The Most Memorable Gambling Scenes in Sci-Fi and Fantasy

The gambling industry might have grown exponentially in recent years, thanks in part to the advent of online casinos, but gambling has been one of our favourite pastimes for thousands of years. It’s no surprise, then, that it often crops up in films and TV shows in some form or another. They often feature games we know and love, or games that are completely new inventions. Here are five films and shows that feature casinos that you’d love to visit – or at least watch from a safe distance.

Star Wars: The Last Jedi

When The Last Jedi was released, it provoked a strong backlash. A lot of people were unhappy with the film, particularly with the section where the characters visit an alien casino. Some people claimed it didn’t add much to the film’s plot, but one thing that can’t be denied is that the casino looks like a great place to visit. It’s full of colourful aliens in elaborate costumes and is definitely classier than some other places on this list.

The ‘space casino’ theme is certainly one that’s proved popular, perhaps more so than Star Wars: The Last Jedi even was. At online casino sites like Paddy Power, for instance, the space theme is combined with slots gameplay in titles such as Galactic Streak and Stars Awakening to keep players coming back for more.

Batman Forever

 

Batman Forever is the sixth Batman film, and the only one to star Val Kilmer as the masked superhero. One scene sees the two villains, The Riddler and Two-Face, robbing Gotham’s glittering Excelsior Casino. That’s not the film’s only link to gambling, though. Two-Face, played by Tommy Lee Jones makes all his decisions based on the toss of a coin, which is the hallmark of this classic villain.

The Hunger Games

The Hunger Games is also full of elaborate costumes, but no one would describe it as classy. These days, people can bet on all kinds of sports, from horse racing to boxing. In The Hunger Games, which is set in a dystopian future, things are taken one step further. In the trilogy of films, the richest citizens place bets on the titular Hunger Games. It’s a dystopian series for a reason…

Battlestar Galactica

In the remake of Battlestar Galactica, which aired between 2004 and 2009, the characters were often seen playing a card game called Triad. Fans latched on to it, and you can now buy your own set of Triad cards online to play with friends. The game is played with a set of hexagonal cards, and although the rules of the game were never actually explained in the show, the fans didn’t care and were happy to make up their own rules.

Mad Max: Beyond Thunderdome

The third film in the Mad Max series is best known for starring Tina Turner – she also sang the film’s theme song. The Thunderdome of the title is a domed arena full of weapons, in which two gladiators battle it out, while onlookers can watch and place bets on which one of the fighters will survive and get to leave the dome. In the film, Max, played by Mel Gibson, ends up fighting for his life in the Thunderdome. You’ll have to watch to find out if he wins.

It’s no surprise that gambling and betting plays an important role in films and shows like these. It adds more excitement, and the element of chance means you’re never sure what will happen next. And with the rise of the online casino industry, there’s bound to be more and more films incorporating games like these.

Alejandro Landes | MONOS

MONOS

STARBURST sat down with Colombian-Ecuadorian director ALEJANDRO LANDES at this year’s LFF to speak about his latest feature, MONOS, which has been selected as the Colombian entry for the Best International Feature Film for the upcoming Academy Awards. Difficult to define and even harder to classify, the film begins on a mountaintop somewhere in Latin America, where a group of children with guns watch over an American hostage and a conscripted milk cow…

STARBURST: How hard was it to pitch a movie that’s so difficult to pigeonhole?

Alejandro Landes: Hard. We went in with just over half the budget, because people didn’t feel entirely comfortable investing until they could see a part of it. It took a while and took a lot of convincing; there’s money from nine different countries because we had to pass the hat around. It was an uphill battle, but it was definitely something that we had to make as we went because no one really knew what it was. And the truth is, not even I did! I wanted to make sure that I didn’t end up in the exact same place we began. Ideally, I will discover things in the process, otherwise it’s not alive.

So what was the idea you started with?

Well, I was very much inspired by the idea of creating a political allegory not from an ideological perspective, but from a human one. So the idea of creating this huge ideological vacuum, where you don’t know whether they’re fighting for the left or the right, was very much part of the beginning. And then the idea to create this kind of hall of mirrors where it looks like Paradise but it’s also Hell; they’re neither child nor adult; it’s a kidnapping film told from the point of view of the kidnappers, who in a way are kidnapped themselves. You see all these tropes you’ve seen before, like kidnappings or child soldiers but told in a way that is fiercely present. You don’t have all that exposition about where they come from or where they’re going, you just have to latch onto the humanity of that moment. There’s also the unconventional point of view – generally you’d choose a hero and navigate the world through that person. Here, it’s this kind of pinball machine that goes from one point of view to the other. I wanted the film to feel like a river, not like you were watching a river from the bank but like you were actually in it, that it sweeps you along.

You said you’re not making an ideological point about child soldiers, so what went behind the decision to cast children, or teenagers, in the role of the victimisers?

Two things. One is that I think they are us, in the way that you can see both the tenderness and the cruelty in them, but with greater intensity. It’s a time in life when you live everything with such intensity, so I thought that youth creates a dramatic window into human nature, in the same way that war is a dramatic window into human nature. And two is that young people allow you to talk about the future and where we’re going, and ask that question at the very end: What do we do now? What do we do with that beast within?

In terms of casting, you brought together two very different groups. On one hand you had first-time actors who only spoke Spanish, and on the other you had an established American actress [Julianne Nicholson]. How did you use that to the film’s advantage?

I didn’t give the screenplay to the kids at any point. I had them living all together, all the time. They shared a tent, they shared a schedule, they shared meals, everything. And with Julianne, I always put her away. I tried to create a situation where, when we were in the mountain she stayed far away, when we were in the jungle she had her own tent. I wanted to keep her a little isolated. And it helped that they didn’t speak each other’s language – other than Moisés Arias, but I asked him to speak to her as little as possible.

Very method.

Yeah, and I wanted to make sure that Julianne didn’t just come and shoot the scenes she was in, then go back to L.A. She was cool with that. And all those drawings you see in her cell, for example, I just had her sit in the room and draw them herself. She wasn’t bathing, she was in a cold place, there was no personal grooming, no vanity. That just helped to generate a context where even for her, for a beautiful former model and actress, to look at herself and have her armpit full of hair and you can see she hasn’t used shampoo in a long time, it helped create a mood.

The conflict onscreen is kept devoid of context, but would you say that your experience of conflict in Colombia influenced the story?

Yes, without a doubt. I’ll tell you two things. One is that my mother’s side of the family is Colombian, from Medellin, and they experienced all sorts of conflict and violence like so many others, including kidnappings. And that’s a war that’s happened for so many years over so many fronts – and I know the most famous one is the main guerrilla group, FARC – but there are several other guerrilla groups, and there’s several right-wing groups, and then there’s the Narcos, and then there’s the state, and then there’s foreign actors. It’s a war with many different fronts. And I think when you look today at conflict, it’s not like conflict that you used to see more romantically on screen, of the time of WW1 or WW2.

…Where there’s a clearer good guy and bad guy.

Yeah, and you’ve got the front lines, the different uniforms, you’ve got the flags. It’s more like a boxing match, with two different-coloured trunks and you know who you’re rooting for. Then you look at Syria, Afghanistan, Iraq… I mean, I don’t even understand it. I think that that’s what’s modern about the film, it creates that feeling where even for the boots on the ground, they don’t know what’s happening. I took that approach because the Colombian type of irregular warfare speaks to the type of warfare we see today. There’s a big fog of war. For an 18-year-old dropped in Afghanistan from the United States, you don’t know anything. What’s the end in sight? What does victory mean? When is the end? Where’s the battle line? It’s war fought from the back line, it’s in the shadows. And I think that those wars are so muddled that people want to look the other way. That’s why I think Monos speaks to that – these child soldiers in a third world country, they are us.

And it speaks of violence at large…

It tells you about the perpetual nature of violence, because you see Bigfoot create his own Organisation after separating from the main group, then at the end you see a potential for a future generation to also evolve into that violence. And that’s how these groups are. Remember how the war in the Middle East starting to go after like, Al Qaeda, then ISIS, then ISIL, you’re just chasing a new acronym. I guess what I’m trying to say and the film does as well, is that since the fighting is concentrated not on ideology but between people, and that many times we think we’re fighting for historical or structural reasons, sometimes we’re fighting for personal reasons. I think that’s sometimes overlooked, as simple as that may seem.

And it serves your point well that neither the setting nor the clothes allow the audience to pinpoint the story to any specific time or place.

Often in storytelling we use positive space, but negative space is just as important – what you don’t tell, what you hold back. Like if you’ve been to the 9/11 memorial in New York, you have that huge empty footprint. So let’s say 200 years from now, someone goes there and looks into that great empty hole, and you don’t know anything else. That still creates a pit in your stomach even though you might not have the political information. There’s an emptiness there that hits you.

That’s Monos.

Alejandro Landes’ MONOS opens in selected UK cinemas on October 25th. Read our review HERE. For more information visit www.monos.film | Facebook: @MONOSFILMUK | Twitter: #MONOSFILM

 

KT Davies | SOMETHING WICKED

kt davies

KT Davies is a British Fantasy Award nominated author who happens to be based in the Midlands. Their series The Chronicles of Breed has gained lots of critical acclaim and has a cult following. The final book in the series, Something Wicked, has just been released.

STARBURST: How would you describe The Chronicles of Breed to new readers?

KT Davies: As funny as Deadpool and as epic as Game of Thrones. It’s a baroque n’ roll adventure. It gud, much fight. I also like how one review described it as ‘the fantasy version of Hitchhikers Guide to the Galaxy’.


What’s the latest book about?

Being old, dealing with loss and responsibility. Also, dragons.

How would you pitch it to a beloved elderly relative?

Book? What book? Oh, that book. I swear I never heard of it before you and the church book group happened upon it, honest. Same name? a pure coincidence, Grannie. Davies is a very common name. Yes, I agree, that other KT Davies is a reprobate. No Gran, they’re not right in the head, you’re absolutely right about that. Now, how about another Werther’s Original and a cup of tea?

Some of the details about the protagonist are pretty ambiguous throughout. Why?

Why not? In truth, I was vague on purpose, partly to see what readers made of the ambiguities (if anything), and partly to see if I could write an entire novel being unspecific about ‘things’. Turns out I could write three novels being vague (hurrah for vagueness!). Also, quite a lot of readers haven’t even noticed the odd missing detail, which says as much about how people read as how people (me at least) write, which is something I find fascinating and could bone on about for ages, but nobody got time for that.

What’s it about rogues that appeals to readers?

Sexeh leather togs? Or maybe it’s that most of us are chickenshits, I know I am. I once accidentally stole a D20 from a games shop. It’s a dull tale, so I’ll spare you the details but in short, I was mortified and felt like a fugitive for days.

People like rogues because they act as surrogates and playact in the safety of our imagination. They practice the behaviours we think might be fun: steal a diamond necklace, hold-up a stagecoach, and generally thumb their noses at authority. But of course, we know these acts ultimately lead to censure and disgrace within the confines of our civil society. So, we live out our darker, more anarchic fantasies in safety through the actions of these types of characters. Characters that if you encountered them in real life you would most likely cross the street to avoid. They take the risks and let off our metaphoric steam so that we don’t go to real jail – in my opinion. That’s the short answer but I swear, after a few pints it gets much more convoluted and intricate, full of big words and philosophical quotes.

Breed seems pretty angry most of the time. Why do you torture your characters so?

Torture is such a harsh word; I prefer ‘test’. It’s a fair point that during this story Breed is quite miffed. I assure you, before the story began Breed was entirely sanguine and just got on with being a thug, all nice and quiet like. Alas, drama is conflict. We meet Breed when Breed is having a really bad run of luck.

If you weren’t writing, what else would you be doing?

Cooking meth. I hear there’s good money to be made. Or making theatrical props which was the main day job before I started writing in earnest. I also work in the family engineering firm.

How have you found the journey into print? What would you do differently?

Depressing, infuriating, frustrating, all the things ending in -ing. What would I do differently? Many things. I wouldn’t second guess myself, I wouldn’t take things so personally, and I wouldn’t waste as much time as I’ve wasted. To coin a phrase, I’d get on the pot and start pissing straight away.

Why fantasy? Has fantasy made a comeback?

Fantasy is my first love. Like a baby goose I imprinted on the first genre I read, which was fantasy. It is the language of myth, of us. I write about life, things that interest me, and much like the renowned interviewer Philomena Cunk, I ponder things like, ‘why is spaghetti?’. Much like mother’s milk, fantasy provides all the metaphors a growing smart-arse could wish for. I don’t think fantasy has ever gone away.

Where’s the best place to start with your work?

The beginning! I have a couple of short story/novellas on my website http://kdavies.net that will give people a taste of what the Chronicles of Breed are about and indeed, gauge their tolerance for bad language. Or they can dive right in and buy Dangerous to Know here http://kdavies.net/adtk . It’s also available as an audio book on most platforms.

What’s next for you?

Breed’s story might have come to an end, for now, but there are a couple of other characters in Dangerous to Know who had unfinished business of their own.

Tell us a bit about yourself.

I live in the Midlands, I have a couple of kids, four dogs, a cat, and an understanding partner. I play with swords, axes, and throwing knives – no log is safe! I occasionally LARP and when the weather is inclement I also play MMORPGs.

Chronicles of Breed can be purchased directly from kdavies.net, as well as other places where you can obtain good books.

Drifter Blackout With EVE Online

drift eve

EVE Online is the biggest single shard, free to play MMO of all time. Its universe – shared by hundreds of thousands of players – is set 21,000 years in the future and centres on a distant cluster of over 7,000 star systems known as New Eden. It is the age of the Capsuleer; a revered breed of highly trained spaceship pilot that has achieved immortality through the use of cloning technology. Capsuleers enjoy complete neural harmony with their ships, controlling them from within an armoured capsule at the heart of their vessel.

New Eden, while dominated by the four great Empires of the Amarr, Caldari, Gallente and Minmatar, still contains many deep mysteries. Significant threats to the established civilisations of New Eden, as well as the players who take on the role of Capsuleers, exist in many forms. Massive player alliances and corporations regularly do battle and compete over disputed territory, and pirate factions have always been adept at causing trouble for Empire, citizen, and player alike. Then there are the Triglavian Collective and the Drifters.

The Triglavian Collective, until just recently, existed in an anomalous region of space called Abyssal Deadspace, hidden in an isolation that lasted for millennia. Constant incursions into the newly discovered pockets of Abyssal Deadspace by Capsuleers – as well as others – eventually caused the Triglavians to mount an offensive into New Eden. Their veil of isolation penetrated, the Collective emerged and began a full-scale invasion of known space, taking over star systems and bringing numerous fleets of technologically advanced spacecraft with them to secure fresh territory.

CONCORD, one of several policing forces in New Eden, has been urging Capsuleers to engage the Triglavian fleets and help drive them from occupied systems. Neither CONCORD nor the Empires have actively taken a hand in the fight against the invaders, preferring to let Capsuleers bear the brunt of taking the fight to the enemy. The Triglavian invasion is ongoing, with player efforts to halt their advance still very much underway.

The Drifters are the remnants of another of New Eden’s ancient civilisations called the Jove. An enigmatic and often aggressive faction, the Drifters also possess highly advanced technology and are distinguishable by their sleek and formidable warships. Their appearance on the galactic stage was sudden and seemingly triggered by a huge stellar anomaly nicknamed ‘Caroline’s Star’, originating in Jove space. Subsequently, all the stargates in Jove space started shutting down, with ancient structures and sites appearing across New Eden. Unidentified wormholes began opening at these sites, with Drifter forces arriving to investigate the strange structures. From then on, they’ve been a regular thorn in the sides of Capsuleers and Empires alike.

The Drifters have been responsible for several targeted incursions into known space, with one such attack resulting in the assassination of Amarr Empress Jamyl Sarum I. They have even caused grief for the Triglavian Collective, with plenty of evidence suggesting they had entered Abyssal Deadspace and engaged the Triglavians long before Capsuleers ever made the breakthrough.

While Drifter activity in New Eden has been a constant source of concern over the last few years, recently players were completely unprepared for the sudden, swift and unprovoked attacks by fleets of Drifter battleships on their forces in Nullsec. The aggression with which player ships and structures were seemingly targeted without pattern caused hysteria in the community. Some quarters were thrilled that the element of danger and risk had returned to the lawless Nullsec regions, while others were riled by the fact that huge alliance campaigns had to be paused while defensive forces were redirected to counter the Drifter invasion.

The Drifter assaults, unsurprisingly, had a noticeable impact on player movements in Nullsec regions. The Imperium, a large alliance of player corporations, responded to the Drifter invasion by pulling back from other regions to defend their assets that were under threat of attack. At the time, Imperium forces were invading a specific area of space. In an unprecedented move, both the Imperium and those defending against them agreed to call off hostilities temporarily in order to address the Drifter threat.

The invaders have targeted almost anything they’ve come across in Nullsec territories, including player ships and structures. The Drifters have even been observed attacking and destroying non-player craft and structures in space. Considering the fact that high security space has been invaded by Triglavian forces, the added Drifter threat throughout Nullsec has created an atmosphere of genuine chaos, unpredictability and danger across all of New Eden for players old and new.

EVE players are known for their ability to adapt to changing circumstances, and the Drifter invasion has been no exception. Experienced Capsuleers and their alliances have eventually found methods of defending their structures, repelling the onslaught to the point where they can once again resume their campaigns in other regions of space. While news spreads fast and effective tactics can be adopted by a majority of players, the Drifters’ reputation for unpredictability means that all will have to remain alert for further, unexpected activity.

However, mysterious and technologically advanced adversaries laying waste to Capsuleer vessels and systems has not been all that players have had to deal with recently. CONCORD announced that New Eden’s Fluid Router FTL communications network was under enormous pressure due to the combined impact of Triglavian and Drifter invasions. To ensure sustainable operation of the communications network and guard against the risk of it becoming compromised, reduced bandwidth across its Nullsec routers was enforced.

This created difficulties for the player alliance power blocs, who now had to deal with the developing situation without intelligence gathered from automated ship registrations on local system chat channels in Nullsec. CONCORD stated that should the Drifter and Triglavian attacks continue, which they did, support for the communications network in Nullsec would not continue. As a result, the Nullsec Blackout – as it has been dubbed – has been in place since early in the summer. Player reception to this turn of events has been divided, again with some parties welcoming the added excitement and danger of navigating Nullsec, while others lament the major disruptions to their activities and machinations in the region.

Adding further fuel to the rising tensions in New Eden during this age of chaos, CONCORD have raised market taxes across the cluster to help finance the continuing efforts of Capsuleers defending their territory from the Triglavian Collective and Drifter invasions. This has affected all transactions on the player market and acts as an ongoing reminder of what has been – and continues to be – a turbulent time in New Eden’s recent history.

Players of EVE Online have never had more to keep them occupied or engage their abilities as they do right now in the ‘Chaos Era’. Driving the Triglavian Collective back from their established footholds in New Eden, fighting off the Drifter menace in Nullsec and navigating dangerous regions of space – as well as intra-community relations – during the communications blackout mean that both veteran players and newcomers to EVE have plenty of challenges, varied gameplay and content to get their teeth into. As these situations in EVE develop, it is expected that Triglavian and Drifter activity will continue to influence Capsuleers, the Empires and everything else in New Eden.

 

Sign up to start playing today for free at eveonline.com and join hundreds of thousands of campaigners in the best MMO on the Internet.

 

Jack Bannon, Paloma Faith, Ben Aldridge | PENNYWORTH

Pennyworth

PENNYWORTH is a brand-new DC show charting the untold origin story of a 26-year-old Alfred Pennyworth in 1960s London. STARBURST sat down with titular star JACK BANNON, BEN ALDRIDGE as Thomas Wayne and PALOMA FAITH, who plays the villain Bet Sykes, to talk about Batman’s enduring appeal, straying from the expected, and building a new world from the ground up…

STARBURST: What drew you to your respective characters, and to the show itself?

Jack Bannon: Like anything else, it was an email from the agent. I read the synopsis of what the show was going to be and I thought, “Oh, this is a bit strange!”. They sent the pilot script along with the request for an audition tape, so I read the script and that’s what really got me, because it was everything that I thought a comic book TV show isn’t. Page 3 of the script had a big description of this dark version of London where it was set, and [creator] Bruno [Heller] clearly had some incredible ideas. And from that moment I knew this was something a bit different.

Ben Aldridge: I think if you hear the words, “it’s a comic book spin-off” you think – not that there’s anything wrong with those TV shows – but Agents of S.H.I.E.L.D. and Gotham, which are set in a more modern world and follow a more obvious route. And when I first opened the script, I was like “Okay, I wonder if it’s going to be like that.” And then it wasn’t – it was weird, twisted, with lots of amazing pop culture references, in a very dark and dangerous world that was like a violent, espionage thriller. I just knew anything could happen here, and they’re building a totally new world that we haven’t even seen in the comic books. So this is going to be very original, whatever it is.

Paloma Faith: For me as well, the fact that my character was a villain, the female villain that wasn’t just scary because of her sexuality. She had a lot more going for her than that, a lot more layers. I think Bruno cleverly plays with the idea of power, because power is often about the psychology of those around you. For example, as a kid, I was terrified of my own father. Then I had a period of time when I didn’t see my father, and when I did see him again, he just seemed small to me. It was really strange, because in my mind he was huge. And what’s great about this is that Bruno asks, why can’t women be the most powerful? Just because she’s not the strongest or the biggest, she is one of the most powerful people on screen and it’s nothing to do with physicality, it’s to do with how far she’s willing to go.

Jack Bannon as Alfred Pennyworth

And it’s interesting because she’s not purely a villain, you do see she has strong relationships and changing allegiances.

Paloma Faith: And the relationships develop in the show so that some enemies become friends and some friends become enemies. It’s not as black and white as good and evil.

Ben Aldridge: Yeah, what the show wanted to do was to not make it obvious who the good people are and who the bad people are; the lines are blurred. You’ve got the supposed good people making bad decisions for what they think is the greater good, which spirals into people dying.  The audience has to learn that the lines are quite blurred.

Which is different because a lot of superhero films do tend to be more black and white. Was it interesting to be technically part of the superhero canon, but to have the freedom of a show that feels more self-contained?

Jack Bannon: To put it crudely, we get all the benefits of the DC badge but then we do what we fucking like. I think it’s interesting because for me, the world in which it’s set is one of the strongest things about it. We know what Gotham and Metropolis look like, but there hasn’t been a London yet. We can do anything here, which was attractive.

Ben Aldridge: It makes it really unpredictable. Even being in it you’re always sure what the background is going to consist of, like a group of nuns running through the back or, when the director put this little pig in a pram running through one of our scenes, and we were like, “What?!”.

Paloma Faith: When I spoke to the writers, they said that they didn’t want anyone knowing too much about the premise, because they wanted it to be a standalone thing. They didn’t want to ham it up or to have it be super self-aware of the fact it’s DC.

Ben Aldridge as Thomas Wayne

And considering this is the origin story of characters that we know and love, while also being completely untold, did you do much research into previous incarnations of your characters? Or did you want to start fresh?

Jack Bannon: Well I did a bit, because we had a conversation before I even got the job, where my first audition was essentially a terrible Michael Caine impression. And I kept getting called back so I had to tell them I wasn’t going to keep doing this terrible impression, but wanted to know if it was along the right lines. And Bruno explained that Michael Caine had said he’d play a butler only as long as he was ex-SAS. So he was the one who gave us the backstory, so if there were any previous Alfred’s we were giving a nod to, it would be him.

Ben Aldridge: Obviously Thomas Wayne just dies, that’s how everyone knows him. So I watched a montage of all his deaths.

Jack Bannon: Which one was the best death?

Ben Aldridge: Actually, even though they weren’t good films, I think the one in Batman v. Superman where Jeffrey Dean Morgan plays him. So after that, I looked at some of the comics and saw he was always depicted with a moustache. I asked if I could have a moustache, and Bruno and Danny asked if I could grow it in two weeks. Yes I could.

Paloma Faith as Bet Sykes

What’s it like bringing the more human element to the broader DC universe? Because you’ve not got any superheroes, and you don’t even have Batman.

Ben Aldridge: It’s like a character-driven, psychological piece. And that’s the good thing about DC, it can be more about them as humans. And that’s why, being asked why we think Batman is the most popular of all the superheroes, I think it’s because he’s the most relatable, the most human. He decides to be a vigilante, he’s not born with that power. A lot of what drives him is losing his parents, and the need to right that wrong. Everyone can relate to that world.

What’s the fan reaction been like?

Jack Bannon: When the show was first announced, a lot of people where like “Why the fuck do we need a show about the butler, this is stupid!” and then those same people later turned around and said it was brilliant.

Ben Aldridge: I think for TV snobs who might not be into superhero stuff, if they watch the first episode, they might find it’s more in line with their tastes than they expected. It caters to both sets of people, DC fans or not.

PENNYWORTH premieres in the UK on October 25th courtesy of StarzPlay, available on Amazon Prime Video or Apple TV. To read our Season 1 review, click HERE.

Lars Klevberg | CHILD’S PLAY

lars

With the new Child’s Play hitting DVD and Blu-ray, we caught up with director Lars Klevberg to chat about updating a classic…

STARBURST: The idea of remaking an iconic movie like Child’s Play must have been daunting. So what was it that originally hooked you on the project and made you think “I have to direct this”?

Lars Klevberg: Well, my agent sent me this script and I read it, the script for Child’s Play, and I didn’t know what to think about it. I didn’t know if I wanted to do a remake of it. But what I did think about it was that it was a really well-told story, a really great script.

What I connected with most was the idea of Chucky, which was different from Chucky in the past. He was an AI He was a child who was capable of learning. His motivation was incredible, he just wanted to be part of the family home. I just fell in love with the script, so that’s why I wanted to do it.

It was surprising how sympathetic Chucky was in this film. You say a lot of that came from the script but how did you approach that as a director? How important was it that we cared about him?

When I read it I saw Chucky as a toddler almost. In the sense that he has an innocence and a curiosity. And at the beginning there wasn’t anything bad inside of him, there wasn’t anything evil inside of him. It’s actually his environment and the human beings around him that corrupt him. So I wanted people to not just hate him, but understand him. To feel some emotion towards him. That was the great thing about the script.

You, of course, had Mark Hamill on board to play Chucky. He was cast after production completed, but was his the voice you envisioned for the character during filming?

While I was developing this movie, I had a kind of sense of what Chucky would look like and how he would act and a clear idea of what he would sound like. So I knew I needed an actor that, first of all, was a really great actor, someone who could handle the emotion and the complexity, And I also knew that I needed someone with a background in voice acting.

So Mark Hamill was the obvious choice. I knew he’d played the Joker in Batman: The Animated Series. I knew he was able to use his voice in a way that was very, very unique. He was just the best choice by far.

He’s reliable, professional, he has such a professional way of working. He watched all the Child’s Play movies back to back. All the Brad Dourif movies, to get inside Chucky’s head. He was just amazing. He was just amazing.

As well as Hamill, you had three talented lead actors for the human characters – Aubrey Plaza, Gabriel Bateman and Brian Tyree Henry. Could you explain how the casting process came together for them?

Yeah, well, for Andy we knew we needed someone who could carry the movie in the way the story and the script demanded. Someone who could portray a wide range of realistic emotions. Someone who the audience could connect to. And also someone who could be on set in every day, work hour after hour, opposite an animatronic doll [laughs]. So we knew that finding that person would be a tough task. And we looked at a lot of profiles, saw a lot of actors, but Gabriel was the one that stood out… We put him in the same room as Aubrey Plaza for a chemistry read and it was just amazing.

And, you know, Aubrey was… We needed someone that could play the mother, play a young mum at that age and who could fully realise those emotions but who was also funny. And Aubrey is one of those incredible actors, one of the few that can do that.

For Brian, he’s such a horror fan so, for me, casting him was a no-brainer. When we sent him the script, for secrecy the name on the script wasn’t Child’s Play or Chucky, and the doll’s name was Charles, and when Brian read it he got about ten pages in and he went “wait, is this Child’s Play?” I said “No, it’s Charlesand he said “Come on, get outta here.” [laughs] And he was incredible in his role, too.

We notice there aren’t any deleted scenes on the DVD release. Are there any particularly interesting unused sequences that you remember from either filming or the scripting stage that didn’t make it into the final cut?

Like any movie, there are scenes you have to take out because of pacing, because they don’t serve the story right or because they’re not good enough… I don’t know, there was some more emotional stuff between Andy and his mum, and also Karen and Mike, towards the start of the movie. And, you know, like, some more of Chucky and Andy and their friendship at the beginning, before the horror stuff happens.

So just scenes that don’t further the story enough to warrant having them there. There are a couple of scenes that I really like that I’d love to have in there but, when you look at the movie as a whole… There’s just no need for them. They don’t add anything necessary.

Maybe in 10 years from now, for the ten year anniversary [special edition], you will see them [laughs].

We don’t know how much you can say about this but can you offer any update on the chances of a sequel happening?

Well, our aim was to make a movie that was standalone, a good movie, just the best movie that we could try to make. But, you know, there’s stuff there at the end of the movie that could go somewhere. I don’t know, we’ll have to see but I’m hoping [the studio] say yes.

If a sequel did get off the ground, what new elements would you like to explore in it?

Uhhhh… Well, I have some ideas that I can’t talk about. Hopefully you’ll get to see them so I don’t want to spoil it [laughs].

And finally, if you had to, what other classic movie, horror or otherwise, would you choose to remake?

That I would like to remake? Uh… I don’t know, man. Enter the Dragon, maybe. Yeah, that’s one of my favourites.

Child’s Play is released on DVD, Blu-ray, and Digital Download on October 21st.

Issue 466 – Out Now

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In the new issue of STARBURST, to celebrate the release of Charlie’s Angels, we head back to the ‘70s with 23 of our favourite telefantasy shows! We also take a look back at the show that inspired the movie.

We have an exclusive interview with Rob Zombie, who tells us all about his latest movie 3 from Hell as well as delving into his career. The stars of Pennyworth, which covers the early years of Batman’s butler Alfred are grilled on the new series. If that’s not enough, the filmmakers behind the upcoming animated version of The Addams Family reveal all.

There’s also the top 10 Treehouse of Horror episodes of The Simpsons to celebrate the show’s 666th edition and we uncover some very schwifty Rick and Morty merchandise.

Plus Horror Obscura looks at another overlooked shocker and you find out more about the worlds of Eve Online.

Plus all your favourite COLUMNS, NEWS, REVIEWS and much MORE from the worlds of SCI-FI, HORROR and FANTASY!

Petri Alanko | CONTROL

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Finnish composer Petri Alanko was nominated for a BAFTA for his work on the 2010 game Alan Wake, and since then, his music for games such as the sequel, Alan Wake’s American Nightmare, as well as Quantum Wake. His latest work is for the supernatural thriller game, Control. We were pleased to speak with him about his career and how music for video games has been receiving more critical appraisal in recent years…

STARBURST: Your website boasts ‘no missed deadlines since 1990’. How’d you come by that work ethic?

Petri Alanko: Well, I’d like to put it this way: I hate slackers myself, and the best way to tell a client you respect their work is to deliver your stuff on time. Back when I was doing daily pop, in the early 1990s, I ran into a bunch of both highly efficient individuals as well as a motley crew of incredible rock star wannabees who were stuck in their teenage years. Early on, I made the decision to join the posse who seemed to deliver time and time again. Also, it helps that my father has a tech/engineering background and my mom’s really good with numbers and had an accounting company. Which means I’m really bad with mechanical stuff and even worse with money – but I try my best to be on time all the time.

Fortunately, my clientele is a set of seasoned pros and they are really sharp at getting everything done at their end well before a project lands into my hands. As soon as I get any information about a project, I start by doing what I call a ‘tool preparation’, be that hardware, sounds or the plugins and algorithms. Also, before putting down anything else, I’ll do a lengthy planning session to hone out the concept and the details, so that when I start actually laying down the tracks/music, I’ll start running through a bucket list. It is a process, to save time, to keep the schedules – and the budgets – and this process has been defined during the past many years. It seems the more years pass, the more effective I am… I hope.

What was the missed deadline that made you change your ways?

I’ll take the project and the client into my grave with me, but it was outside the gaming business, naturally; the gaming companies usually are very, very efficient and seem to reach towards a much further away future than, say, ‘regular tech companies’. I’m much more selective on whom I work with these days. I believe the client benefits much, much more from a longer relationship, as the base work – and the foundation/legacy research – is done after the first gig, and you can start building what will become their future. I sometimes have said ‘no’ to a gig that doesn’t really feel right for me – I mean, I’m not your average My Little Pony composer. Nothing against the brand, but, well, I dress mostly in black and have my NIN/Nitzer Ebb/Front 242 past, so… Heck, if a client hasn’t done their homework and hasn’t found out about Alan Wake, Quantum Break and now Control – not to mention my Lowland tracks and remixes – and asks for ‘cute melodies’, it’d be almost criminal from my side to do something just for the money – and slice off a part of my wellbeing whilst doing so. In short, I have never done, and never will do, anything solely for the money – but I’m not doing any freebies either.

That one’s for the newcomers, too: never do a freebie. Your job will not become a foot in the doorway, you’re just a stepping stone for the next freebie wannabee.

Aside from composing, what’s your involvement with video games – are you a gamer, yourself?

Oh most definitely I am. I’m not exaggerating at all, and I tend to use games as an escape, to clear out the noise and the music in my head. Sometimes, when entering a project, I tend to ‘listen to radio’ in my head while thinking about the new project, the scenery, the environments etc., playing with the ideas inside my brain, and it really feels like listening to some soundtrack radio station, but with music I have never heard before. Sometimes I need to ‘visit’ something else to detach myself from the ideas and to let some fresh air in. I used to watch movies, but it requires a serious piece of entertainment to ‘attach’ to a movie, and it usually works only once or twice per movie, after that it’s ‘worn out’. With games, due to their continuous dynamic state, it’s different.

I tend to enjoy open-world games, and to some extent I’d love to think of myself as an expert: since PlayStation 1, it’s been open-world and open-world only. Okay, some great tube/on rail runs as well – but even those need to have at least a feel of free choice in them. I’ve got quite a few consoles in my stack, more than I actually need or have time to deal with, and I’ve already made some space for the upcoming new consoles.

One thing is sure, though: I’ll never ever use a PS VR visor again, not after I almost had a cardiac arrest during Resident Evil 7. Horribly good, even with mediocre graphics (of the visor that is).

In an interview with Roland, you said, “Sometimes, music leads, and sometimes it’s reacting to your actions.” For Control, which was the more dominant aspect?

Reacting, definitely. The integrators and audio programmers managed to pull together a marvelous AI rule set within WWise [3rd party music software that plays the music in-game], and, after seeing and scratching the surface of it, I’m willing to pray for that to become the present and the future of gameplay music – but with a twist. In my opinion, a full AI requires some human splicing here and there to seriously deliver, as emotions aren’t mathematics. Having said that, the exploration/combat music system is doing a proper job based on the amount of opponents and their nature, as well as how your progress or health is being affected. But the cinematic/thematic music has a few leads here and there, for instance the leitmotif will basically reveal the outcome of the game, if you are aware. I wouldn’t use a major chord unless there was a positive – or suitably positive – conclusion. All the themes I’ve ever composed seem to somehow connect to the protagonist and his/her fate as well as the conclusion of the story in question: Alan Wake’s theme ends up ‘in the air’ – and he gets stuck in the deep. Quantum Break has an ‘outsider with a determination’ feel – and Jack is affected by the time disease, while sort-of-kicking into action just when the game ends… and now Control’s theme leads to a major third interval, with a concentrating, self-confident feel after a very ambivalent descend, just like the six-note leitmotif does. The same applies to, actually, everything I’ve ever done.

So, in short, I’m basically a walking game plot spoiler, if you’re listening carefully enough.

A lot of your work has been for games which are supernatural in nature. Are there any genres you’d like to explore which you haven’t yet?

I’d love to score a psycho thriller, be that a movie or a game. Also, some deep sci-fi, or intelligent sci-fi, would be in my top list, and I’ve always loved to flirt with horror stuff, as, like someone once said, ‘caressing feels better after a slap and vice versa’. One thing is for sure though: it’ll take some time before I’ll ever do another project with modular synth only. There are a few cues for Control that were done on my modular almost solely, as a performance, and although the results were stellar sonically, the planning and the one-off style – and how you can actually never return to where you started from – is frightening due to the nature of gaming development cycles: maybe the cinematic you used the gear on had to be lengthened or shortened? That, too, had to be taken into account.

But yeah, I loved Interstellar, which, thanks to its math side, I’m willing to count as deep sci-fi, and I loved the movie’s long cues. It reminded me of 2001: A Space Odyssey.

I’m not sure if Alan Wake counts as a psycho thriller, but back in the day I found it really easy to draw something from my personal experiences – nothing supernatural there, not even close, but the environment and the setting was really pleasing for creating that uneasy twist and borderline horror here and there. As a Finn, I’d say “I let the forest speak“, but it would probably sound too new age-ish. I’ve heard people speculating about an Alan Wake sequel pretty much on a yearly basis ever since Alan Wake was released, but… here’s to hoping they one day will return to it. If so, I would love to compose some music for it.

You were nominated for a BAFTA for composing Alan Wake. Do you feel like game music is getting more notice and recognition these days?

Well, international organizations are already recognizing some aspects of gaming music, but it seems the press and the magazine publishers are lacking music specialists or even hobbyists – and that is even more serious here in Finland: I can’t remember when music was mentioned in the local gaming news lately. Even in major gaming news the music is sometimes omitted or bypassed when reviewing the game, despite the quality of in-game music, which has, for years, been in stellar heights.

What surprised me thoroughly was some ‘normal music tech press’ magazines  approaching me for an interview or some comments regarding some aspects not widely known among ‘regular’ musicians, and I found their questions to be rather intriguing, as the philosophical approach is different from gaming press. I wholeheartedly enjoyed an article in Sound On Sound, where Horizon Dawn Zero’s composers were discussing the development of the music and the technical issues. I’d love to see more of that happen, as I enjoy hearing the thoughts of my colleagues.

Luckily, it’s getting much better overall, and the journalists are very knowledgeable and most of the questions can be rather tricky (well, at least these have been). I feel we, as a group of enthusiasts, are approaching an era where game music is no longer game music, and at least I’ve been very careful in trying to achieve a stage where music works by itself, even without the mother product: the game. The same applies to every track I count as classics, such as Final Fantasy soundtrack and so on: it’s a good piece of music, not “a good piece of game music”, and that’s important.

Do you have any upcoming projects you can share?

Yes, there will be stuff coming. Both as a performer and a composer. I guess the performer might strike first. We did have a nice little concert in Helsinki Arena almost a year ago; 9,000 people in the audience, some well over 130+ people on stage, a choir and a whole symphonic orchestra, and something like that would be nice to do again, but elsewhere. I also released a solo album We’ve Been Here Before under my Lowland moniker about a year or so ago, and that, too, will have a sequel one day.

Find out more at https://petrialanko.net/

Featute image: Ville_Juurikkala

Win THE DARK HALF on Blu-ray [ENDED]

dark half

We’ve teamed up with the ever wonderful Eureka to bring you a chance of winning one of three Blu-ray sets of  George A. Romero’s THE DARK HALF, based on the acclaimed Stephen King novel.

This is its UK debut on Blu-ray and is coming at you in a Dual Format (Blu-ray & DVD) edition as part of the Eureka Classics range from October 14th. The first print-run will also feature a Limited Edition Collectors Booklet.

To be in with a chance of winning, simply answer the question below:

Which creatures are very commonly associated with George A. Romero?

A) Aliens

B) The Undead

C) Trump supporters

Send your answer, along with your address details, to [email protected] labelled DARK HALF before midnight on OCTOBER 25TH

dark half

From the Press Release:

Masters of horror Stephen King (IT, The Shining) and George A. Romero (Night of the Living Dead) have created a gripping, creepy, frightening film that thrills, shocks and works us over! Featuring an intelligent screenplay and first-rate cast, including Oscar® winner Timothy HuttonThe Dark Half will keep you captivated to the chilling end.

Horror writer Thad Beaumont (Hutton) hopes to distance himself from his murder novels and from George Stark, the pseudonymous name he has used to author them. To achieve this, he cooks up a murder of his own: a publicity stunt that should lay Stark to rest forever. But when the people around him are found gruesomely slain – and his own fingerprints dot the crime scenes – Beaumont is dumbfounded until he learns that Stark has taken on a life of his own…and begun a gruesome quest for vengeance!

Adapted from the bestselling novel by Stephen King, who wrote the novel as a nod to his own literary pseudonym, Richard Bachman, The Dark Half is an intense and shocking horror film, with a climax that stands up as one of the craziest of both King and Romero’s careers. Eureka Classics is proud to present The Dark Half in its UK debut on Blu-ray.

Available to order from:

Eureka Store https://eurekavideo.co.uk/movie/the-dark-half/

Amazon https://amzn.to/2MYjqph

DUAL FORMAT SPECIAL FEATURES:

  • 1080p presentation of the film on Blu-ray (with a progressive encode on the DVD)
  • LPCM audio (uncompressed on the Blu-ray) and 5.1 DTS-HD MA audio options
  • Optional English SDH subtitles
  • Audio commentary with Writer/Director George A. Romero
  • George A. Romero episode ofSon of the Incredibly Strange Film Show [38 mins] – documentary on the director originally aired on UK television in 1989
  • The Sparrows Are Flying Again! The Making of ‘The Dark Half’[36mins] – Retrospective with George A. Romero, special make-up effects creators Everett Burrell and John Vulich, visual effects supervisor Kevin Kutchaver, actor Robert Joy, editor Pasquale Buba and more!
  • Deleted Scenes
  • A selection of Behind-the-scenes and archival video material
  • Original Storyboards
  • TV spot
  • Original Theatrical Trailer
  • Reversible sleeve
  • Limited Edition O-Card Slipcase
  • Limited Edition Collector’s booklet featuring new writing on the film by Simon Ward

Rob Zombie | 3 FROM HELL

Rob Zombie - 3 from Hell

In the pantheon of modern horror, few characters have gathered as impressive a following as the famed Firefly family of Rob Zombie’s HOUSE OF 1000 CORPSES and THE DEVIL’S REJECTS. With those nefarious sorts now returning for a third outing with 3 FROM HELL, we caught up with the writer/director to chew the fat…

STARBURST: It’s been 14 years since we last saw the Firefly family in 2005’s The Devil’s Rejects, so why was now finally the right time to give these characters a third feature outing?

Rob Zombie: I’m not exactly sure. I’ve always thought about the characters. Over the years, they keep getting more popular and they’re always present in my life, but I never thought I would make another movie. Then, about three years ago, I got the idea that I really wanted to do this. I went to Lionsgate, who made the other movies, and said, “I’m thinking about doing this”. I had to get their approval, and they were on board with doing it. From there, I began working on the script and working on ideas – and here we are.

3 from Hell

Many hold the Firefly family on the same pedestal as a Michael Myers, a Jason Voorhees, a Freddy Krueger, and the classic Universal monsters. Being such a big horror fan yourself, what’s it like to have created a group of characters who are such big favourites of modern horror?

It’s pretty weird. I’ve always been a fan of these things, I always wanted to make movies, but you never know if you’re going to get to do these things. Once you get to do them, you don’t know if anyone’s going to care. To have these crazy characters that 20 years ago I thought-up and made a movie that people still care about, it’s amazing. It’s the best thing you could hope for. You want to make things that people remember and want to revisit and come back to, that another generation finds. The fact that that’s the way it’s gone, it’s awesome.

One thing that will catch many off-guard in 3 from Hell is that Captain Spaulding is only in the first act. Was that always the plan, or did you ever have Spaulding having a larger role in the film?

No. All that was just due to real-life situations, unfortunately. The original version of the script that I was getting ready to shoot, it had Captain Spaulding in the movie all the way through, right to the last scene. There was no other character – the character that Richard Brake plays, Foxy, he wasn’t in there – it was just the original three. Then, three weeks before we were beginning to shoot the movie, I got a call from Sid [Haig] and he told me that he had been in the hospital, that he was out of the hospital now but he was still recovering from what put him in the hospital. That’s all he said. So I went to visit him, and he had changed a lot. I mean, he’s 80 years old, but he had lost a lot of weight and now was super skinny, he was really frail, he was still ill. That’s when I started rewriting the movie because I was like, “He can’t do the whole movie. It’s too much. It’s way too much.” It’s hard enough making movies when you’re young and healthy, but to expect him to do it at that age was ridiculous. I kept changing it, little by little, changing it for him as time went on. Then another week would go by and he didn’t seem like he was getting any better at the time, so I was getting more nervous and I kept changing the part. Eventually, right before shooting, the studio demands that, because he’s 80 years old and he’s just got out of the hospital, we have to get him cleared to work by the insurance company and go through all this red tape. Once that happened, they wouldn’t clear him to work. At that point, they wouldn’t even let him be in the movie. They were just, “He can’t work.” So I begin to freak out, I start rewriting the script, I come up with the idea for this other character to fill in the blank where Spaulding is now missing, and then I get Lionsgate to finally agree to let me bring Sid in for one morning to film as much with as I could so that I could at least get him in the movie. All those creative choices were based on real life problems.

3 From Hell

You’d previously worked with Richard Brake on 31 – in which he was phenomenal – so was Richard instantly the first person who came to mind once Sid’s role was reduced?

He was my first thought once I knew I was going to create a new character. There was a short time where I thought, “Well, maybe I’ll just have the two characters – Baby and Otis – and we’ll just carry on with the two of them.” But I pretty much structured the whole script with three people, and by that point it was so close to the beginning of shooting and I couldn’t move any of the dates because we were locked in. Once I decided to make a new character, I wanted Richard but I didn’t know if Richard was available either. I called Richard and he was, “Oh, I’m in Spain shooting a movie,” so I was just, “Oh fuck.” Luckily, he was getting ready to wrap that movie, so he flew from Spain and jumped right in instantly. The three of them [Richard Brake, Sheri Moon Zombie, Bill Moseley] have great chemistry, he fit right in, and we just kept working.

3 from Hell

What’s in the pipeline at the moment, and are you still touring?

There’s a couple of movies that are in the early stages, trying to figure out what’s next. I still have more tour dates until December, and then early next year I’ll put out a new record and start shooting the music videos. Hopefully by then I’ll know what the next movie is.

3 from Hell is out now on Digital Download, Blu-ray and DVD, and you can find our review of the movie here.