). Crossroads was written by Marc Andreyko,
who had big ideas about considerably adding to what already existed in the fran-
chise: ‘I think it’ll allow us to do things impossible in either of the previous incar-
nations. We’re planning a big program, with a unique scope to it’ (Bentley 2010).
This would have included both prequels and sequels, though to LMI rather than the
narrative from LtROI. The first one in this possible longer program tells of Abby
and Father’s journey before arriving in Los Alamos. Most interestingly, it shows her
trying to entice another young boy to take the place of Father, before the older man
scares him off. This confirms the idea from Reeves’ film that Abby has no real feel-
ings for Owen other than being the next in a long line of helpers, more clearly
separating it from the earlier iterations of the story where Lindqvist and Alfredson
saw the relationship between Oskar and Eli as authentic.
Crossroads incensed Lindqvist. He did not support the project and he immedi-
ately threatened legal action to stop publication of the series, claiming that he had
plans to extend the story himself with a prequel (Bentley 2010). He soon discovered,
however, that the documents he had signed concerning the rights to the story gave
him no power over what Hammer did with the intellectual property (Lindqvist
2010). Indeed, it seems that as long as Hammer and its affiliates focus on the char-
acters created in their version of Lindqvist’s narrative, they can do what they want
with it. Whether Lindqvist’s reaction prevented this or not is difficult to ascertain,
we do know that Crossroads remained the only part of the planned series to
emerge. As something of a final riposte to this, and in an attempt to take back
control of his own story, Lindqvist published an English language volume of short
stories, Let the Old Dreams Die, in 2011. Whilst much of the collection consisted of
short stories from six years previously, the tale from which the title of the book was
taken concerned a Swedish traveler going to Barcelona and spotting two figures in
the crowd that looked just like Eli and Oskar, not as they would look now but just
as they did in the 1980s, the inference being that Eli has broken her cycle of
recruiting pedophiles and so loves Oskar that she has turned him into a vampire as
well.
However, you cannot keep a good vampire franchise down and this definitive
ending was derailed when Lindqvist himself revisited the characters to expand on the
story, this time on the theatrical stage. He produced a script for a play, ‘La den rette
komme inn’ that was directed by Jakob Hultcrantz Hansson, and was performed at
the Uppsala Stadsteater in March 2011, and later at the Nord-Trøndelag Teater in
Steinkjer, Norway in November 2012. Reviews suggest it was well received but
nothing further came from it other than the occasional touring performance (Nystøyl
2012).
When a franchise is not a franchise 203
One might imagine that another source of frustration for Lindqvist would be the
more successful theatrical version commissioned by the National Theatre of Scot-
land, written by Jack Thorne and directed by John Tiffany. This was first performed
at Dundee Repertory Theatre in June 2013, moving to The Royal Court in London
later that same year. The performances were that well received that the show traveled
to New York and South Korea in 2015 and 2016, respectively. It seems to be a show
that is regularly performed around various parts of the world from Australia to South
Africa. Somewhat curiously, it appears that, in writing the script, Thorne never con-
tacted Lindqvist, but worked up the narrative and dialogue from the original novel
and Alfredson’s film; it would seem that under Swedish copyright law, filmmakers
have no rights over their work and others are free to copy and adapt as they want
(The Local 2008). Consequently, it very much follows the romantic theme of Alfred-
son’s vision—Eli and Oskar are social outcasts that find love and support in each
other. More so, the stage production does much to try and capture the poetics of the
film, with magical portrayals of snow falling alongside sudden and brutal interrup-
tions of violence; indeed, it is probably the ‘horror’ aspect of the production that
prevents it from becoming a bigger hit. However, Lindqvist praised the play and
described it as ‘excellent,’ one imagines because it largely follows his vision of the
story (Ho 2017).
Again, one would think that maybe that would be the final nail in the coffin, the
idea of LtROI continuing as a viable franchise, but this has not been the case. Whilst
the theater show was still traveling the world, the production company, A&E, took
out an option with Hammer Productions to make a television series of the story.
Show runner, Jack Davis, who had created Teen Wolf (2011–2017), and screenwriter
Brandon Boyce, took the helm to begin developing the series and making a pilot.
Outlines of what was intended suggest the story would have come from Reeves’ film
and provided backstories for certain characters, such as The Policeman, and with the
action moving to Vermont. The show itself was cast with Thomas Kretschmann
starring as Inspector Eriksson—one assumes this would have been the role of The
Policeman—and the pilot was due to be aired on TNT in 2017. However, in April
2017, it was reported that TNT had decided against the show without the pilot
having been made (Squires 2017), a report that Lindqvist was pleased to hear, com-
menting that: ‘I hated the idea from the beginning … But there was nothing I could
do, due to contract reasons’ (Ho 2017). Yet this might not be the end as Tomorrow
Studios, who are part of the production setup, are reportedly still trying to find an
outlet for it either in ‘its current iteration or as a potential redo of the concept’
(Squires 2017).
Conclusion
LtROI is then a story about a franchise that is not quite franchise, or rather a
franchise that is in fact two franchises, with authors who have very separate
visions that appear to be actively working against each other. One vision for the
franchise is controlled by Lindqvist, an author who retains the rights to the origi-
nal novel, a writer who does not think of his work as a franchise opportunity, but
204 Simon Bacon
rather a completed story that can be retold across other media but that is otherwise
narratively complete. Then a second vision for the franchise, a vision that seeks to
build upon the success of Reeves’ Let Me In to actively expand its narrative world
through serialization and transmedia narratives. Ironically, given Lindqvist’s
opposition to the franchising of his work, the work to which he has given his
blessing, Reeves’ reimagining of the novel and the two theatrical productions, seem
to have offered the most successful examples of the extension of the novel as a
franchise property, though they function as self-contained narratives and do little
to extend the storyworld. While the second vision, and model to which Lindqvist
was so vehemently opposed, seems to get stymied at every turn, possibly as a result
of Lindqvist’s opposition. As a footnote to all of this, after the release of the comic
series, Crossroads, Lindqvist released his short story, ‘Let the Old Dreams Die’
(2011). The story deliberately and directly contradicted the storyline of both the
comic and the film, creating a splintered narrative that perhaps complicated the
franchise world too much. To date, no further comic series appeared as planned.
Notes
1 Curiously the first Twilight (2008) film came out later the same year yet appealed to a
very different audience than either traditional fans of the vampire genre or those that
liked Let the Right One In.
2 The idea of blood memory is not hugely rare in vampire narratives and the Under-
world series makes frequent use of it.
3 The book is more ambivalent about the attraction between the two in showing it as
an innocent love rather than any budding sexual attraction—there is a suggestion that
Oskar’s father left his mother because he is homosexual though nothing explicitly
suggests that Oskar might have the same sexual orientation.
4 There was much written at the time about LtROI being the first Swedish vampire film,
which it is not. Frostbiten by Anders Banke (2006) is the first fully Swedish vampire film and
before that there had been the Anglo-Swedish Sleep of Death (1980) by Calvin Floyd.
Though before that a vampire child had appeared in Ingmar Bergman’s Hour of the Wolf
(1968).
References
Andreyko, Mark and Patric Reynolds. 2011. Let Me In: Crossroads. Milwaukee: Dark
Horse Books.
Bentley, David. 2010. ‘Let The Right One In Author Furious about Comic Book Adapta-
tion’. Coventry Telegraph, April 27. https://web.archive.org/web/20110715200413/http://
blogs.coventrytelegraph.net/thegeekfiles/2010/04/let-the-right-one-in-author-fu.html.
Graham, Bill. 2010. ‘LET THE RIGHT ONE IN Author Praises Matt Reeves’ LET ME
IN As “Excellent”’. Collider.Com, October 10. https://collider.com/let-the-right-
one-in-author-praises-matt-reeves-let-me-in/.
Harley, David. 2010. ‘Let Me In: Director Matt Reeves’. Bloody Disgusting.Com, March 17.
https://web.archive.org/web/20100322195732/http://www.bloody-disgusting.com/interview/
630.
When a franchise is not a franchise 205
Ho, Olivia. 2017. ‘What Terrifies Horror Writer John Ajvide Lindqvist?’. The Straits Times,
November 14. www.straitstimes.com/lifestyle/arts/what-terrifies-horror-writer-john-ajvide-
lindqvist.
Hills, Matt. 2014. ‘Hammer 2.0: Legacy, Modernization, and Hammer Horror as a
Heritage Brand’. In Merchants of Menace: The Business of Horror Cinema, edited by
Richard Nowell, 229–251. New York and London: Bloomsbury Academic.
Johnson, Derek. 2013. Media Franchising: Creative License and Collaboration in the
Culture Industries. New York: New York University Press.
Let Me In (Hammer Films, 2010), Matt Reeves (dir.).
Let the Right One In (Magnet Releasing, 2008), Tomas Alfredson (dir.).
Lindqvist, John Ajvide. 2010. Let the Right One In. Melbourne: The Text Publishing
Company.
Lindqvist, John Ajvide. 2012. Let the Old Dreams Die and Other Stories [2011], trans.
Marlene Delargy. London: Quercus.
The Local. 2008. ‘Swedish Copyright Laws “a Joke”’. November 26. www.thelocal.se/
20081126/15946.
Moriarty. 2008. ‘Moriarty Sits Down With Tomas Alfredson, Director Of “Let the Right
One In”!’. Ain’t It Cool News, October 26. http://legacy.aintitcool.com/node/38870.
Nystøyl, Karen Frøsland. 2012. ‘Vampyrisk ro’. NRK, November 19. www.nrk.no/
kultur/vampyrisk-ro-1.8401488.
Radish, Christina. 2010. ‘Hammer Films CEO Simon Oakes Interview LET ME IN; Plus Info
on THE WOMAN IN BLACK and HANDLING THE UNDEAD’. Collider.com, 4
August. https://collider.com/simon-oakes-interview-let-me-in-hammer-films-ceo-comic-
con-the-woman-in-black/.
Skawonius, Betty. 2008. ‘Vill vandra vidare’. Dagens Nyheter, October 19. https://web.
archive.org/web/20090609235104/http://www.dn.se/kultur-noje/film-tv/vill-vandra-vida
re-1.473120.
Squires, John. 2017. ‘TNT Drops “Let the Right One In” TV Series’. Bloody Disgusting.Com,
April 13. https://bloody-disgusting.com/news/3432350/tnt-drops-let-right-one-tv-series.
12 ‘A match made in heaven (or hell)’
Franchise experiments between the horror film
genre and virtual reality media (2014–2020)
Sarah Thomas
In 2014, a trend emerged where Hollywood and other major global entertainment
industries began expanding their franchise properties onto new virtual reality (VR)
platforms. The new technological platforms required innovative media content to
showcase what separated VR from both traditional broadcast media and conven-
tional video game practice. VR content was developed around existing cinematic
assets including franchise-led genres such as science fiction and superhero films, but
particularly visible were VR texts associated with the horror film. It seemed like the
affective qualities of horror made VR a logical extension for the genre, a develop-
ment characterized by one reviewer as ‘a match made in heaven (or hell)’ (Grudzien
2017). VR’s ability to offer intensely frightening experiences for the spectator was
quickly identified as an effective way to showcase the new medium’s unique selling
points, offering a fresh assault on the senses where a new form of sensory encounter
could be created through horror-based immersive media. During this period, a vari-
ety of horror film based VR content was produced, including tie-ins, spin-offs, or
adaptations based on a panoply of horror franchises, including: the Alien films, The
Conjuring Universe, Crimson Peak, The Evil Dead, The Exorcist, It, the Saw fran-
chise, Lights Out, The Mummy, Ouija, Paranormal Activity, The Ring, Train to
Busan, Hotel Transylvania, The Strain, The Walking Dead, Stranger Things, and
Night of the Living Dead. 1 Looking at this period, and where it has led, enables a
consideration of the valuable intersection between horror aesthetics and immersive
VR experiences; how this drives the franchising and marketing of the cinematic text;
and how entertainment industry infrastructures explore emergent technologies (and
the way in which audiences consume them) through the relative stability of the
established franchise property.
The move toward immersive media such as VR is illustrative of contemporary
convergence cultures, which take interaction, gamification, mobile technologies,
and digital content as key markers, and of franchise cultures that use secondary
sites of production to explore intellectual property (IP) resources. Therefore, sig-
nificant investment in growing interactive technologies like VR (and also aug-
mented reality and mixed reality) into viable consumer media products has typified
some of the major diversification of the entertainment industries over the last
decade. Powerful tethered head-mounted displays (HMDs), such as the Oculus
Rift, the HTC Vive, and Sony PlayStation VR, have the capability of supporting
DOI: 10.4324/9780429060830-17
‘A match made in heaven (or hell)’ 207
fully interactive immersive experiences constructed in gaming engines, where
players use controllers to interact with scenes much like conventional video-game
play, but in a three-dimensional, room-scaled environment. Also available via
untethered android mobile technology, HMDs (such as the Samsung Gear) offer
360° video experiences which rely on directional interaction where users move
their heads to decide what to focus on within a specific 3D setting. The rise of
horror VR coincided with a refocus on horror cinema itself in public discourse and
box office success where the genre’s ‘deja-vu boom’ also relied on upon franchis-
ing, reboots, remakes, adaptations, and multiverses, with a generic focus on an
intensity of ordeal (Proctor 2018). As such this shift into VR content reflects wider
production trends surrounding the horror franchise (and franchising more gen-
erally) during this era, building on the economic and textual successes of new
horror IP since the 2000s.
Between 2014 and 2020, over 30 VR experiences based on horror film fran-
chises were produced, in addition to examples adapted from TV, as well as
video-game horror and non-franchise horror films. The majority of these were
officially licensed products tied to the identity of the established franchise, or
standalone, film text, with a minority being unofficial adaptations made by
independent media producers or even fans. The VR format used was varied,
ranging from 360° gaze-led films that offered short-form episodic extensions into
films’ existing diegeses, to fully interactive gaming experiences lasting hours;
some resembled conventional DVD extra content, such as behind-the-scenes foo-
tage shot in an immersive format; and others utilized mixed reality (XR) formats,
including location-based VR hardware or augmented reality (AR) immersions.
This chapter will consider the impact of this VR content on discussions of genre
and franchising from an aesthetic and economic perspective, examining also how
meaning around these texts have been discursively constructed by the trade press,
reviews and marketing material that seek to position film-based horror VR
within an emergent VR field and a wider changing entertainment landscape.
Whilst work such as James Fleury’s (2019) has examined the connection between
VR media and franchise promotion, this chapter looks specifically at these inter-
sections from the boundaries of the horror genre and what those structures con-
tribute to the tentative mainstream experiments with VR. I consider the VR
content made between 2014 and 2020 and discursive responses from a range of
franchises, historical and contemporary, including Alien, It, The Exorcist, The
Conjuring, Saw, Night of the Living Dead, and Hotel Transylvania. Text and
discourse reveal three elements that will form the chapter’s structure. First, a
sense of shifting textual affect and aesthetic that considers how franchising into
VR creates an alternative horror experience that extends an already-known media
experience. Second, this textual experimentation is embedded within, and enabled
by, business structures, marketing economies, and horizontal integration that
characterizes contemporary convergent media landscapes. And third, the way in
which these VR experiences reflect the changing complexities around horror and
immersion, as well as sensory experiences and infrastructures of adaptation or
franchising-building.
208 Sarah Thomas
A new kind of horror experience: the textual qualities of VR horror
Despite its virtual nature, what VR experiences inherently generate is a distinct
feeling of presence in the artificial world that is entered into by the user or player.
The freedom of movement in an endless, frameless, and ‘realistic’ world offers a
sense of embodiment that is different from the immersive qualities of film or gaming;
and it is this freedom when applied to the horror genre that Adam Daniel states
‘intensifies the push-pull imperative of the desire to look versus the trepidation about
doing so’ (2020, 176). Daniel also suggests that as it cannot direct the user’s attention
as much as rigid narrative cinema does, the frameless format of 360° video con-
centrates on an intensity of immersion and affect over narrative depth (179). Irre-
spective of genre, virtual environments create a ‘response-as-if-real’ (RAIR) reaction,
even when levels of fidelity (such as photorealism) are absent. In practice, this has the
potential to render what might be quite rudimentary aesthetics—in terms of con-
ventional genre expectations—into a more powerful media experience. It also
enables media content to be produced that, whilst less sophisticated than traditional
cinematic visuals, does not compromise the quality of the affect experienced; some-
thing important to producers when ‘producing premium VR content can run up to
$1 million per minute’ (Donnelly and Pressburg 2017).
In horror-VR, this translates to questions like: does the user dare to turn around
or to peer into the shadows when the danger feels real and elicits a real bodily
response? The format amplifies the ‘real’ sense of movement, fear, and tension, and
the bodily sensations and paradoxical pleasures that have long been associated
with horror cinema are transformed by the immersive platform, as the embodied
experience of the screen media content often takes precedence over the content
itself. It: Float: A Cinematic VR Experience (2017) illustrates this premise. Pro-
duced as paratextual material to promote the release of It: Chapter One (2017), It:
Float is a CGI animated 360° video running for 4.5 minutes, designed for easily
accessible mobile HMDs that allows the user to look where they wish but controls
their movement through space and makes effective use of horror conventions of
sound, shadow, and space to direct the user’s attention, producing jump scares and
ratcheting up the tension. It places the user in the darkened, storm-soaked streets
of Derry where the film is set, situating them first as a witness to the act that kick-
starts the narrative, the disappearance of young Georgie Denborough, but then
repositions them as the focus of the action as the user takes on the search for the
missing boy in Derry’s grimy sewers. Hearing Georgie’s cries for help, but unable
to find him as they navigate the corners of the rat-infested atmospheric environ-
ment, the user comes face-to-face with Pennywise the Dancing Clown (a filmed
performance by the character’s actor, Bill Skarsgard, rendered into the CGI envir-
onment). Lights flicker on and off and the three-dimensional sound shifts from
orchestral to jarringly abstract, rendering the space ominous and claustrophobic.
Pennywise then pursues the user through the sewer and torments them with red
balloons until they nearly escape upwards (floating with the balloons), before they
fall and are trapped with him forever. When viewed from a flat traditional screen,
even when using the inbuilt gyroscope that enables the experience to be seen in
‘A match made in heaven (or hell)’ 209
360° on a mobile phone without the aid of an HMD, this is a rather technical
exercise of horror spectatorship that makes overt use of established genre conven-
tions. Dark spaces inevitably lead to the sudden appearance of something mon-
strous; one hears the atmospheric music, and one may recognize the scene
of Pennywise’s entrance in the sewer opening. But it is perhaps unlikely that
viewers—particularly experienced horror fans—will feel anything in this format,
especially fear. By contrast, when using an HMD, the sensory experience, the
feeling of presence and emotional affectiveness of the horror conventions, are far
greater. It offers the unique experience of encountering a famous scary scene—that
of Pennywise first appearing in the sewer—as an embodied experience where the
user is literally the focus of his interaction and really feel the floating, disorientat-
ing movement, or flinch at rats scurrying past. Genre knowledge takes on a more
ominous effect since users recognize conventions and yet experience them anew
and more intensely.
In VR, horror becomes an overwhelming almost ‘hellish’ experience, even for
the seasoned horror fan. Away from the relative simplicity of It: Float, more
complex game-based experiences of franchise horror VR only appear to intensify
the paradoxical pleasures of the genre, and of the franchise experience, further.
Empirical studies have compared players’ responses to traditional survival horror
video games with VR games and adaptations, including both VR and non-VR
versions of Resident Evil 7: Biohazard (both 2017) and the VR game The Broo-
khaven Experiment (2016), concluding that the VR versions provided greater sense
of affect where, due to the levels of presence and self-efficacy that the format
affords, its overwhelming sensory overload increased both fear and pleasure in
many players (Lin and Wu 2018; Pallavicini et al. 2018). This perspective can also
be seen in discursive responses to the long form game-based VR adaptation,
Exorcist Legion (2017). This officially licensed VR experience extends the Exorcist
franchise began by The Exorcist—William Peter Blatty’s 1971 novel and William
Friedkin’s film adaptation in 1973—that also includes two film sequels and two
prequels, one further novel, Legion (1983), and a television series (2016–2017). The
game mixes horror with investigative/detective tropes that follow a series of occult-
based murders and draws from the canonical texts Exorcist III and the novel
Legion. It unfolds over five separate episodes with each one devoted to the
exploration of a different location and demon.
Unlike 360° video, VR horror’s focus on sensation over story, and the game-play
centred style of an adaptation like Resident Evil 7 VR, here the establishment of
narrative development and depth within the new franchise property is identified as
crucial, with publisher Fun Train’s CEO Douglas Nabors’ observation that ‘The
Exorcist seemed like a great IP to tackle over multiple episodes,’ and, ‘while
interactive, The Exorcist: Legion VR put a bigger emphasis on narrative than
gameplay’ (Rottgers 2019). Reviews of the experience have been widely positive,
recording its ‘overwhelming sense of terror’ and ‘utterly suffocating atmosphere’
(Jagneaux 2018), and its problem-solving investigative gameplay marries well with
the complex sound design and creepy atmospheric scares. As it has been only
designed in VR (unlike Resident Evil 7), many also note that the format and
210 Sarah Thomas
platform adds a new dimension for horror fans regarding the experience of terror,
both in terms of the relative slowness of the gameplay where ‘VR is nearly always
best when you can soak in the ambience and take your time, and that’s a great
strength of Legion’ (Bolt 2018), and the effectiveness of the sense of presence since
‘the Exorcist VR feels like a horror title that just simply couldn’t exist or be worth
playing without VR … [it] will turn even the most hardened horror fans into
whimpering piles of fear’ (Jagneaux 2018). In doing so, the game’s reception sug-
gests that the legacy of the Exorcist franchise has been significantly enhanced, and
possibly even revitalized for a contemporary generation, by the creation of Exorcist
Legion VR where ‘in an uneven Exorcist extended universe, Legion tells one of its
finest stories’ (Bolt 2018). Story and atmosphere are praised because it uses VR’s
medium specificity in a thoughtful and meaningful way to add to the Exorcist
franchise, extending the brand via a new kind of gamification, narrative direction
and sensation.
This alignment with the wider franchise through a sense of authenticity and
realism suggests that VR adaptation can enable different textual experiences for
fans of the franchise, becoming a crucial part of the VR remediation process. Here,
realism is defined not by an aesthetic, but in the feeling of authentic sensation and
literal presence: a sense that one is experiencing something oneself. Much like how
It: Float puts the user in front of Pennywise, Exorcist Legion VR gives the player
key props from the films to use, such as a crucifix and holy water, inviting their
presence in the reconstruction of an iconic filmic homage replayed in virtual first
person format; ‘so you can shout “The power of Christ compels you! loud enough
to wake the rest of your household”’ (Bolt 2018). Some of the pleasures of these
VR experiences are related to a nostalgic recognition of one’s own immersive entry
into a familiar cinematic moment that, in doing so, creates a kind of ‘reality effect’
through an authentic connection to the franchise and one’s own memories of
experiencing it. Concepts of nostalgia, authenticity, and realism in horror game-
play have been discussed in relation to the traditional video-game and remediation
across digital formats, with Ewan Kirkland’s analysis of the Resident Evil fran-
chise highlighting that the lack of the real in digital video media is a central pro-
blem for ‘horror video games whose affect depends on evoking a tangible
experience of imperilment, embodiment, and spatial depth’ (2009, 116). With
reference to the Alien Isolation video-game (2014), Robin Sloan examines how
franchise remediation from film-to-game relies on a combination of the uncanny
and the nostalgic, which are reconciled as authentic connections to original texts in
their paradoxical construction of ‘warm feelings’ of familiar experiences alongside
acute ‘feelings of dread and anxiety’ (2016, 212). For both authors, references to
the cinematic signify the authentic—replication of prop, set, or situation, or the
metaphorical replication of the sensations of film spectatorship—and authentic
encounters equal successful remediation.
Alien Isolation’s 2014 release also supported VR play via the first-generation
Rift HMD, and when new hardware no longer supported this version, fan interest
led to the development of an unofficial, unlicensed modification in VR mode. One
review of the VR modifications discusses how the original game’s faithful
‘A match made in heaven (or hell)’ 211
authenticity to the films’ essence created a successful VR experience through
medium-specific encounters with realism, memory, presence, and nostalgia, and a
new modality of fear, citing that the VR modification was ‘one of the few games
ever to make me feel like I was “really” someplace else,’ that they had ‘walked the
entire space station, multiple times … truly appreciating all the detail that went
into the game’s great level design.’ This changed the experience of play for them
beyond that of traditional gaming into a more embodied experience, ‘more like a
memory of being somewhere than just playing through a video game.’ The impact
that this process of VR remediation had on the intense sense of horror and genre
consumption was acute, as
As such, the experience of horror shifted into a realm beyond both gaming and
cinema, toward a literal and physiological reaction of a lived experience: ‘The
sense of fear is much more palatable in VR … I felt like a survivor’ (all quotes
from Grudzien 2017). VR’s strength is the articulation of the bodily sensations that
horror relies upon. With its ability to create an authentic embodied experience, and
to place the user in an interactive, first-person perspective of the media they are
encountering, VR steps beyond gaming formats in conceptions of direct experience
and the really tangible, and in its most successful iterations can use the satisfaction
of franchise-based nostalgia and intertextual knowledge to create a medium-spe-
cific mode of emotional connection. Players can almost literally live through their
original emotional responses to specific filmic moments in their sensorial intensity
as well as creating new sensational connections to a text. Genre and franchise fans
are therefore offered something distinctly authentic and unique in VR that compels
them to engage with the new format for a complete franchise experience.
the market is flooded with horror movies, and it’s becoming … necessary
for studios to do something … to stand out from the competition. [With]
an opportunity to immerse themselves in the world of The Nun before it
gets released, Warner Bros. has a chance to scare potential audiences,
making them more likely to purchase tickets when the movie hits theaters.
(Anon 2018)
as Universal makes a strategic push into gaming, we felt The Mummy was the
perfect place to start … We worked with the best developers in their fields and
took creative risks to imagine exciting new ways for fans to enter the Dark
Universe.
(Hills-Duty 2017a)
Similarly, the second experience, The Mummy: Zero Gravity VR, a behind-the-
scenes 360° video showing Cruise and other performers filming the zero gravity
and freefall sequence in the film, produced a paratext that aligned more to an
authentic connection to the star persona of Cruise himself (another form of brand
extension) in its emphasis on his adrenaline-fuelled real stunt work. Numerous
examples of behind-the-scenes promotional footage of Cruise’s films repeat this
aesthetic, including another VR text produced to accompany the release of Mission
Impossible: Fallout (both 2018) where viewers could experience the star’s heli-
copter piloting stunt work, again from a 360° perspective. Almost working against
the obvious sensory alignments between horror and VR, The Mummy’s para-
textual VR material downplayed its genre status and ability to generate intense
fear—the very elements that horror-based VR could be uniquely sold on—in favor
of an alternative experiential affect and an original older text’s ability to be trans-
formed into contemporary interaction and gameplay.
218 Sarah Thomas
Whilst Universal’s Dark Universe initially stalled as a viable franchise, the same
Universal horror iconography was reworked into one of the most successful recent
horror-based franchises, Hotel Transylvania (2012–), made by Sony Pictures Ani-
mation. The series belongs to the sub-genre of child-orientated horror, and it
places Dracula, Frankenstein’s Monster, and other horror icons into an animated
form designed to appeal to family audiences. Conceived as a franchise from the
outset by the concept creator, Todd Durham, the property was sold to Columbia
Pictures and its owner Sony Pictures, and Hotel Transylvania is now an established
asset that has grossed over $1.3 billion worldwide (second only to The Conjuring
in terms of a successful horror-based franchise) with film sequels, a television car-
toon series, video-games, theme park rides, and immersive VR and AR content.
The two VR experiences produced by Sony Pictures Virtual Reality for the fran-
chise, concurrent with the release of Hotel Transylvania 3: Summer Vacation in 2018,
similarly shift the immersive, affective qualities of the VR format away from sensa-
tions of terror and toward modes of interactive enjoyment that reflect the family-
orientated audience and the third film’s storyworld, whilst also illustrating advance-
ments in the VR field itself. Hotel Transylvania 3 Virtual Reality Activity App (2018)
explores the monsters’ vacation environment either through a 360° video or as a
mixed reality experience to be used with a VR compatible book, reflecting a wider
move away from solely VR into augmented and mixed reality games. Hotel Trans-
ylvania Poptastic VR (2018) stays with the tethered HMD VR format, but is a music-
based rhythm game similar to the standalone VR game Beat Saber, which was a sur-
prise hit in 2018 and continues to be one of the highest selling VR experiences
worldwide. Here, the film paratext has taken influence from established successes in
the wider VR field, and the experience aims to attract young consumers cognizant
with both media formats. Catherine Lester characterizes Hotel Transylvania as indi-
cative of the ‘impossible genre’ of the children’s horror film where the genre’s primary
intention of scaring audiences is rendered controversial or negated, while these hybrid
texts instead allow children to explore a wide range of emotional responses—from
disgust to amusement and relief (2016, 25–26). The Hotel Transylvania VR experi-
ences similarly represent hybrid shifts in VR content, where the experiences still rely
on instilling acute emotional, physical, or sensory responses for the user, but unlike
many VR horror experiences, they promote that these affective responses generate
pleasurable engagement with horror texts without utilizing fear-based reactions.
Here, and in line with the franchise as a whole, the VR content is less about scaring
the player and more about a remediated alternative access point for younger audi-
ences to engage with horror iconography and history, much like other examples of
transmedia youth-orientated horror like the Famous Monsters of Filmland magazine
(1958–1983), Groovy Goolies TV show (1970–1972) or The Monster Squad film
(1987).
Although not directed at children, but inherently connected with a nostalgic
connection to horror of the past and a function aligned with new modalities of
access to horror cinema, a similar discourse is present around Night of the Living
Dead VR (2020), released at the end of the VR horror film cycle. The unlicensed
experience makes use of the original 1968 film property’s public domain status and
‘A match made in heaven (or hell)’ 219
was developed by interactive content developers, Pyramid Attack, and published
by the Canadian television company, Hollywood Suite, who specialize in broad-
casting classic movies from the 1970s to the 2000s. The experience digitally recon-
structs the film’s main environment around the house that the main characters are
holed up in as the zombie attack advances, striving toward the realism discussed
earlier around the reproduction of accurate filmic detail to create an authentic
immersive remediation. Here though, the unique sensory remediation process that
VR promises is aligned to the remit of Hollywood Suite’s own brand identity as a
site of contemporary access for old films. The VR experience is promoted as a
connection built on genre appeal, fan appreciation, and classic movie nostalgia.
The accurate digital mimicry of original filmic details is identified as appealing to
existing fans who can explore details of costume and layout at their own pace, but
the makers are equally keen to stress that expansive fan knowledge is not necessary
to enjoy the experience as an appreciation of the genre’s ‘spooky moments’ in
general may be enough.7 Unlike some of the other VR experiences discussed here,
Night of the Living Dead VR’s aesthetic function does not aim for a total immer-
sive horror experience, with producers also suggesting that it will not scare audi-
ences too much. Instead, its agenda is orientated toward making old media appear
new, with an emphasis on the reworking of the original film’s use of radio and
television broadcasts in VR to allow the user to consume this content in an alter-
nate way. Similarly, the immersive genre experience may be disrupted, as
when you’ve had enough zombie mayhem, head down to the basement and
flick on the old projector to watch new and exclusive interviews from
Night of the Living Dead actors and crew [that] enrich the experience with
insights into the horror classic.8
As with Hotel Transylvania, but markedly different to the experience of Alien Iso-
lation VR the VR franchise entry moves beyond a textual reproduction or extension
of genre-based fear, toward different emotional responses around authenticity and
nostalgia, and the sense of interactive fun and immersive exploration enhances the
franchise experience beyond the film text. Almost oddly for a VR experience, given
its medium specificity, Night of the Living Dead VR strives to emphasize the plea-
sure of film spectatorship and nostalgic reconnections of (re-)watching, rather than
immersive intensifications of horror’s paradoxical viewing position. However, the
VR experience is funded and developed by a classic TV channel franchise who, in a
similar strategy to the film studios, are using immersive marketing to draw audience
attention in a saturated market (only here the product is television spectatorship
rather than film).
Conclusion
Later entries into the film-based horror VR cycle, such as Night of the Living
Dead and Hotel Transylvania, identify that the continuing value of VR is in
how it enables audiences to experience horror iconography as modern media
220 Sarah Thomas
content and through immersive qualities that foreground pleasurable sensations
of re-connection, comfort, and familiarity by looking at known properties from
a new remediated perspective. It is telling that as significant and successful as It:
Float was as promotional VR content in 2017, by the time the next film IT:
Chapter 2 was released in 2019, no VR experiences were produced to accom-
pany it, suggesting the continued decline of Hollywood’s interest in 360° video
as paratextual content. Instead, VR investment has shifted toward fully realized
gaming experiences, and Hollywood marketing has moved toward big budget
location-based VR gaming experiences or XR promotional material. But horror
and VR remain a match made in heaven (or hell), with VR horror franchising
remaining buoyant, even if it is less connected with film adaptation than pre-
viously, with Half-Life: Alyx (2020), the VR-only sequel to the video games
Half-Life (1998) and Half-Life 2 (2004), and the VR spin-off to the Walking
Dead graphic novel and television universe, The Walking Dead: Saints and
Sinners (2020), all receiving widespread consumer excitement.
VR adaptations of Hollywood films continue to be produced and appear to have
taken some of the key lessons of the horror VR experiments to the next level,
including Sony Picture’s development of Groundhog Day: Like Father Like Son
(2019) for the PSVR which makes use of VR’s slow pace, its contemplation of
detail and emotional connectivity, to explore the time-trapped repetitive environ-
ment of the film of the same name. Perhaps more indicative of where the future of
VR lies as a convergence between narrative and gaming is LucasFilm’s Vader
Immortal (2019–2020), a Star Wars extension developed by their immersive enter-
tainment division, ILMxLAB, and released over three episodes. This was designed
for and first released on the Oculus Quest, an HMD introduced in 2019 that offers
an untethered but high-end experience; a development that potentially might
increase VR’s home entertainment market. Vader Immortal makes full use of
LucasFilm’s massive investment capabilities to produce an impressive boundary-
pushing mixture of acutely detailed worlds, character development, storytelling,
music and sound, and nostalgic thrills of actually wielding a light-saber for real in
virtual battle. It also adapts the crucial characteristic articulated so well from
horror VR of using presence and embodiment to generate genuine fear in its
remediation of Darth Vader, which enables the player to experience (what genu-
inely feels like) the real imposing physical presence of the Sith lord for oneself, with
the palpable anxiety mimicking the original shudder felt on seeing his first
appearance in Star Wars (1977). Even for those who have never experienced that
sensation, it has the potential to make the Star Wars universe newly frightening,
with one reviewer commenting: ‘Darth Vader was never scary to me. [But in VR]
Facing down the dark lord is, to be frank, utterly terrifying’ (Feltham 2019).
Even as attention has shifted away from horror film-based VR experiences to
sell the genre’s franchises and showcase contemporary interactive technologies, it
remains an axiom that immersive media is now an integral part of fully realized
multimedia franchise encounters, and that VR and similar modes of augmented or
mixed reality formats help characterize the sensorial effect central to franchise
media and processes of remediation. For VR, genre and platform coalesced to
‘A match made in heaven (or hell)’ 221
effectively communicate the power of immersive media formats—away from other
modes such as social media and viral circulation—where the recognized conven-
tions of horror, especially the importance of bodily sensation, quickly articulated
how the new media format could enhance and extend traditional media con-
sumption through features of presence and embodiment. What began as a logical
harnessing of one genre’s affective properties of generating fear within a new
medium’s innovative technical capabilities has evolved into different ways of
thinking through how immersion, pleasure, and affect works for audiences. This
was partly enabled via the economic structures that the horror film itself occupied
just as interest in VR was piqued; that of franchise properties, reboots and adap-
tations, coherent asset management, massive investment in promotion and mar-
keting, and integrated studio divisions. Horror film was driving forward
innovation in terms of intensity of textual affect, nostalgic and intertextual re-
encounters with genre iconography, marketing economies, and the appeal to
audiences of extensive franchise and/or multiverse texts. At this moment, there
existed a landscape ripe for exploitation where platform, genre, and economic
infrastructure (VR, horror, and franchising) could support each other in a sym-
biotic relationship of investment, production, and promotion. The reliance on
franchises, intertextuality, and remediation by the entertainment industries (and
consumer audiences) of the twenty-first century systemically opens up a space for
investment and experimentation across new media formats; as long as they work
toward a wider function of franchise support.
Notes
1 Alien [films: 1979, 1986, 1992, 1997, 2012, 2017; VR: Alien Isolation VR (2014), Alien
Covenant In Utero (2017)], The Conjuring Universe [films: 2013, 2014, 2016, 2017, 2018,
2019; VR: The Conjuring 2 – The Enfield Experience (2016), The Conjuring 2 – Visions
(2016), Annabelle Creation VR – Bee’s Room (2017), The Nun – Escape the Abbey VR
Experience (2018)], Crimson Peak [film 2015; VR: Beware Crimson Peak VR (2015)], The
Evil Dead [films: 1981, 1987, 1992, 2013; VR: Evil Dead Virtual Nightmare 2018], The
Exorcist [films: 1973, 1977, 1990, 2004, 2005; VR: Exorcist Legion VR (2017)], It [films:
2017, 2019; VR: It: Float – A VR Experience (2017), It: Escape from Pennywise (2017)],
Saw franchise [films: 2004, 2005, 2006, 2007, 2008, 2009, 2010, 2017; VR: Escape Jigsaw
Virtual Reality Experience (2017), Jigsaw Virtual Room (2017)], Lights Out [film: 2016;
VR: Lights Outs 360° Experience (2016)], The Mummy [film: 2017; VR: The Mummy –
Prodigium Strike (2017), The Mummy – Zero Gravity VR Experience (2017)], Ouija [films:
2014, 2016; VR: Ouija 2: Origin of Evil VR (2016)], Paranormal Activity [films: 2007, 2010,
2011, 2012, 2014, 2015; VR Paranormal Activity: The Lost Soul (2017)], The Ring [films:
2002, 2005, 2017; VR: The Ring – VR Experience (2016)], Train to Busan [films 2016, 2020;
VR: Train to Busan VR Tour (2018)], Hotel Transylvania [films: 2012, 2015, 2018; VR:
Hotel Transylvania Popstic VR (2018), Hotel Transylvania 3 Virtual Reality Activity App
(2018)], The Strain [TV program: 2014–2017; VR: The Strain – Survive the Strain VR
Experience (2015)], The Walking Dead [TV program: 2010–; VR: The Walking Dead
Onslaught VR Game 2019, The Walking Dead – Saints and Sinners (2020)], Stranger
Things [TV program: 2016–; VR: Stranger Things VR Experience (2017)] and Night of the
Living Dead [film: 1968; VR: Night of the Living Dead VR (2020)].
2 https://sunnyboyentertainment.com/immersive/2019/1/31/the-conjuring-2-2s5d5
3 https://sunnyboyentertainment.com/immersive/2019/1/31/annabell-creation-xlyex
222 Sarah Thomas
4 www.the-numbers.com/movies/franchise/Conjuring-The#tab=summary
5 https://unity.com/case-study/jigsaw
6 www.isobar.com/global/en/work/lionsgate-filmsunity/
7 https://hollywoodsuite.ca/livingdeadvr/
8 https://hollywoodsuite.ca/livingdeadvr/
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Index