No More Room in Hell: 'Dawn of the Dead' Remains a Masterpiece 45 Years Later - Bloody Disgusting
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Editorials

No More Room in Hell: ‘Dawn of the Dead’ Remains a Masterpiece 45 Years Later

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Red.

Vivid. Shaggy. The image is bright and engaging but suffocating too. The frame is papered with the color and, indeed, foreshadows the bloody palette from which the remainder of the film’s runtime will be painted. Rather than a betrayal of what’s to come, the domineering shade foretells the imminent delivery of a new world, birthed from the remains of what came before: a new dawn.

The sun first crested on Monroeville Mall’s legions of the lumbering undead in April of 1979 in the US with Dawn of the Dead (1978), shepherding George A. Romero’s bitingly satirical, deeply unsettling, and grossly gore-fueled vision of consumerist America into the public consciousness and forever warping the DNA of genre entertainment. It is this glistening sunrise that went on to usher forth a day, a land and eventually an empire of Romero’s own manufacture, solidifying the ideas he had begun to explore in Night of the Living Dead (1968) and introducing concepts and themes that would go on to inform his series of resurrection sagas all the way through 2009’s Survival of the Dead.

Night of the Living Dead commenced Romero’s sprawling chronicles by not only redefining its central monster for genre enthusiasts the world over, but expanding the creative and emotional possibilities of what the flesh-hungry undead could metaphorically represent. Offering a microcosmic perspective of society, encapsulated in a small country farmhouse by way of a collective of disparate individuals of differing race, sex, class, and privilege, Night asks its viewers to consider the practical and emotional rituals modern society assigns to death.

A decade would come and go before Romero again returned to the damned world of the animated deceased with Dawn of the Dead, a film which follows the logical progression of a crumbling America attempting to quell a threat that they are neither prepared for or able to understand en masse. Where Night leaves viewers in the black and white fog of moral dysphoria, Dawn repositions its decaying humanistic queries to the bright light of day, drawing its events with the vital colors that paint the sunrise sky.

Dominant. Textured. Virile. Red. Everything’s red.

So it is that Dawn of the Dead begins.

The red reveals itself as the textured trappings of a wall, which in turn stands adjacent to a newsroom that is in complete and total disarray. Staffers bustle about, shoving hastily scribed documents into the hands of those meant to communicate crucial information to the masses, simultaneously questioning their resolve- and their sanity- as their eyes quickly scan the preposterous copy. More interesting still is the dichotomy in the space between those that have chosen to flee and those that remain steadfast in their resolve to stay put and keep the cameras rolling.

George A. Romero’s second expedition into the burgeoning world of the walking dead roots itself in the public domain of mounting misinformation. While the film finds sanctuary inside the confines of an abandoned shopping mall, it is the televisions humming in the background, the exasperated pundits arguing in the periphery, and the devastating updates delivered by exhausted scientists that form the somewhat impersonal tapestry which forms the backdrop of Dawn, not all that dissimilar from the backwater hunters making their way jovially across the countryside in Night.

Romero trades out a small rural farmhouse for the sprawling square footage of retail Mecca in Dawn, transposing his societal allegories about race, class, religion, and sex to the kind of escalator laden, multi-story shopping center that would go on to redefine consumerism in the 1970s all the way through to the new millennium. Where Night of the Living Dead faced the realities of hardheaded convictions about the pageantries of death and the self-imposed importance placed on control and leadership in every functioning facet of a bigotry-infused, patriarchal society, Dawn burrows ever deeper into the psyche behind the “American Dream” as the world shambles ever closer to its ghastly fate.

Four people find safe harbor in the Monroeville Mall, working together to clear the place of unwanted, flesh-hungry guests and redistribute its seemingly limitless resources. Unlike Night, Dawn finds its still-breathing cast members cooperating as a unit, repositioning semi-trucks, clearing the complex of its rotting inhabitants, and bringing the comforts of home to their storage space converted living room.

Ken Foree is Peter and Scott Reiniger is Roger, two police officers turned deserters who saw an opportunity to escape not only the clutches of the ravenous rotting wretches but a chance to evade the disintegrating moral landscape of increasingly destabilizing civilization. They initially meet amongst the chaos of a police raid on a low-income housing building as Roger attempts to reconcile his duty to uphold the law against the blatant racism and anti-humanitarianism exhibited by his fellow supposed protectors of the peace.

Peter is black and Roger is white. Roger’s response to both the human perpetrated and otherworldly horrors of the first act are not dissimilar from Judith O’Dea’s Barbra’s more internalized reactions in Night of the Living Dead. Unlike Duane Jones’ Ben in Night however, Peter is able to snap his counterpart out of his unnerved detachment, offering a racially cognizant world-weariness that allows Roger to sift through the remains of his broken worldview and find fresh purpose in the act of survival. One aged priest hobbling through the wreckage summarizes this complicated perspective best, saying, “when the dead walk, señores, we must stop the killing or lose the war.” It’s a statement that both summarizes humanity’s last desperate grasp at survival while prophesying the species’ imminent and perhaps inevitable doom.

“When there’s no more room in hell,” Peter says sometime later while overlooking the mall’s flesh-hungry occupants, “the dead will walk the earth.” Told to him by his grandfather who had been a priest in Trinidad, Peter’s words echo with mysticism and truth. Civil society has imploded and the path to its inevitable destruction is cobbled together by the sins of its players, each transgression regurgitated through the actions of those who have managed to forge ahead. Like Night of the Living Dead before it, the characters here offer windows into the various perspectives which comprise the American consciousness and how each toxic or progressive viewpoint factors into both the disintegration and proliferation of the other.

In short time, Peter and Roger meet up with Fran and Stephen. Played by Gaylen Ross and David Emge respectively, the two represent the kind of fledgling family unit that the guiding principles of the “American Dream” might demand be protected at all costs. Still, their romance is foundationally unsound, built for and by a world that traded in comfort and order, unable to weather the harsh conditions and ideological challenges that the apocalypse carries with it. Peter and Roger may serve as the unofficial protectors of this co-dependent vestige of their bygone world, but it is clear from the start that what they seek to shelter is more hollow than whole.

Dawn of the Dead mines this emotional chasm as the characters go through the motions of a life. Initially, there’s fun to be had in their inexhaustible shopping spree. Trying on clothes, sampling snacks, and snagging furniture for their new homestead atop the market center keeps them occupied and, more importantly, entertained. But over time that sense of enthusiasm disintegrates amongst the empty calories inherent in a retail feast. Their sense of self-worth so wrapped up in the various things they seek to collect, keep, and consume reveals itself to be no more meaningful than the novelties society has trained them to crave with such fervent desperation in the first place.

Alongside the consumerist commentary, Romero explores the interpersonal, patriarchal dynamics that dominate the dying world around the core characters. Peter, Roger, and Stephen discuss Fran’s pregnancy as though her and the baby’s fate were theirs to decide. Later, Roger assists Stephen in planning a marriage proposal that Fran is clearly uninterested in. As the film progresses, Stephen slowly realizes that Fran is not his property and the antiquated values tied to her relationship with Stephen become damningly clear to Fran. Their survival is secured in the home they have made for themselves, but, as is made apparent from a somber scene where Stephen and Fran share a bed together, the couple’s once connected sense of shared meaning and partnership is yet another casualty of the world’s untimely expiration.

Alternatively, the relationship between Peter and Roger is a genuine one, displaying the power of platonic love between two men who otherwise seem indifferent to emotional connection. Regardless of how much Peter strives to keep Roger’s head above emotional water, Roger’s carelessness and tendency to give into his psychological consternation lands him incapacitated with a corrosive bite that will inevitably claim his life. This culminates in the film’s most poignant moment as Roger wistfully requests that Peter stay with him to make sure he doesn’t come back. He will try not to, Roger promises and repeats, both men knowing full well that no amount of trying will stop what is undoubtedly going to come.

The unavoidable truth of the situation is, in many ways, the underlying threat of Dawn of the Dead, resulting in a series of events that never feels safe or directional. Even at its most benign, when the characters allow themselves whatever reprieve might be available to them, the instability and ever-gnawing threat of devastation always lingers in the shadows. The zombie menace is the impetus for their dying world, but it is not the sole perpetrator of the human race’s undoing.

So it is that a nomadic group of opportunist marauders destroys in minutes what Peter, Roger, Stephen, and Fran took months to build. Unable to resist his own bruised ego, Stephen engages the mad gang in arms, sealing the fate of their mall made home and further solidifying the ever-weakening fragility that accompanies entrusting others with one’s own livelihood. Now the only two left, Peter and Fran attempt to make peace with the place and each other, fighting not for their creature comforts, but for their continued existence.

Having learned to fly the helicopter against Stephen’s consistently selfish wishes, Fran heads toward the roof. Peter, on the other hand, experiences a crisis of conscience, questioning the purpose and value of the life he has fought so hard for. However, when the end is staring him dead in the eyes, he chooses life and triumphantly makes his way through the crowd of grasping appendages and snapping jaws to the helicopter. It is only when the adrenaline fades and the monotonous hum of the helicopter blades overtakes the dull roar of moaning that Fran and Peter realize there is nowhere to go and little hope for any semblance of a meaningful escape.

The ending in some ways reminds of a scene that occurred much earlier in the film, wherein a fellow traveler converses with Stephen just before he leaves the news station with Fran, Peter, and Roger. Stephen asks where the man is headed. The man says that he and his travel mates are going to try and make it to the island. When Stephen asks which island specifically, the man simply replies: “any island.”

The answer, and indeed the ending itself, suggests that perhaps the idea of a destination is enough. Maybe that’s all life really is – a quest for the idea of what one believes one wants out of it. Regardless, the harsh realities of that sentiment come into sharp focus when the constructs of society are unceremoniously stripped away.

George A. Romero was an urgent filmmaker. Everything from his thematic messaging to his guerilla-style execution begat an imperative weight to what he had to say about our culture, our country, and our shared consequences. And nowhere was this tenor of priority more heightened, sermonic, and damning than in his career-spanning series of undead epics, encapsulated perfectly in Dawn of the Dead.

Dawn was neither the beginning nor the end of Romero’s exploration of humanity’s unfolding de-evolution, tracking both the degradation of the world of people and the germinating civilization of the not-so-recently deceased. Day of the Dead (1985) carried this idea forward, introducing Bub and the concept of a trained or even familiar zombie. Land of the Dead (2005) stretched this even further, showcasing an all-zombie community with shared ideals and goals that extended to the pages of George A. Romero’s graphic novel Empire of the Dead. Empire went on to further examine these phenomena as well as the sway other supernatural forces might hold in a new world fresh with decay and the power struggles that will always arise around “intelligent” life’s quest for privilege and interpersonal sway.

Diary of the Dead (2007) and Survival of the Dead (2009) repackage and repurpose much of Romero’s ideological concerns in more simple and overt ways, leveraging found footage in the former as both a cost-saving means of creation and a vehicle to deliver a raw, unfiltered message to a modern audience. Survival wraps Romero’s ideas in an oddball western melodrama that celebrates the filmmaker’s idiosyncratic voice and ideas while staying true to the exploration of humanity that once resided in the rotting flesh of the mobile corpses at the top of the new world food chain. His final film, Survival of the Dead ensured that, to the last, Romero was using his platform and ideas to explore the many different facets of genre storytelling and how his vision might be able to be manipulated to meet the demands of multiple subgenres and audiences.

Still, it was with Dawn that the master storyteller began to dive deeper into the meaning behind humanity’s decline and the parallel rise of zombie-kind, suggesting that a lack of foresight and willingness to accept and grow with change may lie at the feet of humanity’s undoing. Big, sweeping, and yet strikingly intimate and introspective, Dawn of the Dead proved unequivocally that Romero’s grand exercise in undead cinema was not only deserving of multiple chapters and iterations, but required them to be properly examined and explored.

What starts with red ends in the pleasant perusal of the mall’s various offerings accompanied by peppy, if not slightly repetitive, elevator-style music. The birth of a new world is a tumultuous process, accompanied by the painful ejection of what had come before. However, when all is said and done, it is the small things that bring comfort, even at the end of the world. So it is that the zombies shop – or, at least, they attempt to.

With that, a new dawn arises. While the ecosystem of consumerism that drove and defined much of America’s economic and social strata might be an artifact of a bygone era in the world of Romero’s dead series, many of the consumers who powered that system remain vertical (even if they stopped breathing and developed a healthy appetite for fresh flesh). The mall’s relevance is no longer tied to its contents but to the feeling those items once had the ability to affect. An important lesson to be sure, but, regrettably, one too obtuse for either the dead or the undead to fully comprehend.

Like the sleep-deprived Fran pressing her head against the strikingly scarlet shag as she seeks sojourn from the mayhem of the world around her, Dawn of the Dead stumbles to life with a jolt and never finds much solace in its goings on, highlighting the inescapable and very human truths that resonate just as strongly today as they did upon the film’s release. George A. Romero was an urgent filmmaker, it’s true, and that urgency permeated everything he created, however the quality was rarely more evident than it was in his ghoul-led operatics. Vibrant, violent, and vital, it is in that festering world of flesh-starved fiends that he was able to explore the deepest channels of the human condition and reflect its best and worst attributes back to his audience with humor, horror, and heartbreak.

Beautiful. Terrifying. Engrossing.

Red.

Like a sunrise, its fire illuminating the sky and making way for something altogether new. Whether we like it or not may be relevant to us, but not to the sun. Not to the sky. A new sun will always dawn. Whether humanity has a place in its light is entirely up to them.

Through Romero’s uniquely attuned lens, it is the dead’s world, after all, we’re just living in it.

Editorials

How ‘Downpour’ and ‘Shattered Memories’ Prove There’s Still Hope for ‘Silent Hill’

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Fandom can be a scary thing. While a shared love of a certain story or collection of characters is usually the best outcome for a franchise, legions of fans who obsessively poke holes into every new expansion of their favorite fictional world can end up destroying the very thing that they hold so dear. That’s not to say that we should blindly consume whatever slop giant media conglomerates throw our way, but gratuitous hate and unrealistic expectations don’t really help anyone.

And with all the controversy surrounding the upcoming Silent Hill 2 remake, I’ve been thinking a lot about how silly it is for fans to automatically assume that a game will be bad based on a few short teasers.

I mean, I saw the same promotional footage as everyone else and I honestly don’t see anything wrong with it. Sure, it doesn’t look like the best game ever made, but even if Bloober Team misses the mark (which I think is unlikely), their take on Silent Hill 2 is still following the blueprint of an amazing experience that does not cease to exist just because there’s a new retelling.

Despite this, legions of fans tore into nearly every frame of the recent Silent Hill Transmissions, making fun of character models and early combat animations because, at this point, it’s taken for granted that a western-made Silent Hill will always be terrible. And as a hardcore fan who’s played every game in the series (even the forgotten spin-offs that no one talks about), today I’d like to look back on two examples that I think prove that the future of Silent Hill is brighter than you think.

After Silent Hill 4: The Room ended up selling less than its predecessors, the higher-ups at Konami decided to disband the legendary Team Silent. Wanting to capitalize on the tremendous success of Christophe Gans’ 2006 film adaptation of the series, the company decided to hand the franchise to a series of new developers who could modernize what was seen as a dying genre (these were the dark ages of survival horror, after all). And while this willingness to experiment led to quite a few missteps, there were a couple of projects that stood out from the rest.

A re-imagining done right.

I’d argue that the first of these underrated games is 2009’s Silent Hill: Shattered Memories. Originally developed for the Nintendo Wii, Climax Studio’s pseudo-remake repurposes the first game’s narrative backbone (a father and his daughter get into a car accident in Silent Hill and the father must then look for her in a warped version of the town) but then proceeds to deconstruct the protagonist’s journey in a highly personalized trip into the coldest regions of hell.

Having already developed the excessively nostalgic SH: Origins, the Climax team wanted to try their hand at some more innovative for their next project. Ironically, they found an opportunity to do this by pitching Konami a remake, arguing that familiar events and characters would make their new ideas (like the psychological profiling and complete lack of combat) more accessible for existing fans.

While the finished title couldn’t quite deliver on all of the developers’ promises of a highly customizable and infinitely replayable game world – with much of that having to do with the Wii’s limited hardware – it’s still one hell of a thrilling ride featuring one of the all-time best Silent Hill stories. Plus, the experience is boosted by an incredible soundtrack once again composed by series veteran Akira Yamaoka (Hell Frozen Rain is a total banger).

Despite garnering mostly positive reviews and even becoming one of the Wii’s best-selling M-rated offerings, a sizable number of hardcore fans despised Shattered Memories for thinking outside the series box despite complaining about the exact opposite when SH: Homecoming came out a few years earlier. Sure, Shattered Memories has its fair share of problems (the chase sequences get old pretty fast and it sometimes veers to close to Walking Simulator territory), but these issues pale in comparison to the tear-jerker endings and atmospheric presentation – both of which are miles better than the PlayStation original in my humble opinion.

If only they had the time/budget to make these things even more customizable.

The next mainline Silent Hill game would actually have a lot in common with Shattered Memories, with Czech studio Vatra Games sharing Climax’s desire to turn the established series formula on its head and make something truly original. The finished product also divided fans for many of the same reasons, which is precisely why I think it’s worth reevaluating as an important part of the franchise history.

Titled Silent Hill: Downpour in reference to the rainstorm that replaces the town’s iconic fog, this 2012 release had a lot going for it. For starters, it appeared that Konami listened to criticism directed at Homecoming and allowed for a standalone story this time around, with the new game following escaped convict Murphy Pendleton as he becomes trapped in our favorite cursed resort town and is forced to deal with his violent past. Additionally, the Czech studio behind the game was allowed to add some local flavor to the title’s oppressive atmosphere, incorporating European influences into the experience and making it stand out even more from its predecessors.

Mechanically, this is a much jankier game than Shattered Memories, suffering from poor performance, wonky animations and an oddly paced story, but it’s also one of the most ambitious entries in the whole series – and the only one to really nail a standalone story since the original SH2. From M.C. Escher inspired level designs to the compelling main character, there’s a lot to love here if you can stomach the glaring technical issues (though many of have since been mitigated by a patch).

Of course, what I really appreciate about Downpour is how its developers felt confident enough in their original ideas to stray even further from the established formula than Shattered Memories. Hell, the game features no recognizable characters or monsters and completely overhauls the otherworld segments. And yet, it remains faithful to the core principles of atmospheric exploration, puzzle solving and nerve-wracking combat that made these games so iconic.

Plenty of great moments.

It’s still an uneven experience, with the title featuring some of the worst monster designs in the franchise, but I think it’s the perfect evolution of what was always meant to be an anthology series held together by the same cursed town. I mean, Downpour would still be enjoyable if it was removed from the context of Silent Hill, which is why I think it’s a shame that critics dismissed it as an unplayable mess.

Admittedly, neither of these games can live up to the brilliance behind Team Silent’s original quadrilogy (yes, I also consider SH4 a masterpiece), but when taken on their own merits, I think that both of these titles deserve to be revisited as highlights of the franchise. These days, I even appreciate Shattered Memories’ controversial use of ghosts, as well as Daniel Licht’s soundtrack for Downpour (the Nu-Metal theme song performed by Korn has grown on me over the years).

In all honesty, it appears that the main issue with fans thinking that no new Silent Hill games can be good is the fact that no one really knows what Silent Hill is supposed to be – and I believe that’s the whole point! These games can be anything from metaphors for psychological trauma to Stephen King-inspired deep dives into murder cults hidden in sleepy New England towns – and none of these interpretations are wrong.

To me, Silent Hill is at its best when it’s trying new things, and I prefer the anthology approach to the endless expansion of ridiculous lore that occurs within the Resident Evil games. That’s why I don’t automatically dismiss new SH games just because they’re made by new people, especially when we have examples like Downpour and Shattered Memories to prove that Team Silent aren’t the only ones who can get things right.

That being said, I’d appreciate it if Konami made it easier to acquire the older Silent Hill games…

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