Retrospective: Left Behind – Rise of the Antichrist (2023)

Welcome back to the Left Behind retrospective! We have finally reached the most recent entry in the franchise, Left Behind: Rise of the Antichrist. After the critical and financial failure of the Left Behind reboot and the embarrassing, putrid mess that was Vanished, surely Left Behind couldn’t get any worse, right? Well… Kevin Sorbo’s here and he’s gonna do his damnest to make sure this Retrospective ends with a long, wet fart sound. Will I be able to keep my sanity if I watch one more Left Behind movie? Read on to find out…

Side-note: I would find it funny if some evangelical boomer tried to watch this movie and accidentally exposed themselves to Lars von Trier’s Antichrist instead. If anyone has any stories about this happening, please share in the comments.

Once again we have another “trendy for its release date, but extremely-overdone” kind of poster. Not awful, but extremely boring. (Although, that said, what the fuck is wrong with Chloe’s hair/head…?)

Production

Despite the financial failure of the Left Behind reboot, Cloud Ten were undaunted in wanting to move forward with a sequel. However, due to not making back their money on that movie when it was in theaters, they had to resort to an Indiegogo campaign to try to raise funds. The goal for this campaign was set at $500,000, but they only ended up raising $80,699… however, because this campaign was set with a flexible funding goal, they ended up keeping all the money anyway! Backers were then left with a very, very long wait for any news on the movie. After nearly three years of nothing, they surely must have felt that they had gotten swindled.

However, the silence would eventually be broken in 2017 when Paul Lalonde announced that he had officially acquired the rights to adapt all the Left Behind books – as mentioned previously, until now they had only had the rights to the first two books. This would now mean that they could adapt the entire series going forward, and planned to do so over the course of at least five more movies. During this time, a script for a sequel to Left Behind had been written, once again by Paul Lalonde and John Patus (although this time they would also share writing credits with newcomer Jessica Parker). Kevin Sorbo was approached for a role in the movie at this time. Given this information, it seems likely that, even at this time, Nicolas Cage was out of the movie. Either Cloud Ten had not secured his commitment to potential sequels, or they could no longer afford him (reportedly, his salary for Left Behind was $3.5 million, which would end up being the entire budget for this second film). According to Kevin Sorbo, due to the close proximity of Left Behind and God’s Not Dead, Cloud Ten became inundated with questions about why Nic Cage was cast a Rayford Steele rather than Kevin Sorbo, which may have also contributed to the attempt to recast. Whatever the case may be, Sorbo actually passed on the sequel initially, leaving the film without a lead.

Despite having a script ready to go in 2017, Rise of the Antichrist wouldn’t actually enter production for several more years. I wasn’t able to find confirmation about why exactly it took so long to actually enter the pipeline (I searched through years of Facebook updates from the official page and the sort of shit they were posting there not only didn’t clarify things, it actively made my brain want to melt out of my ears), but if I have to speculate, I would imagine that they had difficulty finding funding. However, this may have been a blessing in disguise for Cloud Ten, because 2020 brought with it the COVID-19 pandemic and a massive wave of conservatives rallying against public safety measures. In the midst of this environment, Paul Lalonde and John Patus updated their script to better reflect “current events” and, as the film finally went into full production, Kevin Sorbo accepted roles as the star and director of Rise of the Antichrist.

If you are unfamiliar with him, Sorbo is definitely worth exploring a bit to understand what sort of energy he was bringing to Left Behind. The man was in a career resurgence (of sorts) off the back of God’s Not Dead, which had type-cast him as the “recognizable has-been who will star in any Capital-C Christian movie” guy. He would soon appear regularly in these sorts of films, including Joseph & Mary, Let There Be Light, and The Girl Who Believes in Miracles. Sorbo would claim that Hollywood “blacklisted” him for being a Christian, but it seems like he was getting steady work, just no “massive” roles. That said, we’d be remiss to not mention the real reason he wasn’t getting big roles starting in the early 2010s, and that is because he is a massive, outspoken, conservative dickhead. Like, don’t take that wrong – I don’t mean that people hated him because he was conservative, but more the way which social conservative beliefs made him into an insufferable prick and social media troll (with such highlights as saying that The Passion of the Christ wasn’t anti-Semitic, because the Jews did kill Jesus, or calling black people “animals” during the Ferguson riots).

Sorbo’s entry into the Christian media landscape marked a change in how these movies tend to be made. As I mentioned in my reviews of the God’s Not Dead movies, God is almost entirely absent in these movies – their actual focus is clearly on conservative politics and culture war bullshit. They aren’t trying to change minds, they’re made to rile up a conservative audience and disparage their ideological enemies. That’s why I expressed surprise in my reviews of Left Behind and Vanished that these two movies weren’t leaning into these contemporary trends, but instead were focused on a more traditional Christian movie approach of trying to actually appeal to non-Christian audiences. Sorbo’s post-God’s Not Dead films tend to be moreso conservative than they are Christian, so his involvement in this film definitely painted the picture that this new Left Behind might hew more in that direction for the first time in the franchise’s history.

Chad Michael Murray, Cassi Thomson and Nicky Whelen were originally contracted to reprise their roles as Buck, Chloe, and Hattie, respectively, but given how much time had passed since the last film, they were unable to fit the film into their schedules. As a result, Rise of the Antichrist had to be fully-recast (like some other crowd-funded sequels I can think of). Sorbo aside, the new cast included Greg Parrow (of… nothing fame) as Buck Williams, Sarah Fisher (of Degrassi: The Next Generation fame) as Chloe Steele, Sam Sorbo (Kevin’s wife) as Amanda White, Charles Andrew Payne (also not particularly famous despite being in lots of small roles over the years) as Bruce Barnes, Corbin Bernsen (known for lots of things, among them the Major League movies) as Steve Plank, and Bailey Chase (who has an extensive history of pretty prominent TV credits) as Nicolae Carpathia. The other big name in the cast was Neal McDonough. It’s worth noting that, by this time, Neal McDonough has kind of earned a reputation for being the best, lowest-rent villain actor available, after turns in garbage such as Street Fighter: The Legend of Chun-Li, Resident Evil: Welcome to Raccoon City, and Paul Blart: Mall Cop 2. I definitely thought that he was going to be cast as Nicolae Carpathia, which would have legitimately been pretty spot-on casting, but instead they cast him as… Jonathan Stonagal!? This is baffling enough, but it makes me realize that they absolutely missed an opportunity by casting Nicolas Cage as Rayford Steele – can you imagine if they had cast him as Nicolae Carpathia instead!? That sort of move could single-handedly buoy any Left Behind movie to greatness if they had the balls to do it.

Filming would get underway in Calgary in late 2021 and wrap up after 19 days of shooting. Kevin Sorbo and Paul Lalonde would go on press tours to promote the film, which only furthered my concerns about a potential new direction for Left Behind. Sorbo and Lalonde both said in interviews that they truly believed that the Rapture is imminent (funny side-note: in the aforementioned Facebook page posts, Lalonde would get very angry at people who suggested that the Rapture might occur after the Tribulation; for the record, this is the same sort of nerd energy you’d get watching someone getting frothing mad about a fanfic shipping two characters they don’t like). Lalonde would confirm that the 2014 Left Behind reboot was top-down intended to preach to a broad audience, whereas this film was intended to “wake up” Christians about the state of the world. He also added that “I think it may be our last real opportunity to ride a wave before [end times prophecy] all comes to pass”. On a completely unrelated note, those people who were saying the same thing in the midst of truly apocalyptic events like World War II, World War I, and the Black Death must have been a bunch of self-centered losers, eh?

Anyway… Rise of the Antichrist would release in theaters January 26, 2023 and grossed at least $3.6 million. It was successful enough that Kevin Sorbo has confirmed that a sequel has been greenlit and that he will be returning to direct it. He had claimed that it was going to start filming by the end of 2023, but I have seen no updates since then, so we’ll see when, and if, that happens…

Plot Synopsis

Rise of the Antichrist picks up six months after Left Behind. Buck is skeptical about the “official” stats about the vanishings and causes a stir at GWN when he grills a UN representative who suggests that a second wave of vanishings is imminent. When this predicted event does occur, Buck becomes suspicious that this latest event is being faked in order to keep people scared and compliant, since no one seems to actually know anyone who has disappeared this time. Despite threats from his boss, Steve Plank, Buck begins looking into this theory with his hacker friend, Dirk Burton.

Meanwhile, the Steele household is still reeling from the events of the vanishings. Chloe is traumatized about her mother and brother’s disappearance, is lacking direction, and is unconvinced that the Rapture was the cause of the disappearances. Rayford, on the other hand, is seeking answers, which brings him to the vandalized remnants of New Hope Village Church, where he finds Bruce Barnes. Rayford’s earnest searching is enough to pull Bruce out of his depression and they endeavour to begin preaching the word to the lost.

Jonathan Stonagal announces that the world financial system is on the brink of collapse in the face of the most recent wave of vanishings, and moves to complete the consolidation of all currencies into a single, unified currency through his social media platform, Eden. In response to this, an anonymous contact provides Dirk Burton with access to Eden’s servers, where he discovers that Stonagal is going to use Eden to enforce unprecedented control over all people and all nations. He informs Buck about this and the pair begin preparing to gather more evidence to expose the truth. Steve gets wind of this and fires Buck on the spot. However, Buck still has some access to the building and tries to make one last broadcast with Dirk, but before he can, Dirk is killed in a car bombing. Buck manages to escape and then sneaks into Dirk’s apartment to steal his laptop, and the evidence on it, before the assassins can discover its location.

While this has been happening, Rayford and Bruce manage to convince Chloe that the Rapture is the cause of the vanishings. She tries to share this with Buck and warn him about prophecies associated with the Antichrist, but Buck is dismissive. He needs to get the evidence to Nicolae Carpathia, the UN Secretary General, to help him Stonagal before it’s too late. When he gets there, he hears about plans which line up with the prophecies Chloe had just been telling him and realizes that she was right. He converts right before the UN delegates meet with Nicolae, Stonagal, and Todd-Cothran. Nicolae shoots Stonagal and Todd-Cothran to usurp their power and then mind-controls everyone (except for Buck) into believing that the pair were killed by assassins instead. However, Buck leaves the room and immediately hacks into GWN’s broadcast to declare that Nicolae is a liar and that Jesus is Lord. He is pursued by the assassins, but manages to escape on a private plane with Rayford, Chloe, and Bruce, and they fly over the city to drop leaflets about the Rapture.

Review

I really hoped that I’d get to use the Kevin Sorbo “DIS-AP-POINTED!” meme in this review… but, honestly, I can’t really justify it being used organically. I watched a Kevin Sorbo Left Behind movie, and I got a Kevin Sorbo Left Behind movie. Don’t take that as me going into this biased and looking for reasons to hate it. I had heard that this movie actually wasn’t bad, so I was legitimately going into this with an open mind to see if that was true. Plus, I had just watched Vanished, so I was absolutely primed to be far nicer to this movie than I might otherwise have been. However, after years of dealing with culture war bullshit on social media, I’m just so exhausted when I encounter that kind of content. That’s what the experience of watching Rise of the Antichrist is like – like reading some fuckin’ conservative grifter’s post on X and just feeling all the energy drain out of you at the thought of having to make a response to this shit yet again. Rise of the Antichrist makes me want to not waste time thinking or writing about it, but… well, here we are. I did this to myself, after all…

We’ll get the good stuff out of the way first: Rise of the Antichrist is easily the second-best looking Left Behind movie, second only to the 2014 reboot. However, that movie also had a budget that was almost five times greater than this one, so the fact that it looks comparable is pretty impressive. It also absolutely puts the reported budgets of Left Behind: The Movie and Tribulation Force to shame (again, if you assume that those reported budgets were accurate, which I absolutely do not). Sorbo’s direction is very workman-like, but it’s still miles ahead of what we’ve seen from most movies in this series. In fact, after this entry I’d be willing to bestow upon the Left Behind franchise the prestigious distinction that they have now achieved the quality level of “theatrically-released evangelical movie”. That doesn’t sound impressive, but hey, it took them 22 years to get to that point.

And, uh, that’s about the nicest thing I can say about this movie. Suit up, we’re about to wade into the sewage…

Predictably, the big differentiation between Rise of the Antichrist and all the Left Behind projects that came before it is that this movie’s political message is overwhelming. If you agree with the fundamentally American, Republican party politics that this movie presents, then you’re probably going to have an easier time enjoying it, as it incessantly jerks you off from start to finish. If you do not agree with these politics, then they’re going to be a constant annoyance that makes engaging with the film on any other level an exhausting affair. This becomes apparent right off the bat, as the film opens with Buck interviewing a psychologist from the UN who claims that there is data to suggest that another wave of vanishings are coming. Buck spends this whole scene incredulous, asking her where she got her data from, and then where the people who got her the data got it from. Like, I get that he’s a reporter doing an interview, but what is he actually doing here? Dunking on this woman for not being able to personally verify the source of the information she has on live TV? She’s reporting the data that experts have apparently vetted. He has no actual reason to be skeptical of this data, he just is immediately hostile to the whole thing. It’s clearly intended to be a dig at “Trust the science” types, but there’s a certain point where you kind of have to accept what the majority of accredited experts are saying. You simply can’t look into everything yourself and can’t be educated enough for every important topic, so at a certain point you have to put trust in the community or you’ll drive yourself nuts. I’m not even saying to just blindly accept everything, or even to kowtow to what news media says. If there’s legitimate dissent, then there will be a sizeable counter-narrative which can be examined to see if it is accurate. However, if the vast majority of the people with knowledge on a subject are saying one thing, then there’s a pretty good chance that they’re right. Goddammit, the movie’s barely started and I’m already getting exhausted.

Anyway, this scene ends with Buck telling the audience “Don’t accept what the so-called experts tell you” and “Don’t sign up for a vanishings vaccine”…

Of course, we soon find that, “Oh my God!”, there has indeed been a second wave of vanishings! People’s phones start alerting them and they all head home in a panic. However, Buck soon discovers that this “second wave” was entirely fabricated and all of the people who were reported to have vanished never existed. I don’t even need to state explicitly that there’s a COVID-19 allegory here, do I? Hell, I have personally met people who believed that the pandemic was “fake”. Again, this is exhausting to even talk about – what good even is it for me to say that I personally knew a guy who died from the disease, that a lady at my church died of it, that several public figures were confirmed to have died of it, that the OG Rayford Steele freaking died of it? They can just go “Oh, those ones may or may not be legitimate, but the numbers are exaggerated.” Or they can pivot to the direction this film goes, that they’re manipulating the stats to control the public. Todd-Cothran’s role in this film is to manipulate the UN’s data to say whatever they want it to. Stonagal, on the other hand, has bought up media conglomerates and social media to push whatever narrative he wants, which will be backed up by Todd-Cothran’s data to seem convincing. Steve Plank, as head of GWN, goes along with this, saying that scared people will stay in their homes and be easier to control as a result. Hell, they call out “The Great Reset” in the movie by name multiple times as this sinister initiative to allow Stonagal to control the world. The funniest part about all of this is that Stonagal’s closest analogue in real life, the richest man alive who bought up a social media app with the intent of making an “everything app”, is goddamn Elon Musk – a man whose dick could not be further down Kevin Sorbo’s throat. Of course, this is because there is no principled stand going on here, it’s just Kevin’s political grift in action. Who would have thought that the man famous for celebrating January 6 while it was happening and then immediately saying that Antifa did it when it failed would be a man who just kowtows to whatever the popular conservative narrative is right now?

As you can expect, Rise of the Antichrist continues like this throughout its entire runtime. I don’t have the energy to try to address every single point, nor would it really be worth anyone’s time for me to do so. The important thing to note is that this movie does to Left Behind exactly what you’d fear a Kevin Sorbo Left Behind movie would do. Gone are the sincere attempts to change hearts and minds, instead replaced with masturbatory screeds of “Wow, can you believe how stupid those other people are?!”

In a lot of ways, the religious aspects of Rise of the Antichrist are comparable to previous Left Behind films – there’s still lots of altar calls, attempts to convince people that this was actually the Rapture and Jesus loves them, etc. For most of these prior films, it’s an element I barely feel the need to address (unless there’s some particular noteworthy fuck-up, like Ray Comfort’s awful evangelism tactics in Tribulation Force); usually, you either agree with what they’re saying, or you don’t and it completely falls flat. However, the confrontational tone that Rise of the Antichrist takes riles me up enough that it compels me to be more critical of the religious aspects than I otherwise would be: both for this film, and for Left Behind as a media franchise.

We’ll start with this film’s not-so-subtle message that real, true Christians (and the conservative Republican sorts who fall into that category) are the moral fabric of society. Buck’s opening monologue goes on about how, six months after the Rapture, the rates of murder, suicide, rape, robbery, vandalism, etc have skyrocketed by hundreds of percent each. This is supplemented by the assertion that America’s law enforcement and military have been “decimated” due to the Rapture (sorry, I can hear the intended audience making that wanking sound again). Nevermind that civilian vanishings should proportionately lessen the number of people to deal with for the police and military left behind – realistic speculation isn’t the point. The point, obviously, is to assert the common belief amongst fundamentalist types that you can’t be moral without being religious, a belief which has (unsurprisingly) been found to be false. When you remember that this film is intended to be turning its attention inward to preach to Christians, it’s really hard to deny that this film is doing anything other than fellating its audience. Like, I know I keep repeating this in such graphic terms, but it’s so annoying to me how, since God’s Not Dead, we’ve gotten this same routine over and over again, where so-called “faith-based” movies reinforce Christian prejudices in such a fawning, ham-fisted manner and encourage scorn of non-Christians.

So what is the actual sermon that this particular Left Behind movie is preaching to its audience? Basically, it boils down to “You can’t trust science and government to be arbiters of the truth. You can only trust The Bible for truth.” Kind of a standard evangelical sermon, but it’s particularly sinister in Rise of the Antichrist. Why, you may ask? Because this movie inadvertently shows the flaws in this lesson through the very premise they’re preaching. Let me explain: there are multiple scenes in this movie where some character will say “Oh yeah these events are terrible, but they were predicted right here in the Bible. And here’s what’s going to happen next, the Bible laid it all out for us!”

Here’s the thing: the Rapture isn’t real. The “Biblical prophecy” that these people claim is “right there in The Bible” is cobbled together from hundreds of verses across dozens of books of the Bible, stripped of their context and recontextualized into a new, unified narrative. Like, at one point in Rise of the Antichrist, Bruce Barnes saysThe Bible told us a one-world currency and government were coming.” Okay, but did it though? The “one world currency” idea comes from Revelation 13:16-17, where the Mark of the Beast is described: “It also forced all people, great and small, rich and poor, free and slave, to receive a mark on their right hands or on their foreheads, so that no one can buy or sell unless he has the mark, that is, the name of the beast or the number of its name.” That’s it, that’s the entire basis of this inevitable one-world currency that they say is clearly stated in The Bible. As for the one-world government, there are lots of verses about figures who will conquer the world, but Daniel 7 is one of the main ones. Go ahead, read it and then tell me how clearly it is telling you about a coming one-world government. Now, tell me which of these readings makes more sense:

  • That the Book of Daniel is intended to be a story to the Jewish people, who had been conquered and subjugated by multiple empires at the time, and remind them that, in the end, God would deliver them to freedom.
  • That the Book of Daniel is of no value to the places and times in which it was written. It’s actually a story for future people about the end of the world, an event so well-laid out by God that we didn’t even interpret it this way until the 1800s.

Shit like this is prevalent through Rise of the Antichrist. At one point, Rayford is trying to search his Bible app for information about “The Rapture” and “vanishings” and gets frustrated because they’ve been censored so he can’t find this information! How awful! Oh, what’s this? The Rapture isn’t even in The Bible, so he wouldn’t have been able to find it anyway? The movie even directly addresses this, when Chloe asks Bruce “What about all the people who claim the Rapture isn’t even in the Bible. Can you show me where it is?” Bruce responds with 1 Thessalonians 4:16-17: “For the Lord himself will come down from heaven, with a loud command, with the voice of the archangel and with the trumpet call of God, and the dead in Christ will rise first. After that, we who are still alive and are left will be caught up together with them in the clouds to meet the Lord in the air. And so we will be with the Lord forever.” Again, this is ignoring the context around the verses – this is describing the final return of Christ, not some event where the unrighteous get left behind. It’s not the irrefutable “proof” of the Rapture that they seem to think it is and it only really exists so Chloe and Buck can go dig up grandma to find that her corpse also got Raptured, WHAT THE ACTUAL FUCK!?!!!?! I actually find this theologically offensive – are you telling me that her corpse is the vessel for her soul and she couldn’t go to heaven until Jesus took her body? Has grandma’s soul just been chilling down here all this time waiting for Jesus to get his ass in gear and return? I’m serious, this scene legitimately offended me and it’s about as Biblical as any other shit they spew in this movie.

This brings us to my issues with Left Behind and the prophecy industry as a whole. It’s founded upon beliefs which didn’t even exist until a couple hundred years ago. Hell, most denominations and sects of Christianity don’t even believe in The Rapture or the codified end-times theology Left Behind spews. However, because evangelicals have a virtual monopoly on the popular Christian media industry, it has become something which simply gets described as “Biblical prophecy” with zero pushback. Let me be clear – Left Behind is no more Biblical than Dante’s Inferno. You know what this sort of attitude actually is? Trusting the opinions of “experts”. End-times theology as we know it isn’t “right there” in the Bible for us all to see, we only believe it because people who subscribe to it have been preaching it for decades, to the point where evangelicals just kind of assume that it’s true now by default.

Furthermore, every single one of these movies has a big “She was right!” revelation, which causes the characters to turn to God. However, these moments always ring hollow for me. Tim LaHaye, Jerry B. Jenkins, Peter & Paul Lalonde, etc act like “She was right!” proves God’s love for the characters, to the point where they are always left crying at the revelation. Simply put: it doesn’t. I’ve said plenty of times throughout this Retrospective that, in the face of the Rapture, you could quickly accept that this was God’s doing. People aren’t so stubborn that seeing literal, unexplainable miracles wouldn’t cause them to second-guess their position as an atheist. I just went on a tirade against end-times theology, but if the Rapture happened tomorrow and I got left behind, I’d reconsider my position on these beliefs and try to convince others to do the same. However, I wouldn’t be trying to save people because I’ve been convinced of God’s love and mercy. I’d be doing it because I now know that He’s real and that He’s about to go on a seven-year tantrum where He’s going to send people to hell for eternity. Legitimately, the world of Left Behind paints a reality where I am more righteous than God and His followers are a bunch of cultists suckered into believing He is good, in spite of all evidence to the contrary. And people wonder why some people absolutely hate Left Behind

Also, there’s a scene in this movie with white boy dream-Jesus where it looks like he’s about to announce that “IT’S MORBIN’ TIME!”

That’s a whole lot of words dedicated to politics and theology in this movie. You could look at all that and go “Oh, you didn’t like this movie because you’re biased against it!”, but I wrote all of that because the politics and theology are easily the most interesting aspects of the movie to dig into. For the most part, Rise of the Antichrist is a rather dull movie where little of consequence actually happens. The cast are mostly wasted here. Kevin Sorbo himself could maybe be an alright Rayford Steele, but he’s sleepwalking through this movie, even moreso than Nic Cage was. Neal McDonough could make for an entertaining villain, if he had more than like two minutes of screentime. His higher-profile within the cast is not even an effective red-herring either, since Nicolae is such an iconic villain in his own right, and because Nicolae’s presence in the narrative is completely superfluous unless he is the “twist” villain. For that matter, Bailey Chase gets barely any time to make an impression as Nicolae, isn’t even trying to sound Romanian, and is very dry in the role. Worst of all though is Greg Parrow’s Buck Williams. It’s not a bad performance per se, but it is insufferable. Parrow plays Buck as relentlessly smug, constantly talking down to people, combative, and dismissive of those he disagrees with. He comes across less like a relentless truth-seeker and more as a massive, know-it-all tool.

While Sorbo’s direction here is fairly competent for the most part, there are still some weird and downright bad decisions which drag the film down. First of all, why the hell is this movie two hours long!? This movie is the exact same content which formed the last hour of Left Behind: The Movie, which means that they’ve effectively stretched it out to double the runtime. Remember how I said that Left Behind: The Movie largely succeeded because it was really well-paced, which kept the conspiracy plotline interesting? Well, now imagine what happens to that pacing when you double the time in which it has to be told. Suffice to say, Rise of the Antichrist absolutely drags and is a far more boring adaptation for it. The most illustrative comparison would be the titular “rise of the Antichrist” scene, where Nicolae reveals his powers to the UN. In Left Behind: The Movie, this scene was easily the best in the entire movie: it was tense, surprising, and it effectively established just how sinister and threatening Nicolae was. In Rise of the Antichrist, we’ve barely even seen Nicolae before. There is no threat to his words or actions. I don’t give a shit about Buck, because he’s a tool. There is no sense that he’s in any danger. It is such a limp version of this scene that it single-handedly begs the question of why we even got this movie to begin with when it is so inferior to what came before.

In terms of bad filmmaking choices though, there is absolutely nothing that holds a candle to this film’s goddamn voiceover. For some ungodly reason, they decided that this movie needed to have Bruce Barnes narrating everything. On the one hand, they probably felt like they needed to find an efficient way to get the audience up to speed, since it had been seven years since the last movie was released and they had recast everyone. On the other hand, does it make any sense for the narrator to introduce us to Jonathan Stonagal and describe his motivations and character in the opening speech of the movie? Every time a major new character gets introduced, Bruce has to give us some sort of description of them. It also intrudes into scenes that should be tense and completely ruins them. The most egregious example would be when Buck is trying to sneak into Dirk’s apartment to get his laptop. For some reason Bruce has to chime in about how Buck couldn’t mourn his friend’s death. WHY THE HELL DO WE NEED YOUR OPINION ON THIS, BRUCE?! It’s the very definition of the unwritten rule that you’re supposed to avoid in film: “tell, don’t show”.

This movie also has a funny hallmark of any bad movie, and that’s that no one knows how to pronounce the name “Stonagal”. I’m not kidding in the slightest, Bruce’s opening narration pronounces it like “Stona-gall”, and then, not even five seconds later, Todd-Cothran calls him “Ston-a-gal”. And then Buck, Haim, and several other characters call him “Stone-a-gal”… and then, at the end, Nicolae starts calling him “Stone-a-gall”! It’s kind of hilarious that no one had any fucking clue how to pronounce this guy’s name and the director didn’t even seem to care either, because if he did he would have made sure everyone was on the same page.

In addition, there are some narrative choices which are pretty questionable. For one thing, this movie (conveniently) forgets that Rayford, Buck, Chloe, and Bruce had all ended the first Left Behind movie accepting that the Rapture had occurred. Here, they’re having to completely relearn this, which adds probably an hour of bloat to the runtime. Another choice which really rubs me the wrong way is that Kevin Sorbo has made his own character, Rayford Steele, more “important”. In the books and all the other adaptations, Bruce Barnes immediately realizes what happened when he was left behind and immediately sets about preaching the gospel. He’s the spiritual center and leader of the Tribulation Force, which makes his death in Tribulation Force so impactful. However, in Rise of the Antichrist, he has apparently just been fucking around for six months, until Rayford Steele comes around and, in Bruce’s own words, saves him. Like, you could argue that he’s depressed about losing his whole congregation and being wrong for not believing, but having Rayford be the one to motivate and lead Bruce back to Christ fundamentally alters these two characters. This feeling really got cemented for me towards the end of the film. When the group are speculating that Jonathan Stonagal could be the Antichrist, Rayford pipes up “What about Nicolae?” Despite having absolutely no reason to even suggest Nicolae as an option, of course you’re going to make your character be the one who was right, Kevin. Bloody hell…

All this said, there is one really big narrative change which is… bold, to say the least. As we saw in Left Behind: The Movie, when Nicolae reveals himself as the Antichrist, Buck keeps his head down out of fear that Nicolae might realize that he was unaffected by his mind-control and therefore knows that Nicolae is the Antichrist. In subsequent books, he then takes advantage of his relationship to Nicolae to gather intelligence and undermine the Antichrist’s efforts against Christians. In Rise of the Antichrist, Buck immediately makes a broadcast announcing to the world that Nicolae is a liar and the Antichrist. I’m of two minds about this. On the plus side, making this announcement actually makes Buck look like a better journalist since his response to this event is to make the most important breaking news story of all time. On the more mixed side of things, this completely fucks up the narrative trajectory of the next several Left Behind books. Considering how bad these books can be, this may not be that bad of a thing, but I’m also not convinced that Cloud Ten will do them any better either. On the more negative side of things though, this change just isn’t worth it in my opinion. For one thing, I prefer the more subtle, intrigue-filled storyline where Buck has to be careful not to blow his cover while getting close to the Antichrist, while also constantly wondering whether Nicolae has any suspicions about Buck. It’s a much richer narrative territory than immediately having him be on the run and pursued by Nicolae’s forces. Secondly, this undermines everything they had tried to establish with Nicolae, immediately clowning on him the moment he’s introduced. He’s a lot less sinister and terrifying if you can just openly defy him without facing any consequences. Thirdly, it’s not like Buck keeps this information to himself, it gets spread throughout the Christian community and becomes common knowledge pretty quickly.

I complained a lot about the politics of this movie, but ultimately Rise of the Antichrist isn’t very good, whether you agree with the politics or not. Very little of interest actually happens in it across its painfully-long runtime. You are far better off just watching Left Behind: The Movie, which is a considerably more watchable and better-executed version of this story overall.

3/10

So what’s next for Left Behind? Well, like I said, Kevin Sorbo has threatened to direct another sequel, so if that is on-schedule we should be hearing about that any time now. Given how demoralizing this movie was for me, I can’t say I’m looking forward to it, and it just makes me even sadder that the Kirk Cameron movies didn’t get the opportunity to continue. Like, as bad as those movies could be, there was at least an earnestness to them which shines through when you compare them to the last three “efforts” we’ve gotten.

Here’s how I’d rank the series overall:

  1. Left Behind: The Movie – 5/10
  2. Left Behind (2014) – 3.5/10
  3. Left Behind III: World at War – 3/10
  4. Left Behind: Rise of the Antichrist – 3/10
  5. Left Behind II: Tribulation Force – 2.5/10
  6. Vanished: Left Behind – The Next Generation – 2/10

Thanks for sticking with me for another Retrospective! This was a lot of work for the past month, taking up a lot of my free time during the week. I’m not sure when/if I’ll do another one of these, but I am intending on starting a new Love/Hate series and resuming the looks at the Resident Evil games soon. Stay tuned for these in the near future!

Retrospective: Vanished: Left Behind – The Next Generation (2016)

Welcome back to the Left Behind retrospective! In this entry we’ll be going over the fifth film in the franchise, Vanished: Left Behind – The Next Generation… and, guys, I’ve been stoked for this one. Storytime: I was already interested in reviving the Retrospectives series here for Left Behind and thought I already knew of every movie in the franchise, but when I was looking up information about these movies, I stumbled across this off-beat entry that I had never heard of. Is this… Left Behind meets The Hunger Games!? My mind raced with the possibilities that this bizarre entry could be holding and that was the point that I decided that I was definitely going to do this Retrospective.

A bit more background here is also worth mentioning: Left Behind: The Kids was (for better or worse) my introduction to Left Behind as a franchise. As a kid, I would peruse my church’s children’s library and check out the edgier, more exciting stuff, so there was no way I was going to miss this series about mass death and the end of the world. I got hooked on The Kids books and eventually moved up to the full Left Behind novels from there. It’s been more than twenty years since I last read them, but I recall them being far more exciting, well-paced, and well-written than the main series (although Jerry B. Jenkins was hammering several The Kids books out per year, alongside full Left Behind novels, so there are apparently major continuity issues in these books that I didn’t notice as an 11 year old). As I alluded to in the World at War retrospective, the main Left Behind novels make the somewhat bone-headed decision of having its two principle expies, er, I mean characters be incredibly important figures (one, a world-renowned journalist personally working under Nicolae, and the other, Carpathia’s personal pilot). As a result, they’re rarely caught up in any of the major disasters and these events kind of just pass us by. However, the Left Behind: The Kids books are what they say on the tin – it’s a bunch of normal kids and teens just trying to survive and who absolutely get swept up trying to survive in whatever massive disaster is afflicting the world this week. Look, I don’t recommend reading Left Behind, but if you really want to experience it yourself, The Kids books might be the most palatable way to do it.

Anyways, all that said, I’ve been itching to get to this entry ever since we started. What could a young adult Left Behind movie do to stand out from its various failed predecessors? Read on to find out…

Oh great, another really boring poster that communicates absolutely nothing about what this movie is about… that said, it absolutely nails the YA aesthetic, so it’s doing something correctly. The second I saw this I knew exactly what this movie was trying to be, even if there’s nothing “Left Behind” about this poster.

Production

Vanished would be the first Left Behind movie to be produced without the involvement of Cloud Ten Pictures. Information about how this happened isn’t clear, but I can see two possibilities for how this happened. Remember how a big part of the Tim LaHaye v Cloud Ten Pictures lawsuit revolved around control of the rights to Left Behind: The Kids? Well, either the settlement which was reached in 2008 granted these rights to Tim LaHaye and Jerry B. Jenkins, or Namesake retained these rights and chose to license them to a different studio. Whatever the case, Vanished seems to have been the brainchild of Randy LaHaye, grandson of Tim LaHaye. Randy had grown up hearing his grandfather bitching about how much he hated the Cloud Ten movies (for the record, this is not a joke), and promised him that, someday, he’d make an adaptation that could make him proud. Around 2013, Randy was watching Twilight and realized that a YA film could be a great way to introduce a new generation to Left Behind. As he saw it, kids were fascinated with dystopian fiction (The Hunger Games, Divergent, Maze Runner, etc), so they could slide very easily into the dystopian world of Left Behind.

Vanished would be very loosely based on the first Left Behind: The Kids book, The Vanishings – basically just adapting the premise of the Rapture and it being told from a YA perspective. Leaning into contemporary YA tropes, a love triangle was also made into a central aspect of the narrative in order to appeal more to a wide audience. Directing duties would go to Larry A. McLean, a veteran, workman TV director.

For the cast, the lead role of Gabby would go to Amber Frank, who was probably best known for The Haunted Hathaways at the time. Her hunky best friend (or maybe something more?) Josh would be played by Mason Dye, probably the most recognizable member of the cast, because he put in a fantastic performance as Jason Carver (the psycho jock) in the fourth season of Stranger Things. The other male lead, the brooding and mysterious Flynn, would be played by Dylan Sprayberry, who you might recognize from Teen Wolf or for playing young Clark Kent in Zack Snyder’s Man of Steel. Rounding out the main cast was Keely Wilson as Gabby’s younger sister, Claire. The film would also feature Tom Everett Scott as the megalomaniacal Damon, and Randy LaHaye himself as… Nicolae Carpathia!?! Yeah, you read that right, in one of the most insane (and possibly appropriate?) casting decisions ever, Tim LaHaye’s own grandson portrays super-Hitler. Maybe it’s for the best though – he was originally going to play a race-swapped version of Bruce Barnes, which would have been weird at best… not that Bruce’s race has been written to actually matter in the slightest in these stories, so it’s not like he needs to be African-American in that regard. However, he’s also one of the few prominent black characters in the franchise, so removing that aspect of the character would not be a good look at all. Anyway, Randy LaHaye said that he wanted to give Nicolae a bit more nuance, to make him less of a cartoonish villain, someone that people could actually look at and see why people would become deceived by him. So, in the spirit of this idea, he based his character’s big speech to deceive the world on… Obama’s speech to the UN… Oh shit, nevermind, we’re back to the really unfortunate racial optics.

GOD dammit Randy!!!

As for production of the film, there are actually some pretty interesting stories to be told here. First of all, the movie has an executive producer credit for goddamn Rick Santorum. Secondly, the production companies for this movie are kind of fascinating. On the one hand, we have Triple Horse Studios, whose website boasts that they are “a Content Creation Company with extensive technical capabilities”. Wow, such an artful description of your work, I’m inspired to the core. Kidding aside, they are responsible for The Case For Christ, which is, by most estimates, one of the best “capital-C Christian” films ever made. On the other hand, we have Salt Entertainment Group, which seems to have immediately gone defunct as soon as this film was made. And then, most intriguingly, there’s Faith Capital Group. “Oh cool,” you say to yourself, “is this just a conglomerate of evangelicals pooling money together to fund Christian projects they like?” That’s what I assumed, but… okay, I can’t find a definitive confirmation, but I think they’re actually an Arab company based out of Kuwait, throwing money around at various projects. Definitely take that with a lot of salt, because I wasn’t able to get a direct confirmation that this is the same Faith Capital, but it’s such a fascinating possibility that I had to mention it.

Filming would take place in Savannah, Georgia on a budget reported to be around $2 million… by far the lowest of any film in the franchise. Tim LaHaye would manage to see a rough cut of the film and gave it his enthusiastic endorsement before his death in the summer of 2016. Randy LaHaye had hopes to adapt seven films total, with hopes of having the first sequel underway in 2017, depending on the reception of Vanished. The film would get a limited, one-day theatrical release on September 28, 2016, but it failed to make an impact and the proposed sequels fizzled away into nothingness…

Plot Synopsis

Gabby Harlow is living with her mother and younger sister, Claire, when suddenly a billion people vanish in the blink of an eye and the world is plunged into chaos. When Gabby’s mother disappears, she, along with her neighbour and best friend, Josh, try to find Claire. They find her at a local restaurant, but she is being chased for unknown reasons. The pair catch up to her and find that she’s being protected by a local homeless teen, Flynn. They take shelter from the looting going on outside at a local church, where pastor Bruce Barnes gives them USB sticks explaining what is behind the vanishings. Before they can hear more, the church literally explodes and they flee. Gabby decides that they need to find her father, who lives outside the city. She calls him and he answers, but gets into a car crash and the line goes dead. Gabby, Claire, Josh, and Flynn all decide to head out to try to find him.

They eventually make their way to Gabby’s father’s home, but find that he is not there. Instead, the house is being occupied by a trio of bandits, who attack the teens. They flee, but Claire is wounded in the process. They find a farm compound nearby called “Sanctuary” which is owned by a man named Damon and his sister, Sarah. Sarah has studied medicine, and is able to stitch up Claire’s wounds, while Damon takes the boys on a tour of his facility. He has been preparing for societal collapse his whole life and so many of the people in the surrounding area have been coming to Sanctuary for aid. However, he advises that such help does not come for free, so they will have to work to pay for his help.

With Sam’s help, Claire’s injuries are healed. Josh watches the USB video Pastor Barnes had provided, which explains that the vanishings are due to the Rapture, and Josh shares this theory with the others. While working the next morning, Gabby and Flynn sneak into the woods to try to figure out their next steps and end up making out with each other. They then accidentally stumble on a secret compound where Gabby finds that her father has been taken prisoner as retaliation for trying to escape. Damon’s armed thugs realize that she has witnessed this, and Damon confronts Gabby, Flynn, Josh, and Claire to threaten them. However, Sam intervenes and promises to punish them herself… and then immediately sets them free. Predictably, Gabby and the others then go to free her father. Damon realizes what has happened almost immediately and sends his thugs out to kill them to prevent anyone from discovering that he is basically turning Sanctuary into an organization engaged in debt slavery. In the pursuit, Gabby’s father is shot and killed.

In honour of her father’s dying wish, Gabby, Flynn, and Josh decide to try to free the people trapped in Sanctuary. They succeed in the attempt, driving Damon into a rage as he pursues them and tries to shoot them. The group flee into an abandoned factory, where Damon corners them, but then falls through an unstable floorboard and dies. The group, having come to realize that Pastor Barnes was right, then return back to the city to try to spread this message to their friends. As they arrive, they see that the chaos has subsided and people have gathered to watch a video proclamation from Nicolae Carpathia, promising a new era of peace arising from the ashes of his chaos. They watch in fear, realizing that he is not the hope that he portrays himself to be…

Review

So, how is Vanished? Well, let me put it this way: as I was watching it, I was finding myself coming up with nice things to say about Tribulation Force. Like, as bad as that movie is, at least the cast is pretty good and there’s some actual ambition on display, even if they lack the budget, script, or talent to execute it well. I’ve said it plenty of times, but if I find myself coming up with excuses about why a movie I hate isn’t as bad as the movie I’m watching, that’s when I know that I’m watching something truly awful. Vanished is easily one of the worst movies I’ve ever seen, approaching The Room or Atlas Shrugged: Part III in terms of how poorly made it is. Maybe it’s “shame on me” for expecting this to at least be on-par with the other Left Behind movies in terms of quality, but I was honestly not expecting something this bad.

First of all, the YA elements are implemented in such a transparently cynical manner. Even at the start of the 2010s YA boom, the love triangle trope was already seen as a nothing more than a cynical marketing move to appeal to the Twilight crowd, so having a movie that’s blatantly ripping off the cynical copies makes Vanished feel even more painfully forced. First off, we have Josh, Gabby’s goody-good best friend/neighbour who clearly has been developing some simmering tension with her. They’re kind of cute, playful dorks together, setting him as the “good” option. Then we have Flynn, who is clearly the “dark”, “mysterious”, and “edgy” option. He’s literally homeless, having been abandoned by his addict parents. Despite barely knowing him, Gabby inexplicably has the most sexual tension with him, with the pair engaging in a rather passionate (for an evangelical movie) make-out session. Unfortunately, the love triangle isn’t really developed at all, it just kind of happens when it wants to and we’re left to assume that Gabby’s conflicted, when she clearly doesn’t even care outside of scenes where she’s supposed to. Like, we get a scene where Josh and Gabby have a cute dance together since the Rapture caused them to miss homecoming, and then the next day Gabby’s off in the woods making out with Flynn after zero build-up. We don’t really get any conflict or indecision from Gabby over her feelings for these boys. It’s just assumed that this is a YA movie, so she has to pick between them and boy would it be dramatic if she flip-flops in every scene! Actually, it’s even funnier than that, because the climactic scene of the movie involves the bad guy literally saying he’s going to shoot one of the boys and Gabby has to pick which one lives. Hilariously, to this she yells “I CAN’T DECIDE!”

The love triangle isn’t the only cynical trope lifted from the YA scene wholesale though, because Vanished makes the baffling decision of being a dystopian apocalypse movie. This may have been riffing on The Hunger Games, Divergent, or The Maze Runner, but it ends up making Vanished feel more like The Walking Dead than any of its YA contemporaries. I’m not even exaggerating here – in this movie, as soon as the Rapture happens, apparently society completely collapses. We’ve got people attacking cops, roving bandits, food and medical scarcity, and wannabe-kings rising out of the ashes. It’s an incredibly weird choice for the adaptation for multiple reasons. For one thing, it’s completely different than all other Left Behind media, where the Rapture causes life to get disrupted for a few days, but more-or-less keeps going as normally. Based on this expectation, it took a while to “get” that they were going for something completely different here (and even then, I really “got” it when I realized “oh, they’re just ripping off all the dystopian YA movies). Secondly, it doesn’t really make sense that society would completely fall apart in a single day due to the Rapture. Maybe this is just because we have since lived through COVID-19, but I’d expect major supply chain issues and months of collective trauma rather than the complete breakdown of society. Government and law enforcement are still going to be intact. Communication infrastructure is still functioning. There’s no reason to believe that people would start eating each other in an instant. Again, it’s clear that this was done to shove in another YA trope in hopes of appealing to “the youths“.

That said, at least Vanished took a look at the hundreds of millions Raptured estimates from the previous films and said “Those are rookie numbers”. Apparently the number of people Raptured this time is around one billion… Forgive me for going on a tangent here, but these numbers still feel insanely low. First off, there are approximately two billion Christians world-wide. Of course, we know that the authours of Left Behind definitely do not believe that this number is representative of the number of “true” Christians, which would go some way to explainly why their numbers are far lower. However, what it does not account for is the children – in Left Behind, there is explicitly an “age of accountability” where God does not consider you morally culpable to your actions, and therefore “Christian” by default as far as the Rapture is concerned. Vanished makes the incredibly bold decision of setting this cut-off at eleven (if I’m remembering correctly, I believe that this cut-off is around thirteen in the books). In 2016, approximately 25% of the world’s population were under the age of fifteen, out of a total global population of 7.5 billion… so, if we assume that the age of accountability cut-off is ten and only account for two thirds of that percentage, then we’re still looking at approximately 1.2 billion children alone, without even factoring in a single Christian. I shouldn’t be surprised that evangelicals are bad at math, but here we are.

I present this screen cap without context. Have fun speculating over what you’re looking at.

Tying into the limp and cynical usage of YA tropes, the writing in Vanished is just plain bad. I think that the cast here probably have talent, but you’d never know it with this script. Gabby is a complete personality-void, stumbling from scene to scene as the script requires her. Meanwhile, my descriptions of Josh and Flynn as the “good boy” and the “bad boy” describe their YA tropes, but are also pretty much the extent of their characterization. And Claire’s here as little more than a burden that they have to babysit. There’s no character development at all, other than the obligatory “come to Jesus” moments that every Christian movie has to have… which, honestly, is a trope unto itself, so if not for the writers being slaves to every trope possible, I doubt there’d even be that much development. Meanwhile, the villain is a complete psycho for no good reason, although at least Tom Everett Scott gets to ham it up towards the end (although he is absolutely no Gordon Currie).

Then we’ve got overly-convenient writing which is so transparent as to be absurd. For example, all the kids are assembled at Bruce Barnes’ church. How can we get them out of here quickly so they don’t know anything about the Rapture yet? Oh, I dunno, how about a gas leak that gets introduced and then happens in the span of like five seconds? It’s kind of hilarious, because if you sneezed at the wrong moment, you could literally miss the entire “gas leak and then church explosion” – it’s introduced and over that quickly. Oh, and then there’s the part where Damon’s so mad about Gabby and Flynn snooping around at his penal facility that he’s threatening to shoot them. His sister, Sarah, says she’ll deal with the kids… despite explicitly saying that she doesn’t know anything about Damon’s nefarious activities, so why would he even trust her with punishing them…? In any case, Sarah immediately lets the kids leave, causing them to immediately cause even more trouble for Damon. The movie proclaimed him as a full-on “genius” in his introduction and he doesn’t even think to follow-up with her to confirm what she did? It just makes him look like a complete idiot. It’s also pretty baffling that a movie about the Rapture spends about 80% of its runtime dealing with a completely unrelated, relatively low-stakes problem where some random asshole has taken Gabby’s father captive for… “reasons”.

Beyond all that though, Vanished‘s writing just makes absolutely no sense. For a very basic example, the Rapture happens and then a few hours later Gabby calls her dad. We find out later that this conversation happened as he was escaping from Sanctuary… so you’re telling me that, in a matter of hours, society instantly collapsed when the Rapture happened, he went to Sanctuary for help, tried to rebel against them, and escaped…? For that matter, who exactly is Damon worried will find out about Sanctuary? He seems to believe that the government has collapsed and that communication systems were wiped out world-wide by an EMP, who exactly does he think is going to stop him…? Like, literally no one would even care what he’s doing if he wasn’t beating up and trying to kill people for leaving, it’s such a brain-dead “plan”.

Going hand-in-hand with the abysmal writing, the filmmaking on display here is incredibly shoddy, on the level of a bad student film. I’ll give it this at least – the filmmakers at least have heard of lighting, so in that regard it gets a leg-up compared to the first two Left Behinds. However, in pretty much every other regard, this movie looks positively amateurish. Probably the most notable element that this movie is lacking is music. At one point, I was watching the film and was wondering why so many scenes that should be important, exciting, and intense ended up feeling “dead”, until it hit me that there is no soundtrack whatsoever. Check out this clip from the film, which is a perfect encapsulation of just how badly made this film is, and how much it suffers for having no music:

Ahh, the heroic sacrifice and emotional death scene, a classic story moment that has been captured on film tens of thousands of times over the years. However, between the awful direction, editing, and lack of music, Vanished can’t even pull this off well. The whole scene falls flat and was honestly the most I laughed in the whole movie. Vanished is amateurish to the point where we get a shot of military drones flying over a bus near the end of the film and I’m convinced that they forgot to put in any sound effects for them. For any other film, maybe I could be convinced that they just couldn’t be heard because the bus was drowning out the noise, but I give Vanished absolutely zero charity, because it does not deserve it.

All this said, I’ve got yet another hot take for this Retrospective series: Vanished has possibly the most fascinating turn of any Left Behind movie. As soon as the cast arrive at Sanctuary, the movie pivots hard from a weird, crappy, Christian version of The Walking Dead with only one zombie, to a movie about conservatives fighting each other. This isn’t a joke – Vanished‘s second and third acts become a story about conservative evangelicals pouring shit on conservative libertarians; it’s like stumbling across two baboons having a knife fight. Remember, this movie came out the same year that evangelical movies were fellating audiences by demonizing liberals and atheists, so seeing a movie where they turned inwards and had a purity war is fascinating to witness.

Damon is immediately introduced as a bit of an asshole who has been building up a life that is off-grid, self-sustaining, and away from government surveillance and who disdains certifications from formal education institutions. He also is up-front that he doesn’t “give any handouts”, so any help he offers is going to need to be paid back. He’s clearly meant to be an embodiment of libertarian ideals, but there’s a clear distaste for him in his introduction. We soon find that all of his neighbours have been coming to him for help. Since society has collapsed and he was the only one around who was prepared for this, he’s been using them to work the land to pay their debts. However, we soon discover that Damon is a hypocrite – he preaches libertarian ideals, but only because he can use them to put everyone around him into debt slavery for his own enrichment and empowerment. Everyone who pushes back and tries to leave sanctuary is beaten into submission or imprisoned, and when Gabby and her father try to escape in response to these punishments, Damon orders them all to be executed. There’s a clear undercurrent here that Damon is an evil asshole – people are coming to him for help, and he’s disproportionately exploiting that desperation instead of being a good, Christian neighbour. The climax of the film revolves around Gabby, Josh, and Flynn returning to Sanctuary to liberate the debt slaves, so it’s clearly being emphasized that this guy’s a complete piece of shit, while our Christian heroes are morally righteous. I can’t believe I’m saying this, but it’s a shockingly based message for a Left Behind movie of all things, and the funny part is that it basically comes down to a spat between different varieties of conservatives. Unfortunately, despite having the best politics of any Left Behind movie, it’s also by far the worst one – just chalk that up as another example that my political biases don’t disproportionately affect my evaluations of these movies. Sometimes they just suck on their own merits.

Vanished is a brutally amateurish film, one that manages to make Cloud Ten Pictures look like master filmmakers… and, guys, how bad do you have to be to make me come to Peter and Paul Lalonde’s defense like this? Seriously? It doesn’t even have the courtesy of being entertainingly bad either, it’s mostly just terrible filmmaking combined with lazy, uninspired, uncreative rehashing of tropes ripped off of far superior films… and that “superior films” distinction includes every Twilight movie (yes, even New Moon and Breaking Dawn). Goddammit, you’re making me do it again, Vanished, why do you have to be so much worse than all these movies? And Rise of the Antichrist is next up for me! If you make me look at a Kevin Sorbo movie with more-lenient eyes, I’ll never forgive you…

2/10

Be sure to tune in again soon when we look at the most recent entry in this series, Left Behind: Rise of the Antichrist!

Retrospective: Left Behind (2014)

Welcome back to the Left Behind retrospective! In this entry we’ll be going over the fourth film in the franchise, the Left Behind reboot. This was the last of the Left Behind films that I had seen prior to starting this retrospective series, and I remembered it having a very different feel compared to the original series. Could a bigger budget and more famous cast allow Left Behind to succeed on its second attempt? Read on to find out…

That’s about as boring a poster as you could expect from a 2014 Left Behind movie… Also, if you’ve actually seen the movie and, like me, have no idea who Jordin Sparks (the person on the left) is, then her inclusion on this poster is insane. I had to look her up after seeing this to realize that she was stunt casting.

Production

Remember that lawsuit Tim LaHaye had been harrassing Cloud Ten over since before the very first Left Behind movie even released? Well, around the time that World at War released, LaHaye managed to appeal the suit dismissal, and once again the movie series was on hold as the parties fought back-and-forth over the rights to the franchise. Well, in 2008, Namesake Entertainment, Cloud Ten Pictures, and Tim LaHaye finally reached a settlement, with LaHaye dropping all his claims in exchange for a two-year window to create his own adaptation of the books. Wow, after all that, Tim LaHaye finally got what he wanted – an opportunity to see his work brought to life the way he always wanted! What an incredible victory for him!

…in 2010, no adaptation had been made and the rights reverted back to Cloud Ten Pictures.

What. The. Fuck.

Yeah, that’s really how this legal drama we’ve been covering for four movies now ended. Tim LaHaye was either the biggest troll alive, or he was completely unable to find anyone who wanted to produce this movie to his standards. What an absolute waste of the time and money of everyone involved, holy shit.

In any case, by this time it was now five years since the last Left Behind movie had released and Peter and Paul Lalonde, presumably, felt that continuing the existing franchise was no longer viable and that it would be a good opportunity to reboot the property instead. Furthermore, Paul Lalonde would reveal years later that, despite owning the series’ film rights, they actually only had the rights to make movies based on the first two books… which is right where World at War ended, so the only way to milk the franchise further at this point without making further agreements with LaHaye would be to reboot. To further cement the fresh start, Paul Lalonde founded a new production company, Stoney Lake Entertainment, and aimed to make this reboot with a wider audience in mind, closer to LaHaye’s original vision of a blockbuster adaptation.

In line with this ambition, the Left Behind reboot landed Nicolas Cage as its Rayford Steele in late 2012. Nicolas Cage’s brother, Marc Coppola, who is a pastor, actor and DJ, was a fan of the novel and was the one who pushed him to accept the role in the film. While definitely a big “get”, it’s worth explaining some context here for those of us living in 2024 when Nicolas Cage is cool again – in 2014, Nic Cage was at the peak of his “weird guy slumming it in every role he gets offered because he can’t stop buying t-rex skeletons” phase. Sure, he’d show up in a Kick-Ass every once in a while and absolutely kill it, but these bright spots were vastly outweighed by unhinged performances in The Wicker Man, Season of the Witch, Ghost Rider: Spirit of Vengeance, etc, so there was a worry (or, for some film connoisseurs, hope) that he’d be running around on a plane screaming “WHY DID THEY DISAPPEAR!?!”

After Cage, the rest of the cast fell into place. Chad Michael Murray (best known for One Tree Hill and a fuckload of Hallmark Christmas movies) would be cast as Buck Williams. Ashley Tisdale (of Disney channel fame, including The Suite Life of Zach and Cody and multiple High School Musicals) was originally cast as Chloe Steele, but would drop out due to scheduling conflicts. The producers kept the role open for her to return as long as they could, but at the last minute they had no choice but to recast her with Cassi Thomson (best known for TV series Big Love and Switched at Birth). Jordin Sparks, winner of the sixth season of American Idol, would be cast as well in a fairly minor role, but due to her fame, she ended up getting one of the top-billing roles anyway. Nicky Whelan (probably best-known for the Australian soap opera, Neighbours) was cast as Hattie Durham. Rounding out the main cast, Lea Thompson (of Back to the Future fame) was cast as Irene Steele. Also in a small role, goddamn Martin Klebba is in this movie… he doesn’t get any billing, but I guarantee you’ve seen him before – he’s the little person in all the Pirates of the Caribbean movies, and he also punches that piece of shit Costa in the dick in Project X. Honestly, he’s more famous than anyone else in this cast, aside from Nic Cage and Lea Thomson, why the hell is he not getting top billing, cowards?

This time, directing duties would go to Hollywood legend Vic Armstrong. Mostly known for his work as a stuntman, Vic doubled for Roger Moore in Live and Let Die, freaking Christopher Reeve in Superman, and (most famously) had doubled for Harrison Ford in Raiders of the Lost Ark and The Last Crusade, Blade Runner, Return of the Jedi, and Patriot Games. This is an incredible record, but in terms of directing, he had mostly done some episodes of the Young Indiana Jones Chronicles and a Dolph Lundgren B-movie up until this point.

The budget for this reboot was set around $16 million (somehow even lower than the budget of the original movie, assuming that that film’s numbers weren’t inflated… which, having seen this movie, I’m even more convinced that the reported $17.4 million budget for Left Behind: The Movie was complete bullshit). The script would be written by Paul Lalonde and John Patus, who had written the scripts for the previous Left Behind movies as well. Also, as a series first, filming did not take place in and around Toronto! Instead, the film was shot in Baton Rouge, Louisiana in August of 2013. A private screening would be held for Jerry B. Jenkins and Tim LaHaye and, this time, they were extremely pleased with the results (although it has been implied by family that Tim LaHaye’s endorsement was mostly done to drum up good publicity for the film).

Critics, however, would be extremely harsh. The movie has a freaking 0% Rotten Tomatoes score. And it wasn’t just the secular critics who hated it – Christian reviewers decried its production values, while… well, I’m gonna post Wikipedia’s excerpt from Christianity Today‘s review, because it is scathing:

Left Behind is not a Christian movie, whatever ‘Christian Movie’ could even possibly mean. In fact, most Christians within the world of the movie—whether the street-preacher lady at the airport or Rayford Steele’s wife—are portrayed as insistent, crazy, delusional, or at the very least just really annoying. They want churches to book whole theaters and take their congregations, want it to be a Youth Group event, want magazines like this one to publish Discussion Questions at the end of their reviews—want the system to churn away, all the while netting them cash, without ever having to have cared a shred about actual Christian belief. They want to trick you into caring about the movie. Don’t.” They also stated that they “tried to give the film zero stars, but our tech system won’t allow it.”

My God, I’ve never seen such a damning indictment of the Christian media marketing cycle, but there’s Christianity Today laying it bare and shooting it in the back of the head. Just brutal… Perhaps because of this vitriolic response, Left Behind would bomb at the box office, making just over $20 million (which, after marketing, would not have broken even). This was, by the way, occurring during a banner year for faith-based films, with such successes as Son of God, Noah, Exodus: Gods and Kings (to be fair, this one was a bit of a bomb, but it was undeniably a very prominent, expensive, religious blockbuster), Heaven is For Real, and, oh I dunno, God is Not Dead.

Oh, and for the record: Stoney Lake Entertainment haven’t released another movie since Left Behind.

Plot Synopsis

Chloe Steele returns home from college to surprise her father, Rayford, for his birthday, but discovers that he won’t be home – he has unexpectedly taken a shift flying a passenger plane to London. While waiting to see him at the airport, Chloe meets television journalist Buck Williams and the pair hit it off, venting to each other their issues with hypocritical Christians after an unpleasant encounter with a woman in the airport. Chloe soon finds Rayford and realizes that he has taken this flight because he is engaging in an affair with flight attendant Hattie Durham, having grown frustrated with his wife, Irene, after she converted to Christianity. Disappointed, she returns home alone, while Buck boards Rayford’s flight to London and they depart.

Irene tries to plead to Chloe to understand her desire to see her come to Jesus, but Chloe rebuffs her and leaves to spend time with Raymie. However, while they are at the mall together, the Rapture occurs and suddenly hundreds of millions of people across the world disappear. The event causes mass panic, as in addition to several adults, every child disappears as well, including Raymie. Planes and cars crash as their drivers disappear and chaos erupts as people begin looting to take advantage of the situation. Chloe is caught up in the middle of all of this and tries desperately to find her family as the world goes to hell around her.

Meanwhile, up in the air, Rayford, Buck, and Hattie try to maintain order as several passengers are Raptured. After a near mid-air collision with a plane whose pilots were Raptured, Rayford’s plane is left crippled and leaking fuel. He turns back to New York to land and slowly comes to the realization that the Raptured passengers were Christians – his wife was right all along. Chloe comes to realize this as well as she finds that her mother has also disappeared.

As Rayford approaches New York, he is informed that there is no landing strip open for him, there are crashed planes at airports all over, so he needs to go further inland. With their fuel situation, this is impossible and Rayford tries to find an alternate solution. Buck manages to contact Chloe and he, Rayford, and Chloe concoct a plan to land the plane on an open stretch of highway under construction. Chloe manages to guide them in and Rayford barely manages to land the plane safely. As everyone looked out on the chaos which has enveloped the world, they muse that this isn’t the end of the world – it’s just the beginning of the end…

Review

Okay, so I’ve got another hot take: the Left Behind reboot isn’t that bad. Don’t get me wrong, it’s not good either, but it’s better and more entertaining than you’d expect considering the universal critical drubbing it got. Like, as of the time of writing this, Madame Web has a 12% Tomatometer and 57% audience score, whereas Left Behind has a 0% Tomatometer and 21% audience score. That just doesn’t feel fair to me considering the movie we actually got here. Maybe I’m being generous because I just watched two significantly worse Left Behind movies, but it’s arguably the most watchable entry in the franchise that we’ve covered so far (other than maybe the original movie). A lot of this comes down to the intent to refocus the franchise from a straight adaptation of the books and into more of a conventional disaster movie. This has its pros and cons, but it’s hard to be too harsh during the moments when you’ve got people dodging careening cars and airplanes, Nic Cage having to limp his crippled plane in for an emergency landing, or just soaking up the general chaos as the world goes to shit in an instant. Sure, these parts could be executed better, but they’re entertaining enough on a base level that you should find something to keep you interested.

That said, I had mentioned in my review of Left Behind: The Movie that that film managed to stay interesting because of its conspiracy theory plotline in the second half. This causes the Rapture to not outstay its welcome and keeps the pace snappy. However, this reboot excises the conspiracy aspects of the book entirely, meaning that the film needs to find a way to mine a lot of content out of the Rapture premise instead. Oh, and have I mentioned that this film is nearly two hours long? That’s a full ten minutes longer than the original despite featuring half as much narrative! As you might imagine, Left Behind is pretty slow and really stretches to fill that runtime. To give you an idea of how slow paced this movie is, it takes twenty minutes for the plane to even take off and the Rapture doesn’t happen until nearly forty-five minutes in. For comparison, Left Behind: The Movie gets Ray on the plane in about twenty minutes (despite also dedicating most of that opening runtime to the conspiracy plot we don’t have here), and then the Rapture happens five minutes later.

Now, to be fair, they do use this additional runtime to flesh out some aspects which are not very well established in the source material. In particular: we get a lot more insight into Chloe’s character, we get to see how Irene’s conversion has put strain on her marriage and her children, and we get insight into why exactly Chloe, Buck, and Rayford are so hostile to religion. However, this gets weighed down by several scenes with passengers who are little more than caricatures: we’ve got the quirky Alzheimer’s couple, greedy businessman, conspiracy theorist, Muslim dude (not to be crass, but that’s about the extent of his characterization), drug addict heiress, cute kid, angry little person, paranoid woman on the run from her husband, etc. Establishing the passengers is actually a pretty great idea. If we’re worried about these people being in peril, it should give the disaster sequences higher stakes. The problem is that they barely register as characters and you could easily cut out every scene they’re in and all it would do is make the pacing better.

Of course, once the Rapture does happen, a lot of that runtime is then taken up by utter chaos. I had completely forgotten that this movie makes the Rapture occur in broad daylight. I definitely prefer how, in the original movie, the Rapture happens subtly, resulting in this slow, creeping realization that something horrible and unexplainable has occurred, which soon develops into full-blown panic. That said, this change was clearly done to maximize the drama and chaos, because the second it happens, this film just explodes in a mass of screaming and running that would put a Black Friday news report to shame. It quickly gets to a point that is silly. This is best typified by Chloe’s storyline for most of this film, which can only be described as “Chloe and the Terrible, Horrible, No Good, Very Bad Day”. Not only did her plan to surprise her dad on his birthday get ruined by him, but then she finds out he’s cheating on her mom, she gets in a fight over religion with her mom, then her brother gets Raptured while she’s hugging him… and then she dodges a driverless car which careens through the mall doors, and then a fixed-wing airplane falls out of the sky and plows into her car, and then some hoodlums steal her brother’s backpack, and then a bus somehow nearly falls on top of her like thirty minutes after the Rapture happened, AND THEN she almost becomes collateral damage when a looter gets shot and gets a shotgun pointed in her own face, AND THEN her dad nearly lands a plane on top of her. It very quickly crosses the line from believable into ridiculous, and that’s just the shit that happens to Chloe.

Ray also has a bunch of insane things to deal with: not only does he have a bunch of passengers disappearing on his hands, but then the plane immediately hits violent turbulence (I guess they’re hitting all the souls on their way up?), his co-pilot gets Raptured while at the controls (hey, shout-out to Chris, Paul Lalonde wants to see you go to heaven more than Tim LaHaye and Jerry B. Jenkins ever did!), they get into a near mid-air collision with a plane whose pilots were Raptured and damage the electronics and fuel lines in the process, the wing catches fire, they run out of fuel, and they can’t land anywhere. It gets exhausting how relentlessly they wring out every single potential bit of drama they can, but then they just keep going further and further, to the point where it’s practically comedic. I almost wonder how much of this comedy was intentional, because at the very end of Nic Cage’s makeshift runway, there’s a fuel truck that they come within inches of hitting, and it’s honestly a pretty great visual joke to punctuate how much shit they’ve been through during the film.

You may have noticed that I keep saying “dramatically”, and that’s possibly my biggest issue with this film – it is melodramatic as all hell. Your mileage will vary on how much you can stand this, but I found this incredibly grating and every time some “dramatic” moment happened I just got more and more annoyed. Like, a good chunk of those opening twenty minutes before the flight are just Chloe coming across more and more obvious evidence that her dad is cheating – seeing him flirting with Hattie, hearing his unconvincing denials, finding his wedding ring in the car, and being asked to pass him tickets for a U2 concert he’s going to see in London with Hattie (oh man, that show’s gonna have to be canceled since Bono got Raptured, right?). Oh, and we can’t just have the Rapture happen, that’s not dramatic enough – we have to make sure it happens at the very second that Chloe’s hugging her younger brother and telling him that she loves him. Or later, when she heads to the hospital, she wanders into the maternity ward for no real reason, other than to give us more melodrama when they reveal that every baby has been killed by God… er, I mean, Raptured away. Or how about how every single phone and radio call cuts out dramatically at the worst possible moment. I’m not kidding either, this happens at least five times that I counted.

However, it wouldn’t be a melodrama without a couple dramatic suicide attempts! In the one scene where she actually does anything, Jordin Sparks’ character steals a gun from a Raptured air marshal and goes into a paranoid delusion where she believes that everyone on the plane is involved in an elaborate plot to kidnap her daughter and demands that they give her back. This is ridiculous enough, but then Buck tells her to point the gun at him because he’s such a big hero, while Jordin is basically screaming “I’M NOT CRAZY, YOU’RE CRAZY!!!” And then, all that talking her down does is cause her to turn the gun on herself. They do manage to talk her out of it, but my God, this scene is kind of illustrative of why always putting the foot on the gas with the drama gets ridiculous at a certain point and robs scenes that deserve emphasis of their power. Case in point: Chloe also contemplates suicide by climbing to the top of a bridge to scream at God. It definitely seems to be implied that she’s going to end it, until Buck and dad call her at the last moment. Melodrama! Oh, also, it’s not the movie’s fault for this, but I need to mention that this scene has “Dancing in the Sky” playing in the background, so TikTok memes have turned this scene into an inadvertent joke in 2024.

You might have also noticed that I’m talking about Chloe a lot during this review and that’s because, honestly, she’s got most of the interesting material in this film. Nic Cage has top billing, but his performance is disappointingly subdued, to the point where he’s basically sleepwalking through the film. For those of us who were hoping he’d bring some entertainingly mad energy to the film, it makes his segments rather bland. And, unfortunately, Chad Michael Murray’s Buck Williams has basically nothing to do, other than help Ray and Hattie keep order on the plane and suddenly (and unconvincingly) fall in love with Chloe after only meeting once for a couple hours at the airport. He’s alright in the role, but has so little to work with that I can’t even really judge the performance. So everything kind of has to fall on Cassi Thomson’s shoulders, and thankfully she is probably the brightest spot in the film. It’s worth noting that Chloe feels like an actual important character in this iteration, not just a burden or a love interest like she is in the books or the previous movies. Hell, they even managed to give her a key role to play in saving the day, so clearly there’s been some conscious effort put in to elevate her to equal importance in the main cast.

We’ve waded through a lot of negativity through this review so far, but I want to address perhaps the most interesting aspect of Left Behind, and that’s how it portrays Christians. Upfront, this film is hostile to Christians, and I don’t mean that the characters are disparaging to them – I mean that Christians themselves are straight-up portrayed negatively. When we get introduced to Buck, he’s getting pestered by an evangelical who is trying to preach to him. Chloe intervenes to dunk on her with facts and logic, and the woman is unable to respond. This woman is clearly being portrayed as the asshole in this situation, and the crazy part is that they are right to do so. She is being an asshole, and this is probably how this situation would play out in real life. It’s a level of introspection and self-flagellation which is kind of insane, especially considering that God is Not Dead came out this same year, and… well, that film did not have anywhere near the same level of self-awareness. After this encounter with the evangelical woman, Chloe tells Buck about how her mother says that major disasters are a good thing, because they’re a sign from God, which is a nakedly ghoulish way to look at the world. Later, Chloe gets into an argument with her mother about God and how disappointed she is that her father isn’t home. Instead of trying to empathize with Chloe, Irene says that God brought her home for a purpose, to which Chloe snaps back: “God did not bring me home. […] God is the reason dad is not here right now.” This stings because it is absolutely true. Ray confides to Chloe that people change as they get older and this can cause them to grow apart, and it’s clear that Irene is the one who has put a major strain on her relationship with her family. She wants to share her new faith with her family, but however she is doing it, it is not succeeding and that is entirely on her. Looking at all this, I can see why Christianity Today had such scathing things to say about Left Behind – on its surface, this movie is absolutely shitting on Christians at every turn.

Here’s the thing though – I believe that this is entirely a ploy by Paul Lalonde and John Patus in order to draw in a secular audience. Shit on the Christians in the first act, tell the audience “Look, we agree that we suck too!”, and they’re more likely to stick around until you can get to the point where you can pull the rug out from under them. The film completely pivots once we get to the obligatory “She was right” moment of realization for Rayford and Chloe. After shitting on Christians throughout the first act, and then spending a good chunk of the second act on disaster melodrama, it suddenly drops the sermon on you without warning and starts getting far more blunt with its intent. Early in the film, Buck and Chloe are speaking about a story he had covered, where a woman had her entire family die in a tsunami, except for one child. She thanked God for saving her and her baby, but then refused to evacuate and they both died in a mudslide. It’s pretty clear from this story that that person’s outlook was, at best, incredibly strange, if not foolish – it seems perfectly justified for her to be mad at God in this situation. However, when the Rapture occurs and suddenly our characters are in their own disaster, it became pretty obvious what this film’s theme is: “People come together during a disaster and learn to trust in God”. All the stuff the film was shitting on earlier becomes vindicated, and this isn’t just subtext either: Rayford says how it was his fault that he didn’t listen to Irene. However, I disagree entirely – she is the one who changed and created the divide. Rayford didn’t have to change with her and clearly was not convinced to do so. People change and sometimes that creates an irreconcilable difference. It sucks, but it happens. Oh, also, I find it really funny how Ray starts talking about how God caused the people to disappear, which causes Hattie to say “What has happened to you? Why are you talking like this? You’ve never spoken about God before. Where’s this coming from?” I dunno bitch, maybe a little thing called THE RAPTURE happened and changed my viewpoint. Fucking hell, even the unbeliever dialogue starts getting dumb at this point…

Ultimately, I find this interesting, because we’ve seen a bunch of different approaches through these movies to try to reach people. If the intent of Left Behind is to get the message out that the Rapture is coming and non-Christians need to be warned about it, then a film that’s stripped back and focused on this event is probably the right call, as is “watering down” the preaching in favour of spectacle for a more mainstream appeal. However, it also demonstrates that you can downplay all you want, but this is still unquestionably a “Christian movie”. Poo-poo Christians all you want at the start, but when the message is delivered bluntly like this, you’re going to alienate the mainstream audience you want to court. If anything, watering down the message only serves to piss off the core Christian audience who usually can be counted on to see these kinds of films. This is kind of counter-intuitive, but also probably explains why this film bombed so hard in a year when faith-based films that feverishly jacked off the Christian audience were doing major numbers.

All-in-all, Left Behind isn’t a particularly great movie. It’s cheap, but compared to the previous Left Behind films, it’s practically a blockbuster in terms of presentation. However, once the Rapture happens it at least manages to be somewhat entertaining on a pure, dumb disaster movie level. It sorely could have done with some better pacing and maybe easing back on the melodrama, but I’ve seen much worse out of this series. Congrats, Left Behind franchise, you’ve graduated from church basement movie, to made for TV movie, to B-movie!

3.5/10

Be sure to tune in again soon when we look at the next entry in this series, Vanished: Left Behind – Next Generation!

Retrospective: Left Behind III – World at War (2005)

Welcome back to the Left Behind retrospective! In this entry we’ll be going over the third film in the franchise, Left Behind III: World at War. I had previously seen the first two Left Behind movies as a kid, but had never had a chance to see this third movie… and, honestly, I was always kinda disappointed about that. Like I said in the first entry, edgy, 11-year-old me got into this series to read about mass death in a way that would be acceptable to my evangelical parents. A Christian movie about World War III always piqued my curiosity and had a good chance of leaving me satisfied one way or another – either it’s somehow actually kinda cool and has an exciting world war, or it’s bad and I get to make fun of it. Which way would it shake out for World at War? Read on to find out…

Certainly not a good poster, but it’s miles more professional than the previous two films’ attempts.

Production

By the time that Left Behind II: Tribulation Force was released on home video, Cloud Ten were already promising that a third film was on the way and would feature that novel’s excised climax – World War III. I’ve already complained enough about the effect that this had on that previous movie, but the idea of this war getting a full movie to flesh it out was exciting enough. I have previously mentioned that Left Behind books tend to revolve around some massive disaster, but what I didn’t mention is that Jerry B. Jenkins kind of sucks at actually portraying these disasters. For example, there is a massive, global earthquake in the book Nicolae, which kills a full quarter of the world’s population in a matter of minutes. As I recall, this event gets a couple pages of reference, and it’s not even from the ground – it’s Ray flying in his plane above, watching all devastation occur. This is contrasted against the Left Behind: The Kids series, where the same event takes up about half a novella and features the point of view shots of several characters on ground-level. Anyway, point being that the Left Behind movies, once again, had a potential to greatly improve upon their source material.

With the Tim LaHaye lawsuit dismissed, Cloud Ten were able to put a lot more focus into this third Left Behind film. Cloud Ten were, obviously, keenly aware of the budgetary issues that a World War III movie presented and, perhaps because of this, Sony Pictures Home Entertainment were brought on to help produce and distribute this film. It seems that Paul & Peter Lalonde were keenly aware that their evangelizing focus in Tribulation Force (predictably) alienated the people they were trying to preach to, and so hoped that partnering with Sony could help them to reach a wider audience.

Once again, most of the original cast reprised their roles: notably, Kirk Cameron, Brad Johnson, Gordon Currie, Janaya Stephens, and Chelsea Noble. David Macniven also (briefly) returns as Chris after his big salvation scene in the prior movie. However, notably, Clarence Gilyard Jr. was unable to return as Bruce Barnes due to scheduling conflicts (reportedly, Gilyard Jr. is a Catholic and his priest was happy about this because Left Behind‘s theology is basically heresy to them). The role was replaced by Arnold Pinnock, an English actor who has been in tons of TV and small roles over the years. The biggest new cast member for World at War though was undoubtedly Louis Gossett Jr., who had won a Best Supporting Actor Academy Award for An Officer and a Gentleman. Gossett would be playing President Fitzhugh. According to Gossett, “All the predictions in the Bible seem to be coming true. I wanted to be connected to a film that was making that statement.”

Directing duties would once again be handled by a different workman director; this time Craig R. Baxley would be in the chair. Baxley was more known for his stunt work and second unit directing, having worked on The A-Team, 21 Jump Street (the TV show), and The Dukes of Hazzard. His biggest credit though would be stunts and second unit directing on goddamn Predator, so there was hope at least that his pedigree could result in a movie with some serious action chops.

As with previous Left Behind films, filming would occur in and around Toronto. After some delays, production began February 21, 2005 and would wrap nearly a month later. Budget totals are unclear, but I’ve seen estimates ranging from approximately $4.5 million to $17.5 million. Also like before, World at War skipped a full theatrical release, instead going straight-to-DVD and screening the film at over 3000 churches. Prior to the release, Peter Lalonde confidently stated: “Wait until they see it. Then people will be saying, ‘I hope there’s a Left Behind 4.'”

Spoiler alert: There would be no Left Behind 4

Plot Synopsis

World at War opens with Fitzhugh in the bombed-out remains of the White House, filming a confession as someone appears to confront him…

It then flashes back one week earlier, where the Tribulation Force are conducting a raid on a Global Community facility where confiscated Bibles are being stored. Guards interrupt the raid and Chris is killed in the escape. We then cut to President Fitzhugh and his vice president, John Mallory, who are discussing intelligence that someone is planning on using biological weapons on American soil – the three biggest factions being the Christians, the militias, or Nicolae’s Global Community. Their motorcade is then ambushed, but third-party militia interrupt the attack and save the president, although Mallory is killed in the process.

We then cut to the Tribulation Force, where a dual wedding ceremony is underway. Buck and Chloe are married, and then Ray marries Amanda, a woman we’ve never met before until this scene. Fitzhugh meets with Nicolae about the attack on his motorcade and recognizes Nicolae’s personal assistant, Carolyn Miller, as one of the militia members who rescued him in the attack. He then captures and interrogates Buck, who Fitzhugh knows is connected with the Christians and that they’ve been stockpiling vaccines. Buck tells him that they’ve been doing this because of prophesized plagues and that he believes that Nicolae will be the one behind the biological weapons.

Fitzhugh arranges a meeting with Miller and the pair infiltrate a Global Community facility. Here they discover that Buck is right and that Nicolae is poisoning Bibles with chemical agents. The manage to escape the facility and meet up with the militia, creating a coalition between America, Great Britain, and Egypt which will launch a pre-emptive attack on the Global Community. However, Fitzhugh realizes that they need to kill Nicolae in order to win, and goes to assassinate him himself. However, Nicolae is aware of Fitzhugh’s intentions and, despite landing several shots on Nicolae, he is completely unphased by the attack. Nicolae reveals that he has already commenced bombing operations and that World War III is underway, before using his powers to Force push Fitzhugh out a window. However, Fitzhugh survives the fall through divine intervention and slinks back to the militia. Unfortunately, they believe the war is going disastrously and they believe that Fitzhugh sold them out.

Meanwhile, the Tribulation Force are in disarray. Bruce and Chloe have been exposed to the biological agents and are dying after caring for the sick at the church. Rayford and Amanda rush to be with them, while Buck feels that God is calling him to be in Washington. After some soul-searching, he confronts Fitzhugh in the White House and convinces him to come to Jesus. While this is happening, Chloe realizes that communion wine can be used to neutralize the biological agent, although this is discovered too late for Bruce, who succumbs.

Fitzhugh once again confronts Nicolae at Global Community HQ, who gloats over his victory. However, Fitzhugh has activated a satellite missile, which homes in on their location and obliterates it, killing Fitzhugh in the process. Nicolae is seemingly killed as well, but emerges from the flaming wreckage completely unscathed.

Review

Right from the opening scenes, it’s apparent that World at War has a very different “feel” than its predecessors. I believe that this is down to two factors. First of all, World at War was the first proper post-9/11 Left Behind movie (Tribulation Force did come out in late 2002, but it would have been in production in the days and months following the event). The filmmakers would have been able to draw inspiration from the fallout of the disaster, the Anthrax attacks, the beginnings of the Iraq War, and the cultural paradigm shift occurring around them. Tonally, World at War feels like it has more in common with a mid-2000s, post-9/11 political thriller than it does with its two predecessors. I think the most notable factor though was Sony’s involvement. It seems that they brought guidance and a more professional atmosphere to the project, and you can clearly see this when comparing the production values of World at War to either of the previous Left Behind movies. I’ve been harping on this throughout this retrospective, but my God, it is refreshing to see a movie that’s competently lit; it makes such a massive difference at making this look like a real, professionally-made movie.

God said “Let there be light”, to which Peter and Paul Lalonde replied “Nah man, that shit’s too expensive”.

I will give some credit though to the filmmakers (and probably Craig R. Baxley in particular), because there are a couple pretty exciting moments peppered throughout the runtime. The opening sequence where the Tribulation Force break into a Global Community compound and steal confiscated Bibles is approaching legitimate action movie territory and is miles more exciting than any sequence in the prior two films. This quickly gets upstaged though by the ambush on the presidential motorcade, which opens with an incredible car explosion stunt. Seriously, this ambush sequence came out of nowhere and my jaw dropped at how spectacular the opening stunt was. It makes for an action sequence which is legitimately pulse-pounding, reminiscent of the ambush scene from Clear and Present Danger (albeit, far cheaper). Unfortunately, both of these sequences are pretty early in the movie, so it peaks very early and leaves you with some false hope that the war sequences might actually deliver.

We’ll keep the positivity going by moving onto the performances. Louis Gossett Jr. is absolutely acting his ass off in this movie, putting in by far the best performance in the entire franchise up to this point, and elevating the shlocky material he’s given far higher than it has any right to be. Arnold Pinnock also really leaves an impression as the new Bruce Barnes. Clarence Gilyard Jr. wasn’t exactly bad as Bruce, but (other than one scene in the first movie) he was given absolutely nothing to work with outside of being an exposition dump machine and his character was unable to leave any kind of impression. Here, he actually comes across as the leader of the Tribulation Force, and when he becomes sick with Nicolae’s biological agent, his acting is good enough that it could bring tears to your eyes.

I have to give one last special shout-out to Gordon Currie though, who cranks his hammy take on Nicolae Carpathia up yet another notch. He’s deliciously evil and smarmy, and has some incredible moments of villainy: disrespecting Fitzhugh by sitting in his presidential chair, tanking three shots at point blank range, using his powers to force Fitzhugh to stick a gun to his own head, and then deciding it would be funnier to make him choke himself instead, he Force pushes Fitzhugh out a window and then lampshades it when he miraculously survives the fall, and then walks off a goddamn missile strike like it was nothing. Absolute king shit. I said it before and I’ll say it again, Gordon Currie’s Nicolae is a low-key, all-timer villain, and his performance in this movie just cements that further for me.

Unfortunately, for all these good performances, there’s also some notably weak ones. Kirk Cameron has been tolerable through this series, but his constant boy scout charm isn’t really selling it for me when Buck’s going through some really emotional moments that should be leaving him far more shaken. His wife, Chelsea Noble, is also notably weaker here than in previous films, coming across like a personal screed against catty bitches moreso than an actual character performance. In some ways, this actually makes Hattie legitimately dangerous to Rayford, but it’s kind of wild how spitefully performed and written she is. Notably, Cameron and Noble were always the weakest of the original cast, but this is the first time that I feel like their performances dipped enough to actually merit some criticism… and, honestly, as far as movies like this go, it’s still not that bad overall.

As for Cloud Ten’s attempts to court a wider, more secular audience, the whole enterprise seems to be a fool’s errand. Explicitly Christian movies are kind of damned if you do, damned if you don’t. If your entire purpose is to push a message, like Tribulation Force does, then you completely alienate the people you’re trying to preach to. If you scale it back, like World at War attempts to do, you still end up with a level of palpable preachiness which is going to alienate a wider audience and is also going to cause your core audience to believe that they’re “watering down the message to be like Hollywood”. World at War is definitely trying to entertain and is less-overtly pushing a message than the previous two films, but it’s still unmistakably preachy. For one thing, the Christian persecution complex is starting to actually show here, with Christianity outlawed, Christians getting shot, several characters likening them to terrorists, and government agents literally poisoning Bibles to kill off believers. Hell, Buck has a gun to his head and is told to renounce Jesus and refuses, a fantasy scenario which every evangelical has jerked themselves off to at least once in their life. There’s also plenty of scenes where the characters have to trust God in order to solve their problems, way to progress the plot which is basically meaningless unless you’re already convinced that Jesus is your saviour. Hell, the very idea that they could neutralize the effects of the chemical weapons attack with communion wine is absolutely insane and only makes sense if you think that communion holds some sort of special, elevated significance already.

Now, while the production value of World at War may be above its predecessors, that’s still not saying all that much. If the first movie was a glorified church basement movie, and the second was absolutely a church basement movie, this third movie has finally reached the lofty heights of a late-night, made-for-TV movie. Progress! Again, the lighting and direction really make the movie feel far better, even though World at War feels even cheaper than the previous two movies in some aspects. For one thing, there’s a lot more use of visual effects, with lots of sequences of people firing rockets, setting off massive explosions, throwing people through windows, etc. This definitely cost more than the miniscule visual effects in the previous two films, but the CGI used is so bad and so prominent that it ends up making World at War feel tackier. There’s also a lot of usage of green screen for scenes of driving, flying, window vistas, etc, and it’s usually really obvious when it’s been used, because the the matting is terrible. I’m talking visible “fuzz” around the actors where the background hasn’t been quite eliminated, the background not matching the camera movement properly, or even green light reflecting onto the actors (humourously, during one of these scenes, Nicolae asks Fitzhugh what colour the sky is, and then says that he could see it as green for all we know, while green light is literally showing on his skin). World at War is also taking place in a lot more sets than its predecessors (who at least spent a good chunk of their runtimes seemingly filming at some guy’s house as a stand-in for Rayford’s or at a literal church). In World at War, the church has been driven underground, so all the church scenes are literally in a church basement (which is like 60% of the Tribulation Force’s entire screentime), while the rest of the movie alternates between the White House, Buck’s apartment, a military bunker, a warehouse, and Nicolae’s office… and I’m pretty certain that most of these are just being borrowed from other productions (the White House set at least was apparently reused from Murder at 1600). This isn’t necessarily bad, but it does lend the film a very tacky, low-budget, TV-movie quality.

However, easily the biggest fumble for World at War and the cheapest, most made-for-TV movie aspect of it all is that World War III occurs entirely off-screen. I’m not exaggerating either – we see some brief news snippets, see some background explosions, hear the sounds of distant fighting, and the camera shakes every once in a while to simulate a nearby explosion. We don’t even get a shot like what the film’s DVD cover promises with planes doing a bombing run! A decade ago I wrote about how low budget movies will often promise some really cool, ambitious idea in order to draw you in, and then not deliver, and World at War absolutely lives up to that shameful standard. They could maybe make an excuse like “Oh, we wanted to focus on the message, not on gratuitous violence!” and to that I say bullshit. This is goddamn Left Behind, the gratuitous violence and spectacular disasters is absolutely the draw. If you make a movie about World War III and then not show that war at all, then you have absolutely failed as a filmmaker.

This brings me to the second crippling flaw of World at War, and that is the awful script. This movie is basically a messy jumble of scenes stitched together that barely make sense you actually scrutinize what is happening. When I take edibles, I hyper-fixate on the structure of a story and the filmmaking decisions involved and become really easily confused if any of this is “off”. I’m thankful that I watched this movie sober, because if I watched it high, I probably would have had a mental breakdown, it’s that all over the place from scene to scene. I’ve got countless examples of this that I need to go through:

  • Fitzhugh was just told by his vice president that Nicolae’s planning on using biological weapons to attack America. It’s pretty heavily implied that Nicolae knew that he knew this, and had the vice president assassinated to shut him up. Nicolae then meets Fitzhugh to offer his condolences for his friend’s death, and proceeds to show him biological weapons he’s developing. This is an absolutely insane scene and it makes no sense when Fitzhugh later re-confirms this information and is shocked at the revelation.
  • Fitzhugh captures and interrogates Buck Williams, but the whole scene makes no actual sense under scrutiny. First of all, Buck is Nicolae’s personal media mouthpiece. Fitzhugh seems to know that Buck is secretly a Christian, so maybe he assumes that his snooping around won’t make its way back to Nicolae, but that still means he’s basically talking to a terrorist as far as the state’s concerned. Fitzhugh asks Buck if he knows about the chemical weapons, because Christians have been stockpiling vaccines (boy, that’s rich in 2024), to which Buck says that he doesn’t know, but that he imagines that Nicolae’s the one who will unleash them. Fitzhugh then lets Buck go. I’m going to say this over and over again here, but this is the actual, goddamn President doing this interrogation, and not some lackey, so there’s no plausible deniability, no layers of insulation, nothing. Buck Williams, a globally-respected reporter now knows direct, national security information because the President directly gave it to him for no real reason and then let him walk out of there alive.
  • Fitzhugh then meets Nicolae’s personal assistant (who, like his pilot and media representative, is yet another mole in his organization) and the pair decide to infiltrate a Global Community facility. Again, not secret service, not trusted soldiers, the goddamn President grabs a gun and goes Solid Snake on this facility. He even shoots a guard and then snaps another one’s neck! I get that they’re just trying to maximize the amount of Louis Gossett Jr. that they can get in this film, but my God, the idea of the goddamn President being put in harm’s way so directly and unnecessarily is completely insane.
  • Then, as soon as he gets confirmation that Nicolae has chemical weapons and the militias are planning on launching a surprise attack on him, Fitzhugh has the bright idea to call Buck Williams on a cell phone so he can tell him that he was right about Nicolae!!!! Again, HOLY SHIT, the unprompted and unnecessary intel leak for something of this magnitude to Nicolae’s personal reporter is unbelievably stupid.
  • Then, when they decide they need to assassinate Nicolae in order to win the war, they send Fitzhugh to do it. They know that there are moles in his organization, it’s not like Fitzhugh is the only one who can get close to him.
  • Then we get to the war itself and there’s so much dumb shit here. There’s bombs going off a few blocks from the Global Community HQ and Nicolae is just sitting up in his office building watching it all… rather than, y’know, heading back to New Babylon where it’s safe (this is entirely on the movie, by the way, in the book I believe he is orchestrating the attacks from his plane the entire time). Meanwhile, characters are walking all over the country like there isn’t a war going on outside – we’ve got Fitzhugh walking from Global Community HQ, to the militia’s bunker, the White House, back to GC HQ, like it’s nothing. And at the same time, we’ve got Buck walking to the White House to meet him. There is absolutely no danger presented by these considerably-long treks, no sign of exertion or anything. It’s just more proof that the whole World War is basically an after-thought.

It’s also worth noting that the Tribulation Force, the characters we’ve been following since the first movie, are relegated to the B-plot of this movie and have shockingly little to do here that matters. Basically, Buck warns Fitzhugh about the Nicolae, converts him to Christianity, and the other characters are at ground zero for the biological weapon attacks. They are sidelined so heavily that it makes most of their screen time feel unnecessary, and if they weren’t legacy characters, then they probably would have been cut out during script rewrites.

World at War annoyed me. For the first twenty or thirty minutes, it displayed some legitimate potential and I was thinking that this could end up being my favourite Left Behind movie. Unfortunately, it falls apart quickly, absolutely fails to deliver its promise of an apocalyptic World War III, and completely collapses as soon as you start thinking about what actually happened during the course of the movie. In spite of all that, I’m kind of sad that this is where the original series ended – as poor as these films are, it would have been nice to see them get through apocalypse and show us some of the more outlandish disasters. Say what you will, but Jerry B. Jenkins and Tim LaHaye are spectacularly uncreative – if the Bible says something about demon locusts with horse-like bodies, a scorpion’s tail, men’s faces, and women’s hair, then you’d best believe they are making a literal army of locusts attack humanity. If the Bible says that there’s two hundred million horsemen riding on horses with lion’s heads that can shoot fire, have snake-head tails, and will kill 1/3 of the human population, then you’d better believe that they’re literally gonna have a bunch of demonic horsemen show up. For the record, this isn’t just them “taking the Bible literally as intended”, as it all stands in contrast to the equally-specific descriptions of the various Beasts who are popularly identified as the Antichrist and False Prophet. However, since these figures are associated with human individuals, suddenly it’s fine for them to be metaphorical descriptions. It’s shit like this that made me, as a child, realize that the apocalypse portrayed in these books is pure fiction. That said, setting aside that millions of people believe this will actually happen, this kind of Christian apocalypse is metal as fuck. That is why I wish we got a continuation of this series with this cast – Cloud Ten would no doubt manage to screw it up in execution, but I would have had a lot of respect for them if they had managed to bring this vision to life.

3/10

Be sure to tune in again soon when we look at the next entry in this series, Left Behind (2014)!

Retrospective: Left Behind II – Tribulation Force (2002)

Welcome back to the Left Behind retrospective! In this entry we’ll be going over the second film in the franchise, Left Behind II: Tribulation Force. To everyone’s shock and surprise, I didn’t think that the original Left Behind was all that bad – sure, it was extremely cheap, and the source material is garbage, but the movie itself managed to mine the drama and excitement of its apocalyptic premise well enough. Could they keep this (relative) quality up going into the sequel? Read on to find out…

Okay, I had some nice things to say about the original movie’s poster, but this one’s just bad. Random, distant shot of Kirk Cameron looking moody? Really indistinct picture of Nicolae framed against flames? This poster communicates basically nothing about the movie and looks like a high school media arts project at best.

Production

In spite of the poor theatrical run of Left Behind: The Movie, DVD sales were healthy, with over three million copies sold. This reception was strong enough for Cloud Ten to greenlight a sequel, in spite of potential issues which could arise due to their ongoing legal battle with Tim LaHaye. Cloud Ten insisted that the sequel would continue regardless, to which LaHaye stated: “Whether the second movie will happen or not will be settled by the court.”

Well, turns out that Cloud Ten and Namesake pictures got the last laugh, because the courts dismissed LaHaye’s case. He would go on to appeal, but we’ll cover the results of that in later entries… For now, Tribulation Force was a go.

The second Left Behind film would be based on the second book, Tribulation Force, which continues to follow the characters from the previous book in the aftermath of the Rapture, leading into the beginning of the Tribulation. Perhaps due to budget, the movie would not include the most exciting (and expensive) part of the book – World War III, where Nicolae goes to war with all the nations that haven’t submitted entirely to him. Instead, Tribulation Force would cover the time period leading up to those events and the next movie would be dedicated entirely to WWIII.

This brings us to a character who, despite playing a very small part in the making of the film, influenced it in a way that can be felt strongly: pastor and evangelist Ray Comfort, a man so easy to make fun of that even Wikipedia pulled off a Fatality on him. You know those fake $100 bills you come across which end up having a Bible tract on the back? This guy is the sonofabitch responsible for those things. He also really hates evolution, having written a book called You Can Lead an Atheist to Evidence, But You Can’t Make Him Think and an abridged (and suspiciously-edited) version of “On the Origin of Species”. During my research into this movie I found that he had written a book about the making of the film, which I attempted to track down. If you followed my Twitter account in the last few weeks, you would know that this did not go well. I did eventually get the book though and read through it…

According to Miracle in the Making, Kirk Cameron had met Ray Comfort in the 90s, and instantly found his teachings to be captivating. The pair would become close friends and collaborators, and would eventually go into ministry together. During the production of Tribulation Force, Kirk confided to Ray that he and Chelsea were considering dropping out of the movie. Two weeks out from the start of shooting, the script had not been finalized, contracts had not been signed, and they didn’t even know who else was going to be in the movie at that point. However, Ray convinced him to stay on in order to champion the film’s message. Together, he and Kirk rewrote the script to include a stronger evangelistic message and, after pitching the changes to Cloud Ten, the producers agreed to incorporate them.

…that’s about all we learn from Ray Comfort about the making of the movie. Forgive me for going on a tangent away from Tribulation Force, but I need to indulge for a bit: Miracle in the Making is 100 pages long, about maybe 15 pages of which have anything to do with Tribulation Force. The rest is a meandering gaggle of Ray preaching about his doctrine (basically, keeping the Ten Commandments is the most important element of salvation), telling parables about two guys wearing parachutes on an airplane, telling stories about getting told to fuck off by Arnold Schwarzenegger and James Cameron, debating atheists, hanging out with celebrities, and harassing restaurant-goers (and others besides) with Bible tracts. It’s also got some jaw-dropping moments, like Ray Comfort and Tim LaHaye joking about their chances of being accused of sexual harassment. He also tells a story about how he was on notice for jury duty on a case where a truck driver had been carrying unsecured boxes, which came off the truck and caused an accident with back and neck injuries. Ray bragged that he got off jury duty because he declared that he found the idea of making someone pay for an accident abhorrent and that he “wouldn’t give the guy a bean”… DUDE, assuming that the injury is indeed legitimate (which is the job of the trial to determine in any case), that guy is gonna be dealing with medical bills for life, which he’s not going to be able to afford with America’s shitty healthcare system, and this “accident” is directly due to the driver’s negligence. This is a textbook case of why suing people is so common in the States and why the system even exists in the first place.

Maybe the biggest shock though was how Ray Comfort describes how Kirk Cameron first became enamored with his preaching. Cameron describes how “I believe I was robbed of the deep pain of seeing the depth of my sinfulness, of experiencing the exceeding joy and gratitude that comes from the cross, because I was convinced of God’s love before I was convinced of my sin. […] I had never opened up the Ten Commandments and looked deep into the well of my sinful heart. I never imagined that God was actually angry with me at a certain point because of my sin.” THAT is emblematic of Comfort’s doctrine – Jesus may love you, but God hates your sin more and if you don’t do something about that then you were never “really” a Christian to begin with. Take his argument against the idea that the church is full of self-righteous hypocrites: “There are no hypocrites in the Church. Hypocrites are pretenders, masquerading as genuine Christians. God sees the pretenders and He sees the genuine, and warns that they will be sorted out on Judgement Day”. Keep all this in mind as we go into the film whose script he helped influence…

Is… is Ray Comfort responsible for making Kirk Cameron into Kirk Cameron, the guy we all know and hate now…?

Anyway, back to Tribulation Force… As I stated earlier, Kirk Cameron and Chelsea Noble both returned to reprise their roles, as did many of the cast from the original film – not just the main cast either, like Brad Johnson, Clarence Gilyard Jr, Janaya Stephens and Gordon Currie, but also smaller roles like David Macniven (who played Rayford’s co-pilot, Chris), Krista Bridges (who played Buck’s assistant, Ivy Gold), and Christie MacFadyen (who played Rayford’s Raptured wife). It’s honestly extremely impressive that they were able to get everyone together, especially considering that most of the cast wasn’t secured until the last minute.

Directing duties would go to Bill Corcoran, a long-time, workman Canadian filmmaker. Like the original, filming occurred in and around Toronto, including the scenes in Israel (I didn’t see any camels this time though, sadly). Normally I wouldn’t mention anything about the editing, but I got extremely excited when I saw that Michael Doherty edited this movie. The Michael Doherty of Godzilla: King of the Monsters, Trick ‘r Treat and Krampus fame!? I was excited about this for days, but literally as I am writing this I realized that Michael Doherty is (sadly) not Michael Dougherty. Dude still edited the latter-date Romero zombie movies and several episodes of Hannibal, so that’s cool, but significantly less exciting than I had thought…

The budget of this film is estimated to have been around $3.8 million, significantly less than the original’s reported $17.4 million, although if the estimated budget for Left Behind of $4 million was accurate, then this actually wasn’t that much of a drop. Unlike the first film, Tribulation Force skipped a theatrical release entirely, only going straight-to-DVD, with some churches choosing to screen it privately.

Plot Synopsis

Tribulation Force opens with Nicolae working on establishing the UN as a one-world government, as he consolidates the major currencies into a single global currency and begins taking steps towards founding a one-world religion. He is impressed by Buck’s reporting and requests a meeting with the reporter, who is uneasy about doing so after having just witnessed him murder Stonagal and Todd-Cothran in the previous film. Buck, Rayford, Chloe, and Bruce debate about what they should do now that they know that Nicolae is the Antichrist. They hear rumours about three men burning to death at the Wailing Wall in Israel and Bruce believes that this is the doing of the “two witnesses” who are prophesied to lead thousands to Christ during the end times. However, the area has been placed off-limits and their message is being suppressed. After much deliberation, Rayford and Buck decide to get closer to Nicolae to leverage their positions to fight back against him – Buck will attempt to get the message of the witnesses out, while Rayford will become Nicolae’s pilot in order to spy on him.

During their meeting, Nicolae agrees to give Buck full UN security clearance in exchange for becoming his personal voice in the media. Meanwhile, Rayford leverages his connections with Hattie in order to get the job as Nicolae’s personal pilot. While all this is happening, Chloe grows increasingly concerned about the safety of her father and Buck, while also getting jealous and throwing a fit for a while because she mistakenly believes that Buck is cheating on her. This is because his assistant, Ivy Gold, is staying at his apartment, since she has nowhere else to stay due to the post-Rapture chaos (women, amiright?). The couple manage to make amends before Buck and Rayford travel to Israel for a press conference, where a leading religious scholar, Tsion Ben-Judah, is due to make an announcement about the identity of the Jewish Messiah.

During the flight over, Rayford discovers that Ben-Judah’s announcement will be that Nicolae is the Messiah. They decide to intercept him and try to get him to speak with the witnesses, who will be able to convince him through God’s word that Jesus is the real Messiah. Buck manages to convince Ben-Judah to confront the witnesses with the ruse of performing an interview to discredit them. Ben-Judah accepts and the pair confront the witnesses on the temple mount. The witnesses say some Bible verses, and then they shoot flames out of their mouths to burn a couple soldiers to death. Buck is distressed to discover that the UN cut off his broadcast before the witnesses could say anything, but he hopes that Ben-Judah heard enough to change his coming speech.

The next day, Ben-Judah makes his proclamation on international broadcast that the Messiah could only have been Jesus. Nicolae is enraged and tries to stop the broadcast, but Rayford sabotages his ability to do so, and the proclamation goes off unhindered. The film ends with the Tribulation Force gathering to celebrate this victory against the Antichrist as Nicolae swears vengeance against God…

Review

When I originally saw Left Behind: The Movie as a kid, I recall that I thought it wasn’t bad. I was surprised to find that I agreed with this watching it again 20+ years later. As a kid, I thought that Left Behind II: Tribulation Force SUCKED, and I am completely unsurprised to find that this has also held true. This isn’t a shock at all – the book, Tribulation Force, also sucked. Even as a kid, I found it incredibly dull, to the point where I got fed up, and skipped over like fifty pages of it just to get to the World War III section… which isn’t even in this movie, so that should give you an idea of how much this film is scraping the barrel for anything of interest. While I understand that cutting out a massive war was probably done for budget reasons, it’s kind of insane – each Left Behind book almost entirely revolves around some massive disaster or dramatic event that defines that entry: Nicolae is the earthquake book, Apollyon is the demon locust book, Assassins is the insane Nicolae murder conspiracy book, etc. The decision to excise the novel’s climax has massive repercussions on the movie, because everything that remains is so FUCKING DULL.

I’ll get the nice stuff out of the way first. The cast were easily one of the best parts of the first movie and it’s nice to see them get to reprise their roles. They still do a decent job, especially Brad Johnson (who portrays Ray as putting up a manly-man façade, but is clearly still traumatized over losing his wife and son) and Gordon Currie (who’s hamming it up more than ever), although they are really let down by the much weaker script. That said, putting aside the issues caused by removing the big climax from the book, Tribulation Force actually improves on its source material in some areas. In the book, Tsion Ben-Judah comes to the conclusion that Jesus is the Jewish Messiah on his own and, for some reason, the world is interested enough that this announcement becomes international, live broadcast news. However, the movie changes this so that the whole announcement and broadcast is orchestrated propaganda – it’s heavily implied that Ben-Judah has been intercepted by Nicolae and brainwashed into believing that he is the Messiah, all as part of Nicolae’s plan to establish his one-world religion. Thus, it becomes up to our heroes to save the day and spread the truth. This ends up being orders of magnitude more tense and interesting than what was put to page.

I also appreciate that this film seems to have more compassion for its characters than the source material. In the first book, Chris (Rayford’s co-pilot) commits suicide off-screen immediately after discovering that his entire family were Raptured. In Tribulation Force, there is an extended sequence dedicated to saving Chris – not just from suicide, but converting him so he can be with his family again someday. On the one hand, his fate in the books really underscores the devastating magnitude of the Rapture and the effects it can (and would) have on those left behind. However, step back a bit, and this is basically Jerry B. Jenkins and Tim LaHaye conceptualizing a character and then condemning him to an eternity of torment while his family who love him are separated from him forever… and all this is justified because, according to their doctrine, he deserves it. Just thinking about it reminds me why, if God is truly all-loving, then universal reconciliation surely must be true doctrine, because the alternative reflects very poorly on Him and makes salvation an existential horror. Meanwhile, giving Chris the opportunity to be saved is far more in keeping with the sort of fate a Christian should want for a character and I’m kind of glad that he gets his little redemption arc in this adaptation.

Wait a minute… there’s no shadows being cast by the witnesses from the flamethrower attack.

And… uh… that’s about all the good I have to say about this movie. Everything that was a problem in the previous movie is still here: poor lighting, cheap sets, unconvincing special effects, etc. However, everything feels so much worse. If Left Behind: The Movie was, as Tim LaHaye put it, a glorified church basement movie, Tribulation Force is very much a church basement movie. The first movie at least had a pretty ambitious opening scene with lots of practical explosions and a real car bombing later, this movie has… a very brief fire stunt and that’s it. You’ve got alleyway sets where they’ve thrown trash all over the place to represent the post-Rapture lawlessness. We’ve got UN soldiers and Israeli army in what are clearly WWII-era army surplus uniforms. The Israel restaurant set looks like it was a reused Arabic bazaar. Nicolae’s plane changes models three different times depending on what location or stock footage the scene is using. Tribulation Force is operating on a much smaller scale than the previous film and when it tries to widen that scope beyond “American house/church” you can reeeeally feel how small this film’s budget was.

The direction of the film is also notably worse. This is perhaps best demonstrated recalling the scene of Nicolae murdering Stonagal and Todd-Cothran in the first movie, and then comparing it to the scene of Buck meeting Nicolae in Tribulation Force. The first movie nailed the execution of that scene, creating a very tense sequence which effectively demonstrates the character and otherworldly menace of Nicolae, visually demonstrates that Buck is immune to his charms, and communicates that he’s terrified that Nicolae might realize this. Conceptually, the rooftop meeting could manage to be comparable: Buck is voluntarily putting himself within reach of his sworn enemy, who may or may not know his secret. Plus, visually, the scene is evocative of the temptation of Christ, which seems relevant since Buck is literally making a deal with the Devil. However, in execution, this scene really fails. There’s nothing sinister about the meeting, no tension at all in the way that it’s filmed. Any tension to be had is wrought out of the dialogue, but it is utterly neutered by unimaginative direction. The fact that the meeting is occurring on a rooftop even seems to be completely irrelevant – they might as well be meeting in the street, or a café for all it’s worth. Not even a camera movement to suggest “Oh my God, is he going to throw me off the roof?” Hell, you could have an awesome character moment for Buck if he just thinks “I could push the Antichrist off this roof right now”… and all it would take is someone deciding to shoot anything other than two angles of medium close ups.

However, all of this pales in comparison to the actual problem with this movie, and that is unquestionably the script. As I’ve already said several times, cutting out the novel’s climax has huge repercussions on the movie. The entire climax has been excised and they have to compensate by spinning a lot of wheels in order to get Tribulation Force barely over a 90 minute runtime. This results in some excruciating scenes as the film grinds its pacing to a halt and wastes as much time as humanly possible. Nearly the first ten minutes of the film are just people watching TV: Nicolae watching Buck reporting the news. Bruce watching Nicolae at the UN. Buck watching the same broadcast, but from an entirely different location. Barely any of this serves anything but to dump some exposition about the state of the world and to establish why Nicolae wants to turn Buck into an ally (although given their relationship in the previous film, this probably wouldn’t even be necessary). It’s also really awkward to have the scenes constantly get inter-cut with footage of Bruce, who doesn’t react or say a damn thing the entire time, and won’t even get a line for about another five minutes. It’s like they need to remind us that he exists because he barely got to do anything in the last movie.

The absolute worst part though is the awful, awful, AWFUL attempt at romantic drama which dominates a putrid, nearly fifteen minute chunk of this film. Chloe and Buck have become an item between the end of the last film and the start of this one and Chloe wants to make things more serious with him. However, through a set of extremely contrived circumstances, she goes to his apartment and finds Ivy Gold staying there, who flashes her engagement ring and tells her to piss off. Chloe then gets pissed off at Buck, refuses to talk to him, and acts like a child, all while Ray tells her that she’s acting like an idiot. When it’s finally revealed that she’s misunderstood the whole situation, it comes across like the film’s just dropped a bucket of shit on her, because she obviously should have trusted Buck all along. How awful it is that she would not assume he was innocent! This whole storyline adds nothing to the overarching plot, is nothing but absolute bottom-barrel romantic comedy tropes, and serves nothing but to pad out the runtime.

Really, the film is just constantly shitting on Chloe during the first half – when Rayford takes down photos of his wife and son, Chloe comes across like she’s whining when she makes some very reasonable points. When Rayford and Buck decide to put themselves in harm’s way for the cause, she whines and sulks about it. She’s just such a wet blanket that it nearly gave me whiplash when, in the second half, they turn around and let her be competent at serving in the church’s makeshift hospital and she even becomes friends with Ivy Gold. Adding it all up, it just clearly shows where Tim LaHaye and Jerry B. Jenkins’ opinions on women in the church lie: while the men are off doing big, “important things” throughout the movie, Chloe (when she’s not being an emotional burden on them) is stuck comforting the dying and getting over jealousy. She’s clearly side-lined and “lesser”, and it’s an issue which sticks with her through the entire book series (well, until her untimely demise, anyway).

On top of all this, the writing also just happens to be really stupid at times. Like, the film opens with Nicolae seeing Buck on TV and going “Wow, he’s so cool, I want him on my team!” Buck has literally just been providing a basic overview of what has happened in society since the Rapture happened. There’s nothing notable or exceptional about it or Buck’s reporting, but it gets treated like he’s an eloquent, hard-truth-speaking genius. Or how about how Rayford refuses to become Nicolae’s private pilot because it would be dangerous and then Bruce berates him for being selfish, but literally one scene later Buck says he’s going to get access to the two witnesses to spread their gospel and Bruce says “I dunno Buck, that’s dangerous, you sure?” You could miss the inconsistency entirely if they weren’t literally back-to-back scenes, but as is, it makes it seem like Bruce just really hates Ray and wants him to go get himself killed. Or how about when Nicolae is told to arrest the witnesses, he says “I do not want to put them in jail, this is not a dictatorship.” DUDE! They lit three people on fire, arrest them all you want, no one is going to complain! Or how about how Tsion Ben-Judah becomes convinced that Jesus is the real Messiah because the two witnesses literally just quote some Bible verses to him. I need to explain why this is so insane: Tsion Ben-Judah is apparently the world’s greatest religious scholar. Are you telling me he hasn’t even read the Bible or spoken with Christians before in his studies? He doesn’t even argue with the witnesses, the thing he is supposed to be meeting with them to do in the first place! Man, I sure am glad that they axed the WWIII climax in favour of this one!

In regards to the writing, one way that Tribulation Force really differentiates itself from its predecessor is by being an exponentially-preachier film. If you weren’t a Christian already, you could probably get through Left Behind: The Movie without feeling like you were being outright preached to the whole time – it feels like a narrative moreso than a sermon. In comparison, Tribulation Force spends far more time unabashedly focused on preaching to its audience. Your taste for this change will vary significantly – I’ve always been of the opinion that these movies are almost entirely made by evangelicals, for evangelicals, and so any preaching is literally being done to the choir. It’s less about changing hearts and minds, and more about pandering and reinforcing the audience’s existing beliefs. I would not say that this is necessarily a bad thing in itself; rather, that the execution is poor…

What is this, some kind of Tribulation Force?

…which, finally, brings us to good ol’ Ray Comfort’s contributions to the film. He and Kirk Cameron wanted to make this film more “evangelistic”, and boy did they take a sledge-hammer to the script (despite Ray Comfort literally saying in his book that movies that preach to the audience suck). The most blatant example of this is when Rayford is trying to convince Chris to submit to Jesus. The arguments that Rayford uses to convince Chris that Jesus is real are straight out of Ray Comfort’s mouth… and they kinda suck. Rayford has two big points he pushes to try to convince Chris not to kill himself:

  1. You’re not a good person, because if you ever committed a single sin in your life, then you’re tainted in God’s eyes. Also, the parameters of potential slip-ups are way broader than you would think, so God’s extra unfair to you (eg, if you covet then you’re a thief in God’s eyes, if you get angry then you’re a murderer, if you look lustfully then you’re having pre-marital sex, etc). Therefore you need to submit to God, or you’re gonna roast in Hell.
  2. Gun to head, all else has failed, what can Ray possibly say to convince Chris not to do it? “Hey, maybe there’s a God, or maybe there isn’t! If there isn’t, then we both end up the same. If there is, then you go to heaven if you listen to me, or hell if you don’t! Which would you prefer?” I need to iterate that THIS IS THE ARGUMENT THAT CONVINCES HIM TO BECOME A CHRISTIAN!!!

Having spent a couple years in university associated with Campus4Christ, I can attest that these sorts of crap evangelism tactics don’t really hold up to any sort of scrutiny. Like, “if you get angry, you’re a murderer in God’s eyes”. Umm, no, that’s kind of an insane difference, God. Where is the justice in the idea that God is just waiting for us to slip up even a tiny bit, just so He can punish us to the full extent? All that Ray has really done is use the movie to push his own, very narrow view of faith, and weigh down the script with poorly considered arguments that aren’t convincing to anyone outside of the target audience. Honestly, a bit of reframing could do wonders – “Umm, ackshully, the rules say that you’re a thief, murderer, and an adulterer!” is extremely unconvincing, but change that to “You may not be as bad as a full-on murderer, but in comparison to the perfection of God, you are just as much of a sinner”. There’s an actual argument here, one that actually meets them where they are and doesn’t hinge on them accepting that God views them as the most extreme kinds of sinner.

Overall, there really isn’t a whole lot to say about Tribulation Force (I say, approximately 4000+ words deep in this retrospective). It’s a movie whose greatest struggle is simply in finding ways to waste time until anything of importance has to happen. The result, predictably, is a dull and slow slog with no satisfying payoff. There is precious little plot here and it is surrounded by long stretches of wheel spinning. The movie is barely 90 minutes long and you can feel how they padded the runtime significantly to get it to “proper” movie length. Considering that approximately ten of those minutes are directly dedicated to the infuriating “romantic misunderstanding” storyline, I can pretty much guarantee that an arbitrary runtime was the entire reason the pacing is so bad in this movie. With some more judicious editing, this could easily have been a far better film at 70 minutes (or even 60)… but then they’d have to find some other way to end this story. A shame, if only there was some other ending that they could have used instead…

2.5/10

Be sure to tune in again soon when we look at the next entry in this series, Left Behind III: World at War!

Retrospective: Left Behind – The Movie (2000)

It’s been quite a while since my last retrospectives series (more than 3 years now), but that’s largely because of the sheer amount of work that goes into these things. Not only do I have to make time between work, family, and other hobbies to be able to watch 3+ movies, I also have to do research into the the production history of the franchise, and actually write out the reviews for each movie… I’m not complaining, I really enjoy doing this stuff, but I also get paid jack shit for it so it takes a lot for me to get the motivation to put one of these out (it’s also why I’ve largely pivoted to the less labour intensive Love/Hate format for most media franchise overviews these days).

Anyway, all that said, I want to make it clear that I’m fucking excited for this look at the Left Behind franchise. Growing up evangelical, I was really into the book series… because fuckloads of people die in it. I’m not even kidding, that was the entire appeal for little edgelord me at 10 years old (the massive disasters and demons running rampant were also super cool). It simultaneously managed to get me into end-times theology, and also eventually made me realize that the whole industry that built up around it was a grift. Despite having a massive grudge against this franchise and the poison it has been for Christianity as a whole, I’m going to give each film a fair shake and recount the batshit insanity that went on behind the scenes with each new film. So let’s start at the beginning, with Left Behind: The Movie, which I actually thought was pretty decent when I was a kid. Does it hold up still, now that I’m a jaded, crusty old bastard? Read on to find out…

Boy… that sure is a late 90s-era evangelical movie poster. Definitely not good, but could be worse. I also kinda like that whoever designed it at least understood colour theory and made sure to make this poster orange and blue, it gives it some visual unity and appeal, even though the poster is entirely made up of random images. Oh, and it probably doesn’t bear mentioning, but they REALLY upped the brightness on ol’ Kirk here and it doesn’t look very good.

Production

If there is one man most responsible for Left Behind, it is Tim LaHaye (take of that statement what you will). LaHaye was a pastor in the mid-1950s before becoming an instrumental force in the conservative evangelical movement in America in the 70s and 80s. He, along with Jerry Falwell, were instrumental in establishing and directing the Moral Majority, the movement which caused Ronald Reagan to be elected to office and, among other things, created the cultural environment that would allow the Satanic Panic to occur.

Basically, this motherfucker is the reason why America is so fucked up today.

Anyway, LaHaye was on a flight in 1994 and witnessed the pilot (who, apparently, was married) flirting with a flight attendant, which caused him to begin imagining how he would react if The Rapture occurred at that very moment. He quickly teamed up with Christian writer, Jerry B. Jenkins, and the pair conceptualized Left Behind, which would follow a large cast of characters trying to survive and save as many people as possible during the final seven years of Earth in the evangelical Christian apocalypse. The pair drew heavy inspiration from A Thief in the Night, a series of apocalyptic thriller films released in the 70s and 80s, which also portray a post-Rapture world. By all accounts, LaHaye provided his ideas and theology for the structure of the story, while Jenkins did all the actual writing. Notably, LaHaye’s influence can also be felt in some of the more… interesting decisions in the book. Notably, a lot of the first book’s plot is driven by shadowy “international bankers” influencing the UN, which has way more power than it does in real life… then you realize that Tim LaHaye is obsessed with the Illuminati, and this just reflects what he thinks is actually going on in the world. Similarly, LaHaye believes that Catholics are a bunch of heretics, so most Catholics are not Raptured. Oh, and as an extra “fuck you” to Catholics, the Pope gets Raptured… because he dropped his Catholic beliefs and adopted evangelical doctrine. And then, later in the series, the new pope abolishes Catholicism for a new one-world religion and, when he dies, his memorial is cancelled because no one gives a fuck about him, ouch.

Left Behind was released in 1995, and would be a run-away success, with selling millions of copies, and reigniting an evangelical obsession with eschatology as the new millennium drew nearer. A new book would follow every year (some years, 2 new books!), for a grand total of 16 main series entries by 2007, plus countless spin-offs and merchandise, not to mention a cottage industry of prophecy-based media which polluted Christian bookstores for decades.

As early as 1997, Jenkins and LaHaye began shopping the series around to movie studios interested in adapting the books to the screen. Namesake Entertainment optioned the rights from LaHaye and Jenkins, promising that they would be able to make it into a big-budget blockbuster series. Namesake seemed like a good fit for LaHaye and Jenkins, because they specialized in adapting Christian thrillers for screen. With Ralph Winter on-board to produce (known for X-Men, Fantastic Four, and… that Planet of the Apes movie), things were looking promising for Left Behind (even if its script was being written by Alan B. McElroy, the guy who wrote Halloween 4, Spawn, and the goddamn Tekken movie). Unfortunately for all involved, Namesake were unable to find a studio interested in financing the movie, so they licensed the rights to Peter & Paul Lalonde at Cloud Ten Pictures, a Canadian production studio making end-times films for the evangelical market. At this time, they had already made a micro-budget trilogy called Apocalypse (whose entries feature goddamn Mr. T, Gary Busey, Jeff Fahey, Margot Kidder, and Howie Mandell, what the actual fuck!?), so apparently they were the best people for the job. Despite being prominently credited on the film (and its sequel), Ralph Winter and McElroy didn’t have any actual role in the production, and it’s believed that their names were included because it granted the film more legitimacy.

Y’know who didn’t want their names on the film? Tim LaHaye and Jerry B. Jenkins. They had sold the movie rights on the promise of getting a $40 million Hollywood blockbuster that could compete with the secular market. Instead, they got a film directly marketed to the Christian community with a reported budget of $17.4 million (which, according to the producers, made the film the most ambitious Christian movie of all time), although LaHaye stated on-record that “representations about the size of the budget were not true”. It seems that this was especially contentious for LaHaye and Jenkins because they had, for whatever reason, sold the exclusive film rights to their entire franchise to Namesake in their original deal – not just the books which had been written at that point, but also future novels, and the Left Behind: The Kids young adult series, which they seemed particularly keen to reclaim the rights to. LaHaye and Jenkins had planned on making their own adaptation of Left Behind: The Kids, which was unable to proceed due to the rights agreement.

In July of 1999, before the movie even came out, LaHaye sued Cloud Ten for breach of contract, claiming $10 million in damages. He offered to drop the suit if Cloud Ten and Namesake relinquished their rights to Left Behind: The Kids and gave up their rights to any further Left Behind books. This was not going to happen though because Namesake were developing their own television series based on Left Behind: The Kids (which never came to fruition, probably due to this lawsuit) and, despite offering revenue sharing to the authours, LaHaye would not budge. This lawsuit would drag on for several more years (and movies), which we’ll cover further in their own entries…

Meanwhile, development of Left Behind: The Movie proceeded in spite of all the drama surrounding it. Vic Sarin, a Canadian, long-time, workman director and cinematographer was brought on to direct the film. Of the principle cast, the highest-profile cast member was Kirk Cameron, who was known for being on Growing Pains and then converting to evangelical Christianity and going off the deep end. He, along with wife Chelsea Noble, were very much true-believers, and actively sought to become involved in the films after reading the books. Cameron was cast as co-lead Buck Williams, a high-profile journalist, while Noble was cast as The Whore of Babylon. The other co-lead role went to manly-man Brad Johnson, who played Rayford Steele. The role of Nicolae Carpathia went to Gordon Currie, who had a small role in Jason Takes Manhattan (he’s the poor son of a bitch who gets chucked off the mast and gets impaled on the radio antenna). Rounding out the main cast were Janaya Stephens as Rayford’s daughter, Chloe Steele, and Clarence Gilyard Jr as Bruce Barnes. Fun fact, the role of Chloe Steele was originally going to go to Hallmark movie queen, Lacey Chabert, in what would have been one of her first film roles, but she ended up dropping out due to scheduling conflicts.

Filming took place in and around Toronto in May of 2000 and lasted for 31 days. For the opening sequence of the film, which takes place in Israel, the production used a quarry and made some camels walk around in the background to make it look like the Middle East. I mainly mention this because literally my first note when I was watching the movie was that the camels were extremely conspicuous and that “Israel” looked like a quarry, so it was hilarious when I found out that these observations were indeed correct.

Left Behind: The Movie would take an unconventional release strategy. It originally was released straight to DVD in 2000, with a theatrical release following in February of 2001. Its theatrical run was not particularly great, grossing only $4,224,065.

Plot Synopsis

The film opens in Israel, where GNN television reporter Buck Williams is interviewing scientist Chaim Rosenzweig, who has developed “Eden”, a formula which can allow food to grow in desert environments. This formula has poised Israel to become a global leader as they hold the key to solving a growing food scarcity crisis. However, the interview is cut short as Arab and Russian jets launch a surprise attack on Israel. The pair flee into a bunker and watch the unfolding attack. However, the attacking forces begin spontaneously exploding before Israel can scramble a response, which causes Buck to run outside to document and report on the miraculous happenings. Within moments, the entire raid is thwarted and Israel is saved by mysterious forces.

We then follow airline pilot Rayford Steele, who bails on his son’s birthday party in order to take over a flight from New York City to London, much to the distaste of his daughter, Chloe. Aboard this flight is Buck, who is looking into the attack on Israel after being tipped off by a contact of his, and Hattie Durham, a flight attendant who Rayford is having an affair with. However, she reveals to Ray that this is her last flight, she will be taking a job with the UN, in part because she feels like he has just been leading her on.

While over the Atlantic, passengers begin to realize that several people aboard have disappeared, including all of the children. Bruce, Hattie, and Buck struggle to maintain order aboard, while Rayford diverts the flight back to New York. They soon discover that these disappearances are a global phenomenon and that hundreds of millions of people have vanished without warning, causing several deaths due to vehicles having their operators disappear, amongst other things. The flight ends up diverting to Chicago. Rayford is thankful for Buck’s help during the flight and Buck convinces Rayford to link him up with a private pilot who can get him to New York City. He stays at Rayford’s home for the night.

Rayford returns home to discover that his wife and son are gone. He realizes that his wife, who he had resented for converting to Christianity, was right all along. Meanwhile, Chloe returns home, having had her vehicle stolen while trying to head to college for her exams, before being unable to continue due to all the wrecked vehicles littering the roads. Chloe takes Buck to the airport, where he links up with Ray’s contact, pilot Ken Ritz, who agrees to take him to New York. When he arrives there, he finds that his contact, Dirk Burton, has been killed for knowing too much. Buck gets his confidential files and then flees when a sniper tries to kill him as well. He discovers a plan orchestrated by international bankers, Jonathan Stonagal and Joshua Todd-Cothran, who intend to use their protégé, UN Secretary General Nicolae Carpathia, to entice Chaim Rosenzweig to hand over the Eden formula to the UN in exchange for plans to reconstruct the Jewish temple. They will then bankrupt the UN and control the world’s food supply, netting themselves untold billions in the process.

Rayford travels to new Hope Village Church and discovers that its pastor, Bruce Barnes, has been left behind. He had preached for years, but never really believed until now. The pair set about preparing for the coming tribulations.

Meanwhile, Buck returns to Chicago and meets with CIA agent Alan Thompkins to try to get information about Stonagal and Todd-Cothran’s plans. However, Thompkins is killed in a car bombing and Buck flees to Rayford’s home once again. They take Buck to New Hope Village Church in order to utilize the medical services running out of the building. Rayford and Bruce show Buck a tape that the former lead pastor had made, which predicted the disappearances, the rebuilding of the temple and the rise of the Antichrist. Buck doesn’t believe them, and leaves to go to the UN to warn Chaim about Stonagal and Todd-Cothran’s plans.

When he arrives, he soon finds that every prediction that he had been told by Rayford and Bruce were true and converts to Christianity in order to protect himself against the Antichrist’s machinations. Nicolae calls a private meeting, where he reveals his plans to consolidate power and then executes Stonagal and Todd-Cothran, before using mind-control to cause everyone (except Buck) to believe that they committed murder-suicide. Buck returns back to his new friends and they all agree to band together to fight the coming evils…

Review

So, this might be a hot take, but here goes: Left Behind: The Movie isn’t all that bad. No, I’m not kidding. I remembered thinking the movie was decent when I saw it more than 20 years ago, but my opinions on eschatology and movies have changed since then, so I was expecting to like it a whole lot less. While I definitely have my issues with it, my estimation of it hasn’t dropped that far compared to where it was. It also probably helps that I’ve made a hobby out of seeking out and writing my thoughts on shit movies, so in comparison Left Behind: The Movie doesn’t even come close.

Now, a caveat to this – if you have no interest in religion, then Left Behind will probably not do anything for you. Similarly, if you can’t set aside a distaste for the creators’ theology, then it’ll also sour your experience. If you can lay that aside though and just go with it, Left Behind: The Movie is an alright thriller, buoyed significantly by its strong premise.

I’ll keep the positives going with probably the strongest aspect of Left Behind: The Movie – its cast. Christian movies, especially in this era, were known for having amateur-level acting, but Left Behind‘s cast are fairly solid across the board (even Kirk Cameron, although he and Chelsea Noble put in the weakest performances of the main cast, in my opinion). Easily the two standouts are Brad Johnson as Rayford Steele and Gordon Currie as Nicolae Carpathia. Johnson is a consummate professional, effortlessly taking Rayford from seething and resentful of his wife, to controlling and in-charge as a pilot, to desperate and downtrodden when he discovers his family has disappeared, to truly convicted in his beliefs when he converts. The only problem is that his arc ends too early and he spends the last forty minutes of the film with nothing to do but preach at the audience (I found a contemporary review by a Christian who saw the movie who agreed that Rayford was the best character, but opined “he comes off as a Bible-thumping turnoff after he’s saved, and delivers the usual ‘there’s something bigger than all of this’ kind of talk”).

Meanwhile, Gordon Currie gets to chew the scenery as Nicolae Carpathia, going from seemingly-good natured, to slimy and sinister on a dime. The reveal that he’s the Antichrist is extremely obvious from the moment he appears in the film, but when they do reveal it, it’s really effective scene where Currie absolutely commands the room. Hearing him say “Don’t worry, this will be completely painless. After all, I’m not a monster” and then chuckling to himself is downright chilling. This might be another hot-take, but I feel like Currie’s Nicolae is, low-key, an all-timer villain. That might sound crazy considering that I’m talking about a series of micro-budget Christian films, but these novels and movies have a hold in the imaginations of the evangelical market. There are millions of people whose conception of an Antichrist figure is exactly what Currie portrays: a wolf in sheep’s clothing, a leader who preaches peace, but who has sinister intentions. This portrayal is so ingrained in their thoughts that, when a figure who arguably fits the theology of who an anti-Christ figure is better, they enthusiastically vote for that guy three times.

The other main strength of Left Behind: The Movie is its overall premise and plot. It also has to be said that the movie is a whole lot better than the novel it’s based on. Where the novel can be meandering and poorly written, the movie tightens everything up into a (mostly) well-paced thriller. While the Rapture itself is a compelling enough event to mine a lot of drama, it’s over fairly quickly and the film needs more events to keep you watching. Think about it a bit: if this movie was just about The Rapture, then the natural progression for acts 2 and 3 would be a massive amount of preaching to the audience. The main reason the film is able to sustain interest after the Rapture is its B-plot, which features Buck Williams uncovering the conspiracy to take control of the world’s food supply, which eventually results in the rise of the Antichrist. While nothing particularly special or unique goes on in this B-plot that you haven’t seen in any other conspiracy narrative, this storyline stays interesting with a cavalcade of assassinations, clues, and near-misses, keeping it constantly moving forward and engaging (dare I even say “exciting”?). It all culminates in probably the best scene of the movie, where Nicolae is revealed to be The Antichrist and Buck realizes he’s trapped in the same room as him. It’s a really tense scene, with Nicolae dispatching Stonagal and Todd-Cothran in cold blood and then using his mind control super powers to tell everyone assembled what he’d like them to believe (except, Buck, who is protected by the power of God). It effectively hypes up the real danger Nicolae presents going forward and gets you properly interested to see how the characters will deal with him in future… until you read the books and find out he’s constantly getting clowned on, because they can’t just let their symbol of ultimate evil ever win.

That said, there’s one glaring issue with this film’s narrative structure and pacing, and that’s how Rayford’s arc is handled. If Buck’s journey is the B-plot, Rayford’s storyline is very much the A-plot for most of the film as he deals with the fallout of the Rapture and then tries to cope with the disappearance of his wife and son. However, after about an hour he realizes they were right, converts to Christianity, and then becomes a die-hard believer from that point onward… with about 40 minutes left to go in the movie. Like, the movie cuts back to him every once in a while, but there isn’t much for him to do, other than preach at Buck, Chloe, and the audience. I can’t help but feel that the movie would have been stronger overall if Rayford spent more time struggling, or maybe went through a period of anger at God for taking his family away. Then, maybe he could have learned about the Antichrist from Bruce Barnes at the same time as Buck.

And with that, we can dovetail into the things that Left Behind does not do so well. It really pains me to say this, but Tim LaHaye was right about something – this movie is cheap as fuck. Like, I know that people will say all sorts of things in a legal battle to try to sway the narrative, but I actually believe Tim LaHaye when he says that the film’s widely-reported $17.4 million budget is an exaggeration (and, adjusting for inflation, that would apparently be closer to $30 million today, which makes this even more insane to me). I’ve seen estimates that put the budget around $4 million, and I find that far more realistic considering what we got on-screen. Tim LaHaye has also gone on record saying that Cloud Ten’s productions look like “glorified church basement movies” and, oh my God, it’s a pretty apt description. Most of the film takes place in very simple sets – Ray’s home, a warehouse, a plane set, some office buildings, a UN set. They’re functional, but considering that we only get a very small handful of outdoor sequences, and they’re pitched as the “big” money-shot sequences (eg, air terminal chaos, Chloe coming across the car wreck, the car bombing), it underscores this film’s low production values. It also doesn’t help that the lighting in the film is absolute ass for most of the runtime, which is probably the largest contributing factor to why this movie feels so amateurish.

The absolute worst offender though is the aforementioned opening scene in “Israel”. As I said in the Production section, the second I saw that camel in the background I thought “Oh man, they clearly are NOT filming this on location, it looks like a quarry”. Then there’s the CGI of the planes and tanks during this sequence, which was poor even by year 2000 standards. I’ll give them some credit – there are some pretty good practical explosions during this sequence, almost enough to make you not realize that Buck and Chaim go into some random goat herder’s house, and suddenly are in a state-of-the-art military bunker. It’s pretty clear that most of the budget and ambition went into this opening scene, because it is miles beyond anything else in the film… but would it have taken up a good chunk of $17.4 million in the year 2000? I strongly doubt it.

Then again, I wonder how much they had to pay to borrow camels from the Toronto zoo for a day.

Left Behind is better than the book it’s based on, but there are fundamental issues which can’t really be excised in adaptation. Even as a child reading these books, one of my greatest frustrations was a deep-rooted lack of imagination on the part of the authours and the people inhabiting their world. Let’s look at an example to illustrate what I’m referring to here: as the attack on Israel gets underway, the skies suddenly darken, going from the middle of the day to black as night. In any other movie this could be construed as “passage of time”, or (potentially intentional) “continuity error”, but here it’s clearly intended to convey the intervention of God. However… no one comments on it. It’s supposed to be the middle of the day, but for whatever reason in Israel it suddenly became night time, defying meteorological explanation. And then all the planes begin exploding and everyone is just dumbfounded… and I do mean “just”, because there’s no explanation or speculation presented. Buck’s driving force for a good chunk of the movie is “Wow, I sure do wonder what happened there in Israel?”, but he seems to be the only one who cares, and the the whole question gets quietly dropped pretty soon in the movie. It’s not even like the world didn’t see this happen, it was literally being televised, but there’s zero impact beyond this scene. Like… are you telling me that there wasn’t a sizeable contingent of people going “That sure looks like it was divine intervention”?

Of course, the response to the Rapture falls into the same issue. “Huh, every non-Catholic Christian and child under thirteen in the world disappeared in a manner like the mythical rapture some evangelicals believed in. Wonder what happened, radiation maybe?” That last part isn’t even a joke either, radiation becomes the “official” explanation for what caused the disappearances, even though any moron could look at the demographics of the people who disappeared and find correlation showing that it was not random. One character believes that aliens were behind the disappearances (which, honestly, would probably be the second most obvious answer), while laughing about the idea of it being the Rapture, but that just underscores the issue – if they have information about the Rapture, it kind of defies explanation that they wouldn’t see that this miraculous event was anything other than that and instead handwave vaguely to “radiation” without any evidence. To me, this reveals a few potential insights into the authours’ opinions on the average non-Christian:

  1. Charitably, they might believe that God is “hardening their hearts” like the Pharaoh in Exodus, so that they cannot accept the obvious truth. If so, it’s kind of fucked up that God would then put them into this “final chance for redemption” and then take away their chance to see truth.
  2. They believe that the signs of God really are as obvious as they are portrayed in this movie and non-believers are just oblivious idiots. Hate to break it to them, but if we lived in a world God blew up an entire army and then caused hundreds of millions of children and Christians to disappear, there’d be a lot more converts, because then there would be some actual, concrete evidence for the supernatural.
  3. They believe that non-believers are actively looking for any excuse to defy God. Considering that “there are no real atheists” is a common belief amongst fundamentalists, this wouldn’t surprise me too much.

While I think that any (potentially even all) of these options are true, there’s also a much simpler explanation which could also be true: Jerry B. Jenkins is a hack writer who ignores any potential impact to the world because it interferes with the story he’s trying to tell… despite that story being one where the entire world’s population is undergoing countless disasters, the massive consequences of which should be being felt and responded to. There is so much impossible shit that happens in these books: in this first movie alone, completely ignoring full-on supernatural intervention, we have Israel magically developing technology to make the deserts fertile in order to become a global superpower. Kind of a weird plot point, until you realize they only did this because they believe it to have been prophesized. Our prophecies say that there will be a one-world currency? Guess we’re gonna make Korea join the EU now. Maybe this felt more realistic in the late 90s when the European Union was just taking form, but 20 years later in the wake of Brexit, this idea is laughably optimistic. And don’t even get me started on Israel rebuilding their temple, which even the movie acknowledges is impossible without the aforementioned magic and some handwaving to reveal that the temple can actually be built somewhere else… again, because their prophecy says that it has to happen, so by God they will force it to, then yada yada through the details and have everyone accept it. Oh, and this is also in a world where the UN basically rules the world already, which starts to make sense when you realize that Tim LaHaye believes in the Illuminati…

Underscoring all of this, I’ve always found it ironic that the existence of Left Behind makes the entire scenario even more impossible. Like, the premise of the books kind of works if the Rapture remains this weird thing that some evangelicals believe in, so you can see why some people wouldn’t immediately go “oh shit, the Rapture just happened!” if everyone suddenly disappeared. However, Left Behind was such a cultural juggernaut and has become so ingrained within the evangelical zeitgeist, that the idea of a Rapture occurring and not causing most people to immediately logically conclude that is laughable, let alone the idea that hundreds of millions of people would willingly go and tattoo themselves with 666 in light of all this.

Also, this scene is driving me nuts. 142,380,000 confirmed vanished? That’s got to be an interim and highly under-estimated total. There were 6 billion people in the year 2000 – we know that every child under the age of 13 was Raptured, in addition to a high number of Christians. Assuming even 10% of the world’s population was raptured (which seems like a very low estimate considering that world population demographics tends to skew young), that’s still over 600 million people.

Rounding things out here, it wouldn’t be an IC2S review if I didn’t at least mention the ladies… and they are really poorly served here. Hattie Durham is set up to be important, but she doesn’t really do anything – she ends her affair with Rayford and then goes off to the UN to work with Carpathia. Real riveting stuff… I have no idea why Chelsea Noble was so keen to play her. Then there’s Chloe Steele, whose entire character in this movie is “mad at dad” until the end when she decides that he’s right, they should convert to Christianity. As I recall from reading the books, Chloe does basically nothing important for the entire series and only really exists to be a love interest for Buck. I expect that this probably stems from LaHaye’s regressive views on women (his wife Beverly founded an anti-feminist womens’ organization, Concerned Women for America, which, among other things, advocates for the subservience of women…). As a result, Chloe isn’t allowed to do anything cool, so she just kind of exists on the sidelines.

When it comes down to it, the overarching message of Left Behind doesn’t come across as “You don’t want this to happen to you!” Rather, when Rayford came home and saw his wife’s clothes and her Bible beside the bed, the message became clear to me: “I told you so”. Perhaps it is a consequence of Cloud Ten making this film directly for the Christian market, but Left Behind feels like it’s jerking off its audience, reassuring them that their beliefs are true and, boy, those sinners sure are going to regret not listening to you when this happens to them! It’s not as nakedly spiteful as, say, the God is Not Dead movies, or is it as smugly hateful as Atlas Shrugged, but there doesn’t seem to be much of an effort made into changing hearts and minds as it is saying “Your beliefs will be vindicated, just wait”.

That is all pretty harsh, and like I said, this movie isn’t all that bad. That said, it’s also not exactly great – it is, after all, an adaptation of Left Behind, so it’s always going to be screwed to some degree. As you can see, other than the really poor production values, most of my issues with the film are related to the shitty books and theology it rests upon, which cannot be entirely ignored, but they also aren’t really issues with the film itself. However, it’s not so intrusive in this film that you can’t mostly ignore it, and I think that there is some enjoyment that can be had here with this premise if you’re able to put up with all the bullshit.

5/10 (A very generous rating, if I do say so.)

Be sure to tune in again soon when we look at the next entry in this series, Left Behind II: Tribulation Force!

15 Best Movie Posters of 2023

I may not be writing as much as I used to, but it’ll be a cold day in hell before I miss my mostly-annual year-end countdowns! In case you’re unfamiliar with how this works, I spend the year trolling through impawards and collecting all the really cool, interesting and striking poster designs for 2023 movies and then narrow them down into a shortlist. As always, any poster released during the year is eligible to make the list, but special consideration is given to posters which are intended for mass distribution rather than posters which are intended to be limited-release, alternative, “artistic” posters. As usual, you can see the full-sized poster in all its glory if you click on the images.

Anyway, with those considerations out of the way, let’s get onto the list, starting with some honourable and dishonourable mentions:

The Drew Struzan style is over-done and tired at this point, a lazy trope to make a poster look nostalgic and exciting without having to put in any actual effort to design something original. On top of that, I couldn’t care less about a new Indiana Jones movie in 2023. However… I’d be lying if it wasn’t nice to see the iconic Struzan style brought back for one last hurrah where it absolutely is warranted, for the franchise which is perhaps most intrinsically tied to this style. It wasn’t enough to make the list proper, but I felt it worth highlighting.

Oh, and speaking of the Struzan style, here we have the poster for a new Left Behind movie. I’ll be honest, the poster itself is incredibly dull, but I mainly put it here to shit on this series and Kevin Sorbo. Also, Neal McDonough, you poor man, what the hell happened to you to make you have to slum this hard? I haven’t had the spark to do a new Retrospective series, considering all the time and effort that has to go into writing them, but dammit the idea of looking at all the Left Behind movies fills me with a sinister excitement… Maybe stay tuned in 2024 if I can muster the motivation.

Okay, this one deserves some mention for how effective these posters are for a “ridiculous slasher villain” movie. These would all be slightly-above-average posters for a regular slasher film, but add in the decent tagline and how seriously they’re taking the ridiculous premise, I can’t help but chuckle.

And with that said, let’s get into our top 15 proper:

15) Saw X

Saw X starts the list with a couple posters that I found fairly clever in their simplicity. First off is the “eye poster”, which instantly evokes a sense of primal terror before you even notice the saw shape at the edge of the iris, revealing what the victim is so scared of. The “I Heart Saw” isn’t quite as striking, but I do appreciate how it cheekily calls back to the series’ legacy of posters featuring severed body parts, hinting that this is a sequel aiming to go back to the franchise’s roots.

14) Nimona

Back when I was in university, one of the most important lessons I learned came from an American literature prof who had a blunt, but effective motto when we were writing essays: “Why should I care?” I think about that whenever I’m writing, and it’s a lesson that can be applied in most walks in life. For a poster designer, the job is (usually) to sell a movie, so “Why should I care?” presents a challenge with results that can be intriguing, if you check out this countdown annually.

I mention this because these posters for Nimona represent a twist on the usual approaches to “Why should I care” from graphic designers. Honestly, these posters have sold me on Nimona, and they aren’t doing anything particularly special in their own right. They just demonstrate that if you are working with a strong, charming art style, then that can be enough to sell a movie on its own, without any special flair being required on top of that. The designers of these posters are clearly putting in some work in order to be able to highlight the art so stylishly, so credit where it’s due, but this is one of those cases where character and tone are expressed so strongly in the character designs that you don’t really need anything else. These lists aren’t just about elaborate artistry or unique twists, sometimes it’s just working with the pieces you have and realizing that they can speak for themselves. I just thought that that was neat.

13) Super Mario Bros.: The Movie

I’m not a massive Mario fan – I enjoy the 8- and 16-bit classics, but never have played much of the games beyond that point. However, looking at this poster, I can’t help but get hyped. This is a perfect distillation of what a Mario fan would want to see in a movie, full of colourful, iconic imagery and easter eggs, similar to the Detective Pikachu poster a few years ago. It’s also worth noting that this establishes that the art style will be familiar to fans, which you wouldn’t think would be that notable, but considering that the last attempt at a Mario movie ended up being a surreal, dystopian, live-action fever dream, it’s warranted.

12) The Boogeyman

Look, if a movie’s posters are pulling off imagery which would be The Moneyshot in your average horror film, you know someone’s doing something right. The fact that these posters are actually rather scary in their own right, while still keeping its titular villain shrouded in mystery, is a bonus as well. I have no idea if this movie is any good, but if the marketing is this strong, it certainly suggests that you’d be in for a good time.

11) Expend4bles

Full disclosure: I’ve always loved this poster design which has been used across the entire Expendables franchise, to the point that it was the basis for my custom logo back when I spend hundreds of hours playing Battlefield 4. The skull + wings (or, in this case, hair) made of various weapons is a flawless bit of symbology for a deeply flawed franchise, promising all the action you could ever want from its star-studded cast. It still works here for me, and it’s good enough that I’ll even forgive that idiotic tagline.

10) The Deepest Breath

I call this the “Free Solo poster design philosophy” – a poster for a documentary which is just a simple picture of someone doing something batshit insane. While The Deepest Breath can’t quite match the same level of sheer intensity as Free Solo (to be fair, few could), it still promises an ass-clenching thriller of a documentary that will thriller your thalassophobia to record levels.

9) Cocaine Bear

THE BEAR. IS MADE. OF COCAINE.

8) How to Blow Up a Pipeline

This one gets a spot for how its title is worked into the image. It’s simple on its face, but very stark, evocative, even transgressive. I can’t help but be impressed by how the title makes it work – on many posters, the title is just there to let you know what the movie’s called. Some posters use a tagline to try to tell you what it’s about, and use characters and imagery to try to sell it. This just has a simple barrel and some inflammatory language, and it instantly gives you an idea of the sort of journey you’re in for with this movie. Kind of like Nimona, this is a lesson in using what you have, to an even more extreme degree, since they’re almost exclusively using the title to sell the film. While maybe this makes for a poster that’s less striking than some of the others on first glance, it’s a fascinating case when you think about the decisions put into it.

7) Barbie

I could not be further from the target audience for a Barbie movie, but goddamn do these posters nail the titular character’s pop cultural footprint. First of all, the “larger than life” poster is what made this rank so highly – it succinctly and artfully evokes how Barbie is an icon, a monolith which girls have looked up to for decades (literally, in this case). Meanwhile, the second poster deserves some mention because it shows that not only is Margot Robbie the perfect casting for Barbie, but assures the audience that the film understands Barbie as a character and is going to deliver on those expectations.

6) Swallowed

Do I really need to explain this one? This one just looks BLOODY PAINFUL, and assures you that you are in for an extremely uncomfortable time if you watch this movie. For a certain class of horror fan, what more could you ask for?

5) Candy Land

I really love this poster. It’s so evocative – it’s appropriately sleazy and erotic, hinting at nudity while barely obscuring it, and the faux-vintage design and blood splatters only serve to heighten all of that. Obscuring the subject’s face also serves to depersonalize her, lending the whole design a forbidden, voyeuristic quality which is nearly as uncomfortable as the more overt imagery Swallowed uses.

4) John Wick: Chapter 4

A John Wick movie came out this year, so you know they went hog wild on amazing posters. As usual, the artists really need to be commended here, because they’ve put together enough stylish designs that I could have made an entire list just of the best John Wick posters. They’re all just goddamn cool, but not quite enough to put them at the top of the list this year.

3) Oppenheimer

This is one of those posters where the title kind of brings it all together. First you see the extremely harshly-lit picture and wonder what the hell is happening. Then your eye is drawn to the title and it becomes chilling as you realize the apocalyptic awe of what is unfolding. It’s a poster that basically tells the story of Oppenheimer in one image and makes you want to see that unprecedented power unleashed for yourself. Pretty impressive I’d say for a poster which is so harshly lit that it obscures most of what you can actually see in it.

2) Spider-man: Across the Spider-verse

Every frame of this movie os fucking art and these posters prove it. The “Gwen and Miles” poster is just a random frame from the movie, but it is so stylish and well-composed that it is enough to completely sell me on the movie by itself. Just looking at it, you can tell that they’re having a good time just sitting and chatting, and that Gwen is absolutely simmering for Miles. It’s wild – this is a bombastic Spider-man movie, but what is selling me is wanting to hang out with these characters and see how their relationship blossoms. Again, that’s the power of a strong art style, it can make the marketing easy if you know what you’re doing.

Then there’s the standard character poster. You’ll notice that I haven’t even included any other “character posters” in this list, despite them making up like 70% of all movie posters released in a year. Usually these are bloody dull affairs, meant to do nothing more than introduce and familiarize an audience to the characters of the movie, but more often just turn into boring window-dressing made more out of obligation than inspiration. This poster of Gwen breaks that tradition, being colourful and eye-catching on its own, but it also utilizes the movie’s strong art style to hint that Gwen is going to be on a conflicted journey in Across the Spider-verse. It’s not just an excuse to show a name and have them look cool, the same thought that’s gone into every frame of the movie is on display here in its marketing. It would be enough to take my #1 spot, if not for…

1) Evil Dead Rise

These posters got me for the sheer sadistic creativity on display. They might be confusing at first as your eye is naturally going to be drawn to the rather mundane household objects, but if you’ve ever seen an Evil Dead film (especially the 2013 remake), then when your eye is eventually drawn to the title, these objects are twisted into PAINFUL promises. “Oh God, I can just imagine the brutality of the cheese grater and scissors, but what the fuck are they going to do with the wine glass!?” It’s a less-is-more approach as you think of all the gory possibilities and this nasty bit of imagination born from such a simple bit of imagery is exactly why Evil Dead Rise‘s posters get my #1 rank this year.

Love/Hate: Resident Evil – Operation Raccoon City

Welcome back to the Resident Evil love/hate series! In this entry we’re looking at Resident Evil: Operation Raccoon City, an intriguing spinoff for a number of reasons. For one thing, it was released in the spring of 2012, the same year as Resident Evil 6, and featured squad-based third person shooter gameplay developed by Slant Six Games, who had worked on some latter-day SOCOM U.S. Navy Seals games. Considering the somewhat awkward co-op shooter gameplay the mainline entries were engaging in at the time, the developer’s pedigree suggested that this could have some of the strongest Resident Evil gunplay in the franchise. Perhaps the biggest selling point though was that its story was a non-canon “what if?” scenario where you play as Umbrella special forces going into zombie-overrun Raccoon City to cover up Umbrella’s involvement in the outbreak. The idea of exploring the iconic location on HD consoles was too much for some to pass up, but how did the concept play out in execution? Read on to find out…

Oh, and before we get further, I just want to note that I played this game on the Veteran setting, just in case that difficulty setting added some elements to the game which coloured my perception of it. I wouldn’t be surprised if it did, apparently in this mode enemies receive 25% less damage, inflict 25% greater damage, and drop items with less frequency.

Love

  • The Wolfpack – Operation Raccoon City was overtly edgy even when it was released, but playing in 2022 I can’t help but find the way that it leans into “dark, badass evil guys” for its characters endearing. They clearly just looked at HUNK, used him as a baseline and then created a bunch of similarly mysterious, black-clad, mask-wearing special-ops. Their designs are all unified but distinct enough that you can pick them out in the chaos of combat (which, honestly, is pretty impressive considering they’re all dudes in black). They also all have their own special abilities and perks which make playing each member of the team distinct (which, obviously, is important for a squad-based shooter like this). I also enjoy the little touches, like how each character has their own little bio you can read and how cutscenes and dialogue change depending on which characters you’d brought with you on each mission.
  • Weapon and Ability Upgrade System – Perhaps unsurprisingly, Operation Raccoon City features a system to upgrade your weapons and abilities using XP you earn in each mission. It’s in the squad lobby screen and isn’t really signposted so you might miss this (I certainly did for the first couple missions), but I was pleasantly surprised to find that each character has dozens of weapons options and multiple perks to choose from, and perks all have multiple ranks you can purchase to increase their effectiveness. It’s nothing revolutionary, but it works and it helps make you feel like you’re growing more powerful as you go.
  • It’s Only Like 7 Hours Long – Your mileage is definitely going to vary on this one, but I for one was glad that Operation Raccoon City is a finite, focused experience. You can just play through a shooter story campaign and then be done with it if you want to, or go back to unlock more perks, find secrets, etc.

Mixed

  • Snap-to Cover System – As a rule I don’t really like automatic, snap-to cover systems; I prefer to be able to manually enter cover with the press of a button. However, if you’re going to implement a snap-to system then it had better work well. Compared to Resident Evil 5 and 6, Operation Raccoon City‘s implementation is better, although it still has some hiccups that make it more annoying than I’d like. Half the time I’ll get put into cover without wanting to be there, but then when I do want to get into cover it will work seamlessly 99% of the time. However, occasionally you get those stupid situations where you’re in cover and can clearly see an enemy but the game decides you’re not allowed to shoot from the specific spot you’re standing in, so you end up either wiggling until the game decides you can shoot now or just leave cover to get control back, which is always infuriating. Again, I give the cover system some credit for working most of the time, but it has too much in-built annoyance for me to give it any serious praise.

Hate

  • Weak, Inaccurate Guns – Operation Raccoon City is a shooter, so you’d hope that they’d make sure that they get the shooting right at the very least, right? Well, unfortunately one of the worst parts about this game is that the guns feel like shooting a fucking peashooter. With your starting assault rifle you can expect to use nearly an entire clip to down a single enemy at medium range. Seriously, as soon as I started the game I noticed that it was taking me around 20 rounds to kill basic enemies; even if you’re a headshot god it takes 2-3 headshots just to down a basic special ops soldier. Playing on Veteran difficulty exacerbated this (enemies get 25% more HP), but requiring 16 rounds on a lower difficulty instead of 20 isn’t a great look either. It also doesn’t help that most of Operation Raccoon City‘s weapons are really ineffective outside of medium range, seemingly gaining massive amounts of random bullet deviation away from where you’re actually aiming and adding substantial damage drop-off. It wasn’t until I unlocked the strongest assault rifle, the Hammer, that it felt like I was doing an appropriate amount of damage. Even this was a double-edged sword though, because the Hammer has a paltry amount of ammo, to the point where I was constantly having to scavenge for ammo boxes to stay alive. That’s the trade-off Operation Raccoon City gives you – lots of ammo but no damage, or good damage but no ammo. Also not helping matters? The guns sounds are also weak, they feel like stock assets and don’t make the shooting feel any better.
  • Weird and Unintuitive Controls – Shooters were more-or-less figured out by 2012, which makes it so weird that Slant Six really tried to break the mold with Operation Raccoon City in some truly baffling ways. Why are my active abilities tied to the same button as the melee execution? I don’t know how many times I went to execute an enemy and accidentally activated my temporary invulnerability (thereby putting it on a cooldown when I might need it in the meantime). Why is X the interact button but also the button to perform a slide if you’re moving at the same time? The absolute weirdest decision though is your side-arm. If you tap L2 then it’ll switch to your pistol. That’s weird enough on its own, but if you hold L2 it will let you draw your pistol and the game will auto-target enemies and let you shoot at them for as long as you hold the button down. Naturally, there were lots of moments where I meant to tap or hold L2 and it registered the opposite command, leaving me vulnerable, but the real issue here is how weird the camera controls are when you hold L2. On the one hand, the auto aim is more accurate and reliable than manually aiming. On the other hand, the camera doesn’t follow where you’re aiming at all in this mode, so you’ll be pointing your pistol around and often won’t even be able to see the enemy when you shoot at them. I have no idea what they were thinking when they implemented this control scheme, it’s one of the most baffling core design decisions I’ve ever seen in a AAA game.
  • Infuriating, Unfun Enemies – Aside from the zombies (which are actually pretty enjoyable to fight and dismember), every enemy in this game is a chore to fight. Special Ops soldiers? Bullet sponges who always just have a limb or two poking out of cover so you can stagger them out and then shoot them, over and over and over again. NE-α parasites who’ll power up zombies and then detach to infect another one if you don’t shoot them first. Stun-locking lickers who always show up in the dozens. Tyrants who literally take hundreds of rounds to down. Worst of all though are the Hunters who dominate the last couple levels of the game. Fuck. Them. They are bullet sponges who take 3-4 full clips from a Hammer to down, they’ll close the distance to you in an instant, stun-lock you and then rip off massive chunks of HP with each swing, AND they enter the arena in drop pods that trigger when you walk beside their landing zone, meaning that you instantly lose half your HP before the fight has even begun, what the absolute fuck is this bullshit? Seriously, their implementation in this game has got to be one of the most infuriatingly unfun enemies in the entire franchise. Like, I get why the game’s like this – you’ve got to balance it for four people to feel challenged and not just steamroll their way through everything with concentrated fire, but it is really unenjoyable in execution.
  • Terrible AI – This entry breaks down into two subsections of note:
    • On the bad-but-not-gamebreaking level is that enemies and allies are just plain dumb. You’ll see enemies and allies standing in place all the time, oblivious to the firefight going on around them. You’ll see zombies running in circles, you’ll see zombies right in front of allies and no one is opening fire (in fact, with friendly fire and the random bullet deviation, if you shoot the zombie yourself then you are probably going to do more damage to your allies than the zombie), you’ll see special ops getting swarmed by zombies but decide to shoot you instead… You’ve also got AI so bad at pathfinding that the game will literally teleport NPCs in front of you when needed and hope you don’t notice (I did). It’s pretty much par for the course to expect bad AI in a shooter during this era, but it’s certainly immersion-breaking.
    • On the unacceptable end of things though is the sense that this game is out to fuck you over if you dare play the game with AI companions. Seriously, it got so malicious that it began to feel like a cruel joke that the developers were playing on me. We’re talking AI not being able to detect huge, glaringly-obvious trip wire mines and setting them all off, half the map being on fire and the AI just walking into it because they have no pathfinding ability, and an environmental hazard on an elevator where you have to move side to side to avoid flames and of course the AI just stands still the entire time and get barbequed. These hazards would all be so trivial with co-op partners that the devs needn’t bother to include them at all, but with AI partners it feels like an intentionally-cruel, spiteful joke that the devs have included to give you the middle finger for not making three of your friends buy a copy of the game to play with you.
  • Noticeably Bad, Poorly-Considered Design – Operation Raccoon City has got to be the most scripted video game I’ve ever played. It feels like such a weird complaint to say, but I can’t think of another game where you could feel the developers’ hands everywhere, where you could feel all the scripted moments triggering when you perform a certain action in a very transparent, ham-fisted fashion. Like, I get that this is how all video games work, but in most games you don’t notice it. In Operation Raccoon City, it’s jarring how obvious it is.
    • Most firefights with spec-ops boil down to a handful of enemies rushing into the room and taking cover. The second you kill the last one, three more guys come in from just off-screen and take cover, starting the cycle again. The second the last of this wave dies, the final wave comes in and does the exact same thing. This pattern happens in nearly every spec-ops fight; I was literally calling it before it happened it got so predictable.
    • The other really obvious example of this is that like half of the closed doors in the game are zombie jump-scare machines. Walk by a closed door and there’s a good chance that this will trigger the door to open and for a bunch of zombies to suddenly attack you. This will happen whether you’re in the middle of a gun fight (which can be pretty intense), or after you’ve killed everyone and are just exploring the area (in which case it’s just annoying). Humorously, you can also just avoid these doors entirely and they’ll never trigger. Again, this just becomes predictable. It doesn’t really make the combat any more enjoyable, it’s just something that the developers threw in hoping that it would make the game feel tense.
    • I also want to mention how the guns and cover system seem to be at odds with each other in this game’s design. As I’ve already said, shooting does less damage and is more inaccurate the further you are from enemies, and the game doesn’t give you enough ammo to win a firefight at range. That suggests that you need to move forward to close in on enemies, but enemies are accurate and points of cover are often far enough away that you’re always going to get shot once when you move forward. Furthermore, health doesn’t regenerate, so you’re almost always going to be low on HP if you play the game the way it incentivizes you. Maybe Slant Six want you to feel like you’re barely hanging on at any given time, but it makes the basic gameplay of Operation Raccoon City frustrating.
  • Mindless Gameplay – If Operation Raccoon City had fun shooter gameplay then pretty much all of the other complaints I had here could be ignored, but unfortunately the game gets real dull real fast. The gameplay is truly mindless – unless you’ve completely cleared an area, there’s very little downtime or breathing room; as soon as you reach the next area you’ll be swarmed by zombies or spec-ops all over again. Combat doesn’t have much variety either: zombies make up the majority of the enemy combatants and they just need to be mowed down with impunity, whereas the special ops all follow the same “stagger them out of cover and then pump them full of bullets” gameplay from start to finish. Other than using an active ability to stay alive or conserving some of your ammo because the game is too stingy, there’s barely any thought you have to put into it at all – just shoot, shoot, shoot.
  • Ugly Graphics – The PS3/Xbox 360 era were notorious for dreary, dull colour palettes and Operation Raccoon City has to be one of the most soulless games to be released of that generation. It’s so bad that even the blood in this game is so desaturated that it is straight-up black. 10 years on from its release, this game’s graphics are also noticeably aged, with most of the enemy designs looking really bad (William Birkin looks so plasticky, Crimson Heads look like they dyed the standard zombies red, T-108s appear to be made of chrome, a lot of people think that this is the worst-looking version of Nemesis, etc). Considering how many issues this game has, the graphics are the least of its worries, but they’re still bad enough to be worth mentioning.
  • Poor Performance – Piggybacking off the last point, Operation Raccoon City‘s performance chugs at times, especially in large, open areas like at city hall or the cemetery. I’m talking like 15FPS for considerable lengths of time, sometimes through entire levels.
  • Infection Mechanic is Annoying – Operation Raccoon City has an infection mechanic where if you get attacked by a zombie you can randomly get infected with the T-virus and then have a limited amount of time to dose yourself with the anti-virus or become infected and start attacking your teammates (or just get a game over if you are playing solo). On the fun side of things, your enemies can also become infected and start attacking their allies when they succumb. This did happen once or twice in my playthrough and, honestly, seeing a spec-ops soldier turn and go off on his allies was really cool. However, for the most part it’s just annoying. Anti-viral sprays are the only way to stave off an infection and if you don’t have one on you then your only option is to sprint around to find one (bonus: they also happen to be pretty rare, maybe 2 or 3 per level), hope an ally will save you (bonus: AI companions won’t do jack shit for you) or just die. This means that infection is either little more than a nuisance, or it’s a game over that takes way longer to complete than normal. Even infected enemy soldiers aren’t that common either as you’ll usually just gun them down before they can be turned.
  • Several Awful Gameplay Segments – Even with everything I’ve mentioned above, for a while I was thinking “well, at least this game’s only about 7 hours long, I’d probably prefer this game over Resident Evil 6‘s bloated 20 hour campaign…”. However, the further I went, the more infuriating moments cropped up that were literally causing me to reevaluate my distaste for Resident Evil 6, which is always a sign that someone has made a major mistake.
    • On the more minor end of things, the first level ends with a QTE boss fight with William Birkin and you barely have any time to react to the prompts, which usually means you’ll die in a hit or two. It was bad enough that I died on this several times, and then you have to try to run away from him while figuring out which direction to go in, dodging obstacles and trying to avoid getting stun-locked. It was a really annoying way to cap off the start of the experience.
    • The first real taste of how bad this game gets though is the Power Generator station. Sometimes this game just becomes pure, unfiltered chaos. It’s a pretty simple objective – raise three generators and plant an EMP on each. The complication is that you’ve got spec-ops spawning all around you whenever you interact with a console, zombies appearing from nowhere throughout the entire fight and Nicholai from Resident Evil 3‘s up on a catwalk during the entire fight sniping at you and there are very few safe places you can hide from him. It makes for an incredibly difficult and frustrating battle as you’re rarely able to find a safe place to hide from Nicholai and the spec-ops’ gunfire, let alone find an opening to activate the generators and EMPs. You’re always going to take some damage, meaning that you then have to find health pickups to stay in the fight (oh and for a fun bonus, one of the health pickups in the area is glitched to make it hard to pickup unless you approach from a very specific angle). Oh, and to make matters worse, if you die at any point here, you have to redo the entire fight (eg, it doesn’t checkpoint after each generator is destroyed). I imagine it’s significantly easier with co-op partners, but that doesn’t make it any better designed, it’s just throwing unending waves of shit at you in place of actual difficulty.
    • Next is the Nemesis fight, which should be a highlight of the game, but instead is just mindless. Here you pump Nemesis with a seemingly endless number of bullets (which absolutely no feedback from him to show that you’re doing anything), while hordes of zombies swarm into the room and then special ops soldiers show up halfway through to make it even more chaotic (and tank the performance even more). Given how weak this game’s guns are, it should be no surprise that I went through all my ammunition and grenades several times just trying to put a dent in this giant, annoying sponge of an encounter.
    • The Umbrella lab level is also so poorly thought out. You’ve got barely any ammo pickups, bullet-spongey Hunters and Crimson Heads are everywhere and barely any health pickups, meaning that you’re just dying over and over again. It got bad enough that I just said fuck it and started running for the exit instead of actually playing the game, which was the only reason I managed to get through to the end of this level at all.
    • The crown shit has to go to the final level though. My God was it awful. Once again, no ammo pickups for your weapons, swarms of zombies and Crimson Heads are everywhere which will infect you in seconds before you’ve gotten a chance to find an antiviral spray, snipers picking you off from so far away that your weapons won’t be able to hurt them (and for a bonus I had a sniper glitch to be able to shoot me through the wall of a crate, hooray)… and this is literally just the first area. In the next area you’ve got a literal endless swarm of Crimson Heads spawn in and run at you. If you try to play smart, take cover and whittle them down, then the devs clearly think you’re a fucking idiot because you will be overwhelmed. To make matters worse, I actually managed to have two people join my game at this point (in 2022 no less!) and we were still being overrun, forced into an endless retreat and were each downed several times. If not for being able to be revived I would have undoubtedly died here many times, but after my fifth or sixth death I decided to run and dodge past the zombies until I reached a ladder to end this part of the level. You then have to choose to fight or defend Leon (I chose to fight him, obviously), which results in yet another bullet sponge boss battle as you pump dozens of sniper rifle rounds into the rookie cop, while fighting everyone else who chose to defend him. It is a truly shitty fight and the ending is just embarrassing as Claire gets executed off-screen and the game immediately cuts to credits, no epilogue, fanfare or anything. What a shitshow of a level, literally not a moment of fun to be had in it.

Operation Raccoon City has the spark of a good idea buried in it, but the execution is so fatally flawed that it somehow manages to be even worse than the bloated and much-maligned Resident Evil 6. One kind of wishes that Capcom would have tried to iron out the issues with this game for a sequel but… well, they gave us Umbrella Corps instead.

Love/Hate: Resident Evil Gaiden

Welcome back to the Resident Evil love/hate series! In this entry we’re looking at the truly bizarre and unique Resident Evil Gaiden, the oft-overlooked, non-canon Game Boy Color spin-off that started Resident Evil‘s obsession with cruise ships. Having sprung out of Capcom’s desire to port Dino Crisis and the original Resident Evil to handheld, developer M4 felt that a direct port wasn’t feasible and so a new game was developed to make the most of the handheld’s more limited capabilities. How did this stripped down concept play out though? Read on to find out…

Oh, and before we get further, I do want to note that I played this game on my Retroid Pocket 2+, not original hardware (and there were no ports either). I will address what I feel was the game experience “as intended”, but I do also want to acknowledge that the vast majority of people playing the game now are going to be doing so via emulation and therefore will have access to save states, rewind, cheats, etc. I did use the rewind and save state functions pretty frequently which made the game easier for me, without a doubt.

Love

  • Impressive Use of the Hardware – Considering that Resident Evil Gaiden is running on 8-bit hardware (which was already archaic when the game came out in 2002) and only has four buttons and a d-pad to work with, it is insane just how well they managed to translate the Resident Evil formula to Game Boy Color. While the graphics and combat aren’t great on their own, they’re incredible by the standards of the hardware and it’s clear that developers M4 were very skilled at their work. Combat, easily the most contentious aspect of the game, works really well within the hardware constraints and the way it has zombies attack you in first person mode is jaw-droppingly impressive. In fact, I’d be willing to say that this is probably the most technically-impressive 8-bit game I’ve ever played.
  • Core Gameplay is Solid – Resident Evil Gaiden really nails the fundamentals, in particular the exploration of the early Resident Evil games. You’ll spend the majority of the game wandering around the Starlight, finding keys items which will allow you to unlock rooms to gather more key items, weapons and supplies to survive. Helpfully, all the key items give you hints about where they need to go, so you get into an enjoyable loop of “get a new item, head to place where the item is used, find use the item, find another item, repeat”. Gaiden also retains the ability to “feint” zombies to get around them and avoid combat, which is great for conserving health and ammo.
  • Non-linear Progression – Resident Evil Gaiden will show you where your next destination is on its map, but you can actually collect items and unlock areas in a non-linear fashion (a fact which I discovered after forgetting that the map tells you where to go next…). It’s kind of cool that you can choose to unlock areas and get items to help progress sooner than expecting, cutting down on a lot of potential backtracking later on (seriously, I just blitzed through the latter part of the game because I already had all the key items I needed at that point).

Mixed

  • Combat – When you boil it down, combat in this game is just a reticle moving left and right with a limited window in which you can press a button to do damage. Like I have said, the presentation of this game’s combat is technically impressive and with the hardware limitations it was probably their best option. However, your feelings about this system are probably going to make-or-break your enjoyment of the game. It takes the very simple “ready and shoot” combat of the early Resident Evil games and instead replaces it with a system that demands twitch reflexes to not only succeed, but survive. That reticle moves pretty quickly and every shot you miss is a punishing mistake because ammo is a finite resource that you can’t afford to waste and the knife only works in close range. You can also wait for enemies to get close to make aiming easier, but this is also a problem because they will instantly attack you up close and there’s nothing you can do to prevent it. You also can’t just run away because attempting to do this will cause enemies to instantly start attacking you, which will always result in at least one hit. It’s a functional system all-in-all, but I dislike how it turns Resident Evil‘s combat into a game of precise reactions when you can’t afford to miss a single shot.
  • Game Tells You Which Enemies Have Loot – Okay, so you don’t want to get into combat because it drains your resources. Well, Gaiden has a stop-gap solution where certain enemies can drop supplies when you kill them. The game will actually pop up an “!” in the corner to let you know when an enemy will drop items on death, which is handy but I feel like it isn’t a very elegant solution to item scarcity. I’d prefer if the game was less stingy with items in the first place, or make item drops more dynamic depending on the player’s inventory rather than just saying “Hey, shoot this zombie in particular!” since this system also lets you know when you don’t want to fight an enemy because it will be nothing but a resource drain.
  • Multiple Characters Doesn’t Add Much – Resident Evil Gaiden allows you to switch between three characters on the fly (one of whom is Barry goddamn Burton!), which sounds cool but in practice all this adds is the ability to equip a weapon to a characters and then hot-swap to it in combat without having to dig through the inventory. Different characters don’t bring any unique skills or abilities, which is a bit of a missed opportunity.

Hate

  • Slow Movement Speed – The Starlight is a pretty big place and navigating through it can take quite a while, which isn’t helped by the game’s leisurely movement speed. This gets especially annoying when, for example, the game will have you go from the fourth floor east side of the ship down to the first floor west side.
    • Making this worse, I noticed that Resident Evil Gaiden had a lot of slowdown during gameplay, especially when several sprites were on-screen at once. This makes getting around take even longer and if you try to shoot at an enemy it can cause your ability to react take even longer. It’s possible that this was an emulation issue, but given how well my Retroid Pocket 2+ runs Game Boy games, let alone more demanding hardware, I have a hard time believing that.
  • Artificial Restrictions on Non-linearity – As much as I love this game’s non-linear structure, there are some really annoying restrictions on it. The most egregious would be that you can get into rooms ahead of the “proper” time to do so, but key items won’t do anything and weapons will be unavailable until after a particular game state is reached. This is so annoying because it feels arbitrary, you know you’re in the right place for your item but the game just won’t let you use it. In regards to weapons as well, if you don’t follow the “proper” order then you’re probably going to miss some of the most powerful weapons because you won’t need to go back to those rooms later and there’s no indication that these weapons are going to become available there later (see: the shotgun in the original Resident Evil and Resident Evil 7, those games will tease you something you can get later rather than just hiding it away).
  • Save System Isn’t Great – Rather than letting you save when you want, Gaiden has a checkpoint-based save system where you get to save after completing a certain story milestone. If you’re playing the “proper” way then this should give you a save after every 15-20 minutes of gameplay. Unfortunately, if you do as I did, you might spend an hour or more between save points (which could make a death devastating) and make it so that latter saves are coming up every 5-10 minutes. Now, as I’ve said in the intro, most players are going to be playing this in 2022 by emulator so this issue is significantly lessened, but it is worth mentioning considering how the game was originally experienced.
  • Weapon Switching in Combat – Simply put, it sucks. If you’re in combat and you don’t have another character, or you forgot to give them a weapon, pray you don’t run out of ammo. Combat still goes on in real-time as you fumble through your inventory to try to find a weapon, often resulting in taking at least one hit, if not more. It’s an extremely clunky system and it can be especially devastating in boss fights.
  • Menu Diving to Use Keys – Likely due to hardware restrictions, you can’t use a key to open a door without first diving into your menu and then trying to manually use it. The fact that most keys will tell you where they need to go lessens the guessing game, but there are times where multiple locked doors are in an area and you’re stuck trying them on all the doors. There are also times where a key item will be automatically used when the game lets it be used, but you don’t know this so you walk up to every computer and try to “use” the Data Disk to try to activate the computer, only for it to not work…
  • Final Gauntlet is Brutal – I did pretty well at conserving ammo throughout Gaiden. I avoided combat whenever possible, I missed very few shots and made sure to make notes whenever I found powerful ammo that I wasn’t able to pickup yet. In fact, the only weapon I missed was the gas launcher… which was a crippling mistake because I dare say that the final gauntlet is damn-near impossible to complete without it. The final gauntlet sees you fighting a beefy parasite B.O.W. three times, and it takes at least ten shots to take down every time. Use all your rockets and grenades the first time you see it? Sucks to be you, you’re gonna die now. Oh and if you beat it and don’t immediately run it will fight you again and you’ll waste even MORE ammo. On top of that, there are swarms of bullet-sponge zombies between you and the exit and avoiding them all is simply impossible, meaning that you are going to waste tons of ammo just to escape… unless you get the gas launcher, which one-shots entire rooms of zombies and saves you that ammo that you need in order to survive the final battles. I got to the point where I was at the final battle but I just didn’t have the supplies I needed to beat the game… so I just put it down and Youtube’d the final cutscene.

Given its reputation I had assumed that Resident Evil Gaiden was going to be a shoddy experience akin to Survivor. I was shocked by just how much I enjoyed this game; don’t let the amount of “Hates” dissuade you, my “Loves” far outweighed them. It reminded me a lot of the MSX Metal Gear games and it plays like a perfect demake of the classic Resident Evil gameplay style. It’s also fairly short, taking me only four hours total, so I’d definitely recommend giving it a look.

Love/Hate: Resident Evil Village

Welcome back to the Resident Evil love/hate series! In this entry we’re looking at Resident Evil Village, the most recent entry in the franchise thus far. After the successful resurrection of the franchise with Resident Evil 7 and then the blockbuster hits that were the Resident Evil 2 and 3 remakes, everyone was excited to see what direction Capcom were going to go next. Their answer was Resident Evil Village, a game which (thankfully) looked to push the bounds of the franchise with vampires, werewolves and a gothic aesthetic that looked more than a little inspired by Resident Evil 4. Could Capcom keep the series’ revival going? Read on to find out…

Also, just before we get into the meat of this article, I played this game on a base PS4. The game still looks and runs fantastically on old hardware, I didn’t really notice any issues in my playthrough. I’m sure it looks absolutely stunning on current-gen systems, but don’t feel like you have to wait to get the full experience.

Love

  • Great Characters – Most Resident Evil games have one or two really compelling leads and maybe a good villain, but Resident Evil Village has one of the most compelling casts in the whole franchise. There’s at least three top-tier villains, two solid heroes, a top-tier side-character and nearly every other major player has a ton of personality that makes them memorable. The four lords in particular are all fantastic, having more in common with a Metal Gear rogues gallery than they do Resident Evil, which works in their favour. Alcina Dimitrescu makes for a very compelling, haughty antagonist as she stalks you through her castle with her daughters and toys with you, believing you to be below her attention. Donna Beneviento is just creepy, the way she messes with your mind during her level tells you more about her than any exposition could. Salvatore Moreau is a pathetic momma’s boy, you feel a lot of pity for him as you put him out of his misery. Karl Heisenberg is really interesting, a truly chaotic force within the plot whose performance nails the “Nicholas Cage” energy it was going for. Mother Miranda has less personality than any of the four lords, but the game builds up an appropriately intimidating atmosphere around her character which keeps her from falling flat. As for the leads, Ethan Winters has so much more personality here than he did in Resident Evil 7, reacting appropriately as he tears his way through the village to save his daughter. As for Chris Redfield, this was honestly the first time a Resident Evil game has made me interested in him. His heel-turn is definitely contrived, but the portrayal of Chris here is one who is supremely confident and weathered, actually feeling like a proper soldier for once. Perhaps the biggest surprise has to be The Duke though. I was expecting him to be a second-rate Merchant, but he manages to be interesting, mysterious and strange all at once, allowing him to stand on his own merits.
  • Variety – Going into Resident Evil Village I expected this game to just be a ripoff of Resident Evil 4. While it is clearly drawing some inspiration from Resident Evil 4, Village is very much its own game. Perhaps the most interesting way that Village differentiates itself is in how wildly it shifts tones and gameplay in each section. The village is reminiscent of the early hours of Resident Evil 4, then Castle Dimitrescu feels like the original Resident Evil with a gothic coat of paint, House Beneviento goes full-on P.T. with its psychological horror/escape room vibe, Moreau Reservoir has lots of puzzle/environmental hazard gameplay in a Lovecraftian fishing village, the factory plays like a slow-paced Doom game and then the last stretch of the game goes from tank-battle, to full-bore shooter and then to an almost Souls-like final boss. It’s a lot of different styles and tones across a 8-12 hour playthrough and while some work more than others, there should be some levels that catch your interest.
  • Some Great Level Design – Compared to Resident Evil 7, Village is a more linear and expansive game. However, it still does work in some looping areas as it goes along. The most obvious example of this is the main village area, which you can nearly fully-explore in your initial visit, but as the game progresses you will be able to return to areas you couldn’t open at the time, and after nearly every major event some new enemy type or secret area will open up, encouraging you to explore the world as much as you can. Castle Dimitrescu also feels like classic Resident Evil level design as you trek out from the one safe room to find keys, solve puzzles and dodge the pursuer enemies looking to drain your blood. House Beneviento, as I’ve stated, feels like the fulfilled promise of P.T., utilizing frequent backtracking and escape room-like gameplay to mess with the player and build tension until unleashing it all in truly terrifying fashion.
  • Secrets Everywhere! – While I’m mildly disappointed that Village doesn’t have deviously well-hidden items like Resident Evil 7 did, it makes up for it with all the hidden secrets it backs into its levels. Whether its the hidden areas full of rewarding gear, tough bosses off the beaten path, or the iron balls you can use to unlock the rewarding (and fun) labyrinth puzzles, there’s always something new to do in the village after you complete each level. In fact, I know for a fact I missed a few of these secrets in my playthrough and it almost makes me want to go back to find them again.

Mixed

  • Story Goes Off the Rails in the Last Hour – Surprise, surprise, another Resident Evil game has a narrative I can’t fully get on board with. In some ways, Village may just have the deepest narrative in the franchise, if only because it actually has a theme that it weaves throughout the entire narrative. Specifically, the story is very much about parenthood, the lengths that parents and children will go to for each other. Many of the game’s strongest and most horrific moments revolve around this very theme. However, the story really falls off the rails in the last hour. Much of this has to do with the game’s opening, where Chris kills Ethan’s wife, Mia, and kidnaps their daughter, Rose, who then gets intercepted by Mother Miranda and brought to the titular village. While this makes for a really intriguing narrative hook, the game undermines it in the last hour when it reveals that “Mia” was actually Miranda in disguise and that Chris was actually trying to save Rose… but didn’t bother to tell Ethan for absolutely no reason. It’s stupid, transparently so, and is the one thing that makes me second-guess whether this is the best Chris Redfield portrayal or not. It also doesn’t help that after all the hyping up, Mother Miranda doesn’t get a lot of opportunity to shine and live up to the hype. She very much suffers from a “tell, not show” approach. If she had some more opportunity to get fleshed out she could have been one of the most memorable Resident Evil villains.
  • Hints of What’s to Come – The closing minutes of Village are perhaps some of the most interesting to talk about. It is revealed that the BSAA, the heroic anti-bio-terror organization which has been a fixture in the series since Resident Evil 5, have become corrupt and are now deploying B.O.W.s to combat bio-terror. Obviously, this is hinting at a future where we may have to take down the BSAA, which sounds interesting to say the least. The other big reveal is that Rose grows up infected with the mold, which has given her powers that the government are monitoring closely (kind of like Sherry Birkin in Resident Evil 6). On the one hand, my gut tells me that these plot threads are going to lead us back down an action-heavy direction for the series like Resident Evil 5 and 6 did. If followed to their natural conclusion, you’d need either a soldier-type like Chris or Jill leading the fight against the BSAA and all their B.O.W. soldiers, or you’d need a super-powered Rose Winters leading the fight. Either way, it’s far away from the intimate, tense, horror-focused gameplay of the best Resident Evil games and I’d hate to see the series leave that behind again right after finding its footing. That said, I really don’t want Resident Evil to have yet another major plot hook meet a dead-end. Jake Muller (who was poised to take over the franchise) hasn’t been seen in 10 years, nothing has been done about Alex Wesker’s personality taking control of Natalia and we still know basically nothing about Blue Umbrella or what Mia was up to in Resident Evil 7. Oh, speaking of which…

Hate

  • Mia Gets Totally Shafted – If there’s one character who truly gets done dirty in this game, it’s Mia Winters. In a rather shocking twist, Resident Evil 7 reveals that Mia is secretly a part of a freaking bio-terror organization, a fact which comes to light over the course of the game. It was kind of expected that this would be explored more in Village, maybe even be why Chris shoots her in the opening sequence… but no, it is never brought up at all. In fact, Mia is relegated to the role of damsel and crying wife. She’s literally just locked up in a cage throughout the entire events of the game, gets rescued by Chris about 30 minutes before the game ends and then cries and freaks out asking where Ethan is. It’s borderline insulting that Mia gets treated this way, she was (and is) a far more compelling character than Ethan is and could have made for a great hero (or antagonist!) in this game if they’d just stuck with the narrative threads they’d established for her. Honestly, I want her to come back for Resident Evil 9. I think the villainous route could work really well for her. Maybe she had Rose with Ethan in order to continue her research, it is implied she knew Miranda and maybe she was working with her as well. This could lead to a F.E.A.R.-like situation if Mia turns Rose evil, which could be an interesting direction that could keep the games from getting too action-heavy.
  • Two Back-to-Back Awful Levels – The second half of this game really soured the experience for me. I know some people don’t like either Moreau’s Reservoir or they don’t like the factory, but I had the unpleasant experience of hating both.
    • Moreau’s area was unfocused and mediocre enough in the mines, but when you have to make your way to drain the sunken village it became an incredibly frustrating game of trial and error. Basically, you have to maneuver across planks before they go in the water, but if you fail, or if you happen to try at a moment when Moreau jumps past you, then you fall in the water and instantly get killed. I must have died here more times than in the rest of the game combined, and nearly every death was total bullshit. You can tell that there were some major cuts made here, a fact which was only recently confirmed. The original concept for the area sounds way more intriguing than what we got and I’m sad that the developers didn’t get more time to make it work.
    • Meanwhile, Heisenberg’s factory is just a slog. You have a fight tons of cyborg-zombies which become stronger and more well-armoured as the level progresses to keep things interesting. While I appreciate the attempts to keep the fights from getting too routine and I like some of the level design, the factory just goes on way too goddamn long and outstays its welcome. The game is also a lot more action-heavy during this time and every enemy feels like it takes too many shots to down them… everything is just “too much” and really should have been scaled back. Cut 20-30 minutes off this level and the game itself would be vastly improved.
  • Exploration Just Suddenly Ends Without Warning – As I headed off to Heisenberg’s factory, I had no idea that, once I went through those doors, the freeform exploration that the game had allowed up to that point was done. I had some puzzles and areas to explore still, but I figured I’d get a chance to clean all that up after the factory and before moving on to whatever area Miranda was in… haha, nope. As soon as the factory’s done the end-game gauntlet begins and goes on for nearly an hour. There’s also no merchant or weapon upgrades during this time either, so I sure hope you made use of The Duke’s services before you fought Heisenberg. Honestly, this is kind of baffling to me, I can’t help but wonder if they had to rush the ending or cut out some more areas, but it really annoyed me that you couldn’t get one last chance to explore the village before the final showdown.

Resident Evil Village was a big of a mixed bag for me. The first half was fantastic all-round, but by the time I hit the mid-point the game really nose-dived in quality and it left me feeling disappointed at how things went. I appreciate Capcom’s willingness to experiment with the franchise, but I definitely preferred the more focused and small-scale stakes of Resident Evil 7 and hope that the series will try to emulate that experience going forward.

Love/Hate: Umbrella Corps

Yeah that’s right, this one doesn’t even have the Resident Evil moniker, Capcom literally just called it Umbrella Corps. I’m not even going to mince words, this game fucking sucks. It is far and away the worst Resident Evil game I’ve played and I have a hard time imagining how a AAA studio could make a game shittier than this in future. How they managed to make a worse shooter than Resident Evil: Survivor in an era when shooters had been long figured out is beyond me. Oh and as for why I’m covering this game now instead of later with the Resident Evil spin-off titles? Despite being a multiplayer shooter, it is somehow, inexplicably canon.

Love

  • No Microtransactions – I shouldn’t even have to give a game any sort of kudos for not being predatory, but Umbrella Corps seems so ripe for microtransactions that it is shocking to see them absent. Especially for a hollow game like this, you’d expect it to be nothing but a vector to shove microtransactions at gamers, but no, somehow Capcom had some pride in this game. Hooray?
  • Fan Service – Okay, I’ve got to admit that seeing the Resident Evil 4 village in full HD is pretty damn cool. The game even adopts some of the movement mechanics of that game into the map design, encouraging more verticality. Similarly, the Kijuju village map features much more aggressive enemies, similar to how Resident Evil 5 plays, making the game almost feel like a bite-sized remake at times.

Mixed

  • Customization – Like I mentioned on Resident Evil 6, I love when a game lets you customize trivial things to your liking. Wanna pick the colour of your uniform, your helmet emblems, your gun sights and reticule? Umbrella Corps has you covered. However, you get the sense that they may have put the horse before the cart because you’re telling me that you only start out with two shotguns, two SMGs and 2 pistols? Seriously? I mean, you could theoretically unlock more, but… well…
  • Movement Speed – Holy crap you move FAST in this game, which feels at odds with the tiny maps you’re running around in. Even with just your base movement speed you can cross a room in a couple seconds at most, which I can only imagine was to copy the blistering mobility of games of the time like Titanfall and Call of Duty: Advanced Warfare. I don’t really like the speed of the game, it feels “wrong” to me, but that’s more of a subjective annoyance rather than an actual flaw so your mileage may vary.

Hate

  • An Online Shooter With No Online – The big issue with online-focused games is that they are inevitably going to be worthless and most of the content inaccessible once the online part of the game comes to an end. It’s one thing to hold that against a game like MAG or Warhawk where they provided years of online play to people who were buying the game. However, I have absolutely no reservations about Umbrella Corps, because it was dead on arrival. Within a month it was basically unplayable, with less than 50 people playing at any one time. In its release year it spent more time in an unplayable state than it did playable, which mean that this is the game’s content as far as I’m concerned. And Capcom’s still selling the “Deluxe Edition” for $33.50 on PSN! For a completely dead game!!!
  • The Experiment – Full-stop, the single player content in this game is miserable. This would be bad enough if it was just a bonus mode you could ignore, but this especially hurts because it’s the only part of the game that’s actually playable. It plays like Black Ops Declassified, the bargain-basement PS Vita Call of Duty game Activision shit out. You do spec ops missions with such engaging objectives as “kill a bunch of enemies” and “hold some points for 10 seconds”, bored to tears the whole time, stuck with the default weapon loadouts and each mission may take like 2 minutes at most to complete. To compensate for this, the game makes all enemies kill you in 1 or 2 hits, so if you make any kind of mistake then you’re punished severely. If you want to make the game even more boring you can cheese this by standing in front of the meat piles that zombies spawn from and just shoot them before they can even react, but… like, the game is boring enough as is. I’m not ashamed to admit that I quit about halfway through The Experiment, it was that joyless. The game had me doing a tedious “kill 20 enemies” mission and then round 2 was “hold point 10 seconds 5 times”. I died in the 2nd round and had to replay the entire first round again. I wanted to see Raccoon City, but fuck this, I’m not playing this game ever again.
  • Basic Design Decisions Are Flawed – Umbrella Corps just feels “off” when you’re playing it. The aforementioned movement speed doesn’t help too much but on it’s own it’s not an insurmountable problem. The problems arise from how awkward the basic shooting gameplay is. The game’s in a third person perspective, but suddenly switches to first person when you aim down sights. This is disorienting enough, but for a bonus it doesn’t do this if you’re in cover, in that context it just zooms the third person camera when you ADS. It got to the point where I was just hip-firing at all times rather than deal with the camera zooming in and out all the time.
  • Repeated Voice Lines – Get ready to tear your ears off if you hop into The Experiment. Every time you pick up a DNA sample you’re going to hear “This one’s mine!” and “There is is!” over and over and over and over and over and over and over. I swear to God that no one in charge tested this game, no one would greenlight a game this annoying and “yeah, that’s acceptable”.
  • Information Overload – Umbrella Corps‘ UI is buck-wild. In addition to standard shooter UI, the game shows you exactly where you can climb, take cover and the exact range of your melee weapons… which, combined with the small maps means that at any one time your view is going to be filled with obtrusive, over-animated bullshit, whether you wanted to or not.

Umbrella Corps is fucking garbage. I spent $6.50 on this game and I kind of knew what I was getting into, but even that felt like I was getting ripped off. I really want to know how Capcom fucked this up so badly, because there are Steam Greenlight games with better all-round design than this piece of shit.

Love/Hate: Resident Evil – Revelations 2

Welcome back to the Resident Evil love/hate series! In this entry we’re looking at Resident Evil: Revelations 2, a game which, in hindsight, feels like Capcom testing the waters between Resident Evil 6 and 7. Like its predecessor, Revelations 2 experiments with the franchise’s usual formula in plenty of interesting ways. Does it work out for the better? Read on to find out…

Love

  • Horror Is Back, Baby! – The first Resident Evil: Revelations was clearly trying to harken back to the survival horror gameplay of the franchise’s classic entries, but Revelations 2 decides to lean full-tilt into being a horror game. It wears its influences on its sleeves – the Claire/Moira sections are very intense, like Saw II mashed with a creature feature (there’s even a chapter with its own Saw traps!), whereas Barry/Natalia’s sections are much slower-paced and have a post-apocalyptic feel, like The Last of Us. It’s a much more small-scale and intimate return to form for the franchise, which had been going off the rails for years by this point.
  • Lots of Great Characters – Revelations 2 scales down the cast compared to its predecessor, but in doing so it crafts a far more focused and impactful journey for most of them. By far the best of the bunch are Barry Burton and his daughter Moira. It’s really nice to see Barry again after so long and the fact that we like him so much makes us want to find his missing daughter all the more. Speaking of which, Moira has a great debut here. Like most modern-day Resident Evil heroines, she has a serious potty mouth, which goes along with her off-the-charts sass, but it makes her endearing. Learning what caused the rift between her and Barry and helping her overcome her fears makes for a surprisingly poignant journey. Natalia is also a surprisingly decent character, I was worried that a little girl character could get annoyingly precocious or just be used as a vector for limp scares, but she manages to hold her own. I also found the game’s villain to be very creepy, I wish that they had gotten a bit more to do but they really made an impact here.
  • Some Interesting New Enemies – Most of Revelations 2‘s enemies are the usual variety of fast/slow zombies, heavy weapon zombies, etc, but Barry’s campaign has a couple of really interesting new enemy types.
    • First of all are the glasps, which are basically big, invisible bugs. As they close in on you, the camera begins to lose focus in their direction, giving you a hint about where they are. In addition, Natalia can see them, so you can either switch to her to see where they are, or aim and listen to her call-outs to know where to shoot. They’re usually not much of a threat, but they are spooky, so they fit the game’s horror ambitions well.
    • My favourite enemy though are the Revenants, big, creepy zombies with armour all over their bodies which move erratically as you blow the plates off. The really interesting part though is that every Revenant has a randomized parasite in one of its extremities, kind of like the Regeneradors from Resident Evil 4. If you know where their weak points are, you can kill them in as little as two shots, but if you don’t you can waste a lot of ammo guessing. This incentivizes strategic play any time you encounter a Revenant. Natalia can see the parasites, so you can switch to her to know where to shoot, or you can use stealth to get close and one-shot them with a knife takedown. All-in-all, they’re a nice shake-up from the usual sorts of enemies we encounter in these games and the fact that they require some strategizing to kill effectively is appreciated.
  • Partner Switching Returns! – Thirteen years after being introduced in Resident Evil 0, seamless character switching makes its triumphant return in Revelations 2! With a press of a button you can instantly switch characters. While there aren’t quite as many puzzles requiring your characters to separate, in some ways this feature felt more necessary in Revelations 2, because your characters are far more specialized. Claire/Barry are the only characters who can shoot guns at enemies, meaning they’re going to be doing most of the combat, whereas Moira and Natalia can be used to stun enemies and find hidden items in the environment. Because of this, I got into a rhythm of playing as the item-finding characters 60% of the time and then switching to my fighter when combat gets triggered. Of course, if you don’t want to partner switch, then you could always use…
  • Split-screen Co-op! – I was legitimately surprised when I found out that Revelations 2 had a split-screen mode. Considering that Resident Evil 5 and 6 both had split-screen, I probably shouldn’t have been, but it’s a welcome surprise. It may not be as fun of an experience as those games since one player is going to be severely underpowered at all times, but having to adapt to being a support character could make Revelations 2 a unique co-op experience.
  • An Actual Dodge Button – Capcom must have heard my complaints about the dodge in the original Revelations, because the dodge here solves every single problem I had with that game’s system. All you have to do is press a button and it will play an animation, oh my God! Honestly, this probably shouldn’t even warrant an entry on the list, but the fact that I loathed the original game’s dodge so much made this such a joyous addition.

Mixed

  • Nerfed Weapon Upgrade System – Considering how much I loved the weapon upgrade system in the original Revelations, I was really excited to see it back in Revelations 2. However, the devs have made some tweaks to this system which make it so much less satisfying. First of all, the upgrade screen now shows you far less information – you can’t even see what effect applying an upgrade will have to your stats until you have applied it… why would they do this? Secondly, parts kits are significantly rarer than they were in the first game. You could reliably find 1-2 parts kits every time you passed a weapons bench in the first game, but here it’s not unusual for me to go a whole chapter and only find a couple upgrades the whole time. The devs seem to have made the decision to have parts kits be hidden much better in the environment, meaning that you really have to go looking to find them now. You can argue that it’s more rewarding, but I just find it leaves your weapons feeling far less personalized over the course of the playthrough.
  • Oh Hey, Skills Are Back… – Skills return from Resident Evil 6… and they’re about as useless as ever. As you play through the game you can find gems which will earn you BP which you can use at the end of a chapter to purchase skills, but most of these skills are very underwhelming. I can increase my fire rate when I crouch by 10%? Wow. I can heal my partner from a downed state faster (a state that I had my partner get into once in the entire game)? What a steal… But hey, at least BP is pretty easy to come by and they combined Skills with an actual weapon upgrade system, so it’s at best unobtrusive. It is, however, pretty underwhelming considering that they included a medal system to try to incentivize getting lots of bonus BP.

Hate

  • Linear Level Design – Probably the biggest change in Revelations 2 is that it drops the looping level design in favour of a far more linear progression, which feels pretty disappointing in comparison. Some of this could be chalked up to the game’s episodic release structure, which could make it difficult to design the game with hub areas, looping levels and gradual exploration of a larger area. Making matters worse, Barry’s segments recycle areas from Claire’s campaign. In fact, Barry doesn’t get any substantial new areas until Chapter 3 (of 4, for the record), meaning that nearly a quarter of the game feels like an asset flip. Thankfully, like I’ve said, the tone and pacing in Barry’s version of these areas is completely different so it doesn’t feel too egregious.
  • Claire Gets Shafted – Going into this game I thought that Claire Redfield was the main character, but holy shit does she ever feel like an afterthought. She basically adds nothing to the plot. Like, the ingredients for her to actually matter are there – Moira needs to overcome her fears in order to save the day, why can’t we make it clear that Claire is the one to inspire her? Hell, the game’s T-virus strain is triggered by fear and the villain wants Natalia specifically because she’s fearless… yet she casts aside Claire without a second thought. You’re telling me that Natalia’s more fearless than Claire is at this point? Hell, even at the end when Claire comes back to finish the fight, Barry’s just like “fuck off, this is my fight”. Sure, Claire gets the final hit in, but again it all feels like an afterthought… And oh my God don’t even get me started on her “relationship” with Neil that comes out of nowhere. It’s so badly done that it undermines and sort of emotional heft that could have been mined from it. All-in-all, this is the Burtons’ game and Claire is one again relegated to supporting character which is very disappointing.
    • On a related note, Kaya Scodelario who plays Claire in Welcome to Raccoon City got dragged by Resident Evil fans for saying that Claire gets screwed over after Resident Evil 2… but, like, she undeniably did. After 2 she gets Code: Veronica, which puts her in the back seat for Chris halfway through, and then… this. Claire got shafted hardcore by Capcom and anyone who argued otherwise needs to take a step back and look at just how under-represented Claire is.
  • Bleed/Healing System – One of Revelations 2‘s experiments with the series’ survival horror formula involves adding a bleed status and I’ve got to say that I’m not a fan of this system at all. If you get hit by a strong attack from an enemy, this will cause the edges of the screen to turn a sharp red and your health will drain over time. The only way to stop this is for you or your partner to either apply a tourniquet or use a green herb. It’s fine in concept, but in execution it doesn’t work. First of all, there’s no hotkey to use a tourniquet, so you have to dive into your menu to do it… but if you got hit by an enemy then you’re still in combat and you won’t have time to do that (opening the inventory doesn’t pause the game in Revelations 2). Secondly, you never know if your partner is going to use a tourniquet on you or not, it’s a crapshoot really. Thirdly, I don’t like the way this game indicates damage – you can’t really tell how damaged you are, and even a couple small hits turn a third of your screen red so for all I know I was healing all game while still over half health. Oh and the game also has ANOTHER system where your vision can be obscured by gunk so you can apply disinfectant to clear your screen, but again… why? With no hotkey I’m not digging through my inventory for this.
  • HOLD ONTO THE FUCKING BRICK, NATALIA – Holy fucking shit this annoyed the hell out of me. Natalia’s only offensive option is to pick up bricks in the environment and throw them at enemies or bash them up close. You’d think she could just carry them around easily, but no, if you do anything she will drop it automatically. Went up a ladder? Brick’s gone? Slide down a hill? Bye-bye brick. Open a door? No bricks allowed. It’s so stupid, it makes it so that you can’t even reliably plan to have a brick for any upcoming combats and I honestly can’t wrap my head around why the devs would program the game like this.
  • Doesn’t Take Advantage of A/B Scenario – Revelations 2 makes some attempts for actions taken in Claire’s scenario to affect Barry’s scenario, but these feel token at best. There are a handful of enemies in each chapter with glowing heads whose survival or death affects Barry’s campaign, plus interacting with a couple objects may open up different paths, but that’s it. It could have been cool if there was more ways to “leave a mark” on Barry’s campaign, but unfortunately the execution here is so limited that it is effectively non-existent.
  • Bugs – There are bugs everywhere in this game, and not just of the invisible-variety. Animation bugs are by far the most common and egregious – you will see objects and characters clip through the environment all the time. Even the mandatory sliding animations to load into new areas will blatantly show Barry and Natalia halfway up to their knees in the environment which is really immersion-breaking.
  • The Story Crumbles By the End – By the end of the first half, Revelations 2 had one of the best stories in any Resident Evil game going. The character drama is strong and Chapter 2 ends with a hell of a cliff-hanger, but after this point the plot quickly starts to fall apart. Chapter 3 really puts Claire’s “relationship” with Neil center stage and it goes off like a wet fart, whereas Barry’s Chapter 3 is basically just busywork, feeling like padding. However, by the time you reach the story revelations in Chapter 4 the plot crumbles with any level of scrutiny (spoilers ahead). For example, if Neil was secretly supporting bioterrorism, why did he kidnap his own employees as test subjects? And, for that matter, why kidnap Claire goddamn Redfield!? All that said, Revelations 2 ends on a cliffhanger that must be addressed in a future Resident Evil game, it’s far too big to just leave it as a loose end forever.

I enjoyed Resident Evil: Revelations 2 quite a bit, but it is a far different game than its predecessor. I like some things they did here more than the original, but for every improvement there’s a step back which hinders the experience somewhat. If they had ironed out a handful of the annoyances (eg, drop the bleed system, keep weapon upgrades how they were in the original, tighten the story, etc) then it’d probably be a clear head and shoulders above the first Revelations, but as-is I appreciate both for their unique takes on survival horror.

Love/Hate: Resident Evil – Revelations

Welcome back to the Resident Evil love/hate series! In this entry we’re going to start arguably the most prominent and popular spin-off series in the franchise, Resident Evil: Revelations. Conceived as an interquel set between Resident Evil 4 and 5 and initially designed as a handheld experience, Revelations has since made its way to TV screen and computer monitors. This game also came out at a time when Resident Evil was at its most troubled – the horror elements of the franchise had been forgotten and Resident Evil 6 and Operation Racoon City were just on the horizon to make things even worse. With all this in mind, how does Revelations hold up today compared to its full-fledged console brethren? Read on to find out…

Love

  • Really Impressive For a 3DS Game – While it’s not quite on the same level as Metal Gear Solid: Peace Walker, Revelations makes the jump from handheld to console surprisingly well. You can definitely tell that the game was designed for less-powerful hardware – the graphics range from near PS3-quality for some of the character models to sub-PS1 for parts of the environment, the animations (especially for enemies) can be very stiff and limited and the whole experience feels like Resident Evil 5-lite. However, this ultimately makes the game all the more impressive because throughout the entire playthrough I found myself saying holy shit this was running on a 3DS?!
  • Great Pacing – Resident Evil games, especially after 4, had a bad habit of trying to stretch out their levels as much as possible, making each one take around an hour to get through. Revelations, on the other hand, is designed for handhelds and so most levels top out between 30-45 minutes, which are often divided up between 5-30 minute chunks of gameplay, and each chapter ends with some sort of cliffhanger which makes you want to find out what will happen next. Honestly, I enjoyed this “TV drama” approach more than I expected to.
  • Some Great New Characters – Resident Evil can struggle at times to introduce interesting new characters (or, hell, can be adverse to introducing any), but Revelations has a bunch of fun, delightful additions that I really want to see come back to the franchise someday. The most notable is Parker, a super charming guy who is as memorable as fan-favourite Barry Burton. BSAA director O’Brian is also a solid character, literally a Colonel Campbell type (they even got Paul Eiding for the English dub to play him). Despite being one-note, I also found Jessica to be quite endearing, especially because she plays off of Chris and Parker well. I would be sad if none of these characters ever return to the series – don’t make me sad, Capcom!
  • Return to Classic Level Design – Resident Evil 4 moved the franchise towards a more linear level design, but a good chunk of Revelations harkens back to a more classic-style in line with the original Resident Evil. Over the course of the game, Jill will explore every area of the Queen Zenobia at least twice over, coming back to get to previously-inaccessible rooms and items as you go, which keeps the environments from feeling overly-repetitive. Like I’ve said, it’s pretty stripped-down compared to the classic Resident Evil games, so don’t expect to find an item and then have to trek to the other side of the ship to use it, the game is pretty good at funneling you where you need to go (which is good because the in-game map is not very helpful and the Queen Zenobia isn’t anywhere near as memorable as the Spencer Mansion or Raccoon Police Department).
  • Genesis – I was initially annoyed by the introduction of the Genesis scanning system; it felt like an unnecessary barrier to item discovery, when you should be able to just pick items up in the environment. However, soon enough I found it to be a fun, optional bonus you could use. Low on ammo? Pop out the Genesis and you’re sure to find some. It’s also very handy that when you walk into a room the scanner will tell you if there’s an item there, so you don’t have to waste time searching every corner of every room. It also has the bonus function of producing green herbs when you scan enough enemies… but it’s most effective when they’re still alive (some enemies can’t even be scanned when they die because their bodies dissolve immediately), so you have a strategic decision to make when using it. I’m not sure I’d like this to be added to any other Resident Evil game, but it works surprisingly well here.
  • Weapon Upgrades System – Revelations may have my favourite weapon upgrade system in the entire franchise. Hell, Revelations may have my favourite kind of weapon upgrade system in any game. Put simply, you’ll find parts kits in the environment as you play, the most valuable of which are in hard-to-reach places and/or hidden with the Genesis. If you’re actually looking for them, you should find one or two kits every time you set off to complete an objective. These kits allow you to equip perks onto your guns at workbenches. Each gun comes with a certain number of perk slots, perks can be swapped in and out at will and some perks are exclusive to each weapon. Furthermore, each perk has multiple levels of effectiveness which dramatically improve their quality (eg, Damage 1 boosts your gun by 10%… whereas Damage 5 boosts it 50%). All-in-all, it’s a great system that gives you a ton of flexibility and customization, encourages exploration to get the most out of your weapons and are doled out at a good pace to feel rewarding.

Mixed

  • The Shooting Gameplay – Revelations plays a lot like Resident Evil 5, which I was pretty meh on. Thankfully, the enemies in this game aren’t quite as bullet-spongey, but some of the endless shooting galleries (especially any time Hunters are on-screen) get to the point of being tedious and mind-numbing. Unlike, say, the Resident Evil 2 remake where you are encouraged to avoid/ignore enemies when you can, Revelations seems to expect you to kill everyone you come across, which clashes somewhat with the more classic survival horror elements of the game. It can be especially problematic during the handful of sequences where you get absolutely swarmed by enemies, where your success or failure will likely come down to whether you happen to have enough ammo stockpiled.

Hate

  • …And Some Awful New Characters – As much as I like the new cast in Revelations, there were some utter stinkers added to the roster which I would be remiss to ignore. Worst of all has to be Quint, an annoying dork who refuses to just shut the hell up for five seconds. He’s joined by his comedy side-kick, Grinder, who isn’t anywhere near as bad but ever time Quint said his nickname (which is all the time) all I can hear is “Grindr”… Anyway, this game is also saddled with Raymond, an even bigger dork with an awful, out-of-place anime character design, complete with huge red haircut and gigantic chad chin. Raymond himself isn’t that bad, but his design is so off-putting that I hated every moment he was on-screen and it definitely undermined the “cool guy” energy they were clearly aiming for.
  • Dodging – Okay, I will acknowledge that there is a good chance that this may be 100% on me, but holy fuck I could not dodge to save my life. There’s a whole dodging tutorial section in the early parts of the game where it tells you “move your analog stick and press X to dodge” and if you do it at the right time your character will dodge. Simple enough, but Jesus Christ it doesn’t work. First of all, there is no associated animation for a failed dodge, so you either do it perfectly or don’t do anything, making it difficult to know if I’m even performing it right. Secondly, I would constantly perform dodges at random in this game without even intending to and I can tell you for a fact that all I was doing at the time was moving the stick, I was definitely not pressing X too. Worst of all, dodging is crucial for your survival, because several enemies and attacks are clearly designed to be dodged and your health reserves will barely get you through on Normal if you can’t. Anyway, suffice to say I got extremely frustrated during the dodge “tutorial”.
  • Story Goes Off the Rails – I’ll be honest, for the first half of this game I was enjoying the story here way more than most Resident Evil games. The TV drama format means you’re getting new twists and turns every 30 minutes or so, but at a certain point it just collapses in on itself. Probably the dumbest moment in the whole game is when you play as Chris and Jessica fighting your way through a ship to rescue Jill and Parker… only to get to the end of the level and discover “oh no, the princess is in another cruise ship!” Seriously, someone decided that it was a good idea to have two identical cruise ships with monsters in them and the only reason I can think for that is to pad the runtime and reuse some areas for a dumb twist. As if that wasn’t dumb enough though, it turns out that there’s also a third ship after all this. Oh, and the whole plot is a false flag operation orchestrated by O’Brian to prove that his boss is a terrorist-sympathizer… which he does by unleashing a deadly virus on two (retired) cruise ships and then throws his best agents into them because he can’t risk having the truth leak out! Throw in a couple non-sensical betrayals and it’s pretty clear that twists took precedence over a coherent and satisfying narrative.
  • Enemy Design – The design of the T-Abyss monsters really doesn’t do it for me in this game. On the one hand, blob-like enemies hadn’t been done in the franchise at this point, I can appreciate their deep-sea creature inspirations and they’re differentiated well enough that you can always know exactly what variant you’re fighting. However, blob monsters seem so uninspired to me. Their jerky motions remind me of the necromorphs in Dead Space, but their design as a bunch of flesh blobs make them far less interesting and disturbing as far as I’m concerned. On the other side of the coin, the Hunters and infected wolves clearly got the short end of the stick here, as each are clearly given far less attention with their animations and attacks, preferring to just swarm you and hope you don’t notice.
  • Partner AI – I’m not even sure why Revelations has a partner with you at all times, because they are basically useless. I can only assume that “everyone liked it in Resident Evil 5” so it’s an expectation that it will be there? Anyway, your partner will never do anything useful in combat, can’t hold items for you, can’t heal you and will rarely draw any sort of aggro for you… Honestly, the only good part about having an AI partner with you for the whole game is that at least it helps flesh out their character, which is a big reason why I liked Parker and Jessica so much.
  • Jill’s Redesign – This is a pretty minor issue all-told, but I couldn’t get it out of my head throughout the entire game. Capcom changed Jill’s face model for this game and it just feels… wrong. The new model isn’t that far off from the one they had been using from Resident Evil remake through to 5, but (weirdly enough) that just makes it feel worse, like they subtly screwed up how she’s supposed to look.
  • Horny Devs – Resident Evil 6 was in development at the same time as Revelations and you can definitely see that both games had the same level of horniness in the dev teams (for better or worse). First of all, Jill has a dump truck ass in this game and is always showing some cleavage. This is super minor and I wouldn’t have minded at all if that was the end of it, but there are two particularly egregious offenders. First of all is Jessica, whose special ops wetsuit design apparently doesn’t need to cover an entire leg or ass-cheek. It’s just so transparently horny that even the guy who designed her thinks it looks stupid. The worst offender is, without a doubt, Rachel Foley, an agent who goes into combat on the Queen Zenoba with her two gigantic knockers exposed. You come across her getting fucking murdered right in front of you and you’re probably going to come away from all that thinking “man she had big tits”. Oh, but then she gets infected with T-Abyss and takes it to a whole other level as she suddenly becomes the only ooze monster to retain enough of a human shape to be constantly thrusting her bulbous boobies at you. I’ve heard justifications that they were trying to mix horror and eroticism together in this design, but it just looks like some weirdo’s fetish unleashed. Naturally, Rachel has become one of the most popular Revelations characters, fancy that.

While it may look like my opinions on Revelations are polarized, I honestly feel like most of the “Hates” are relatively minor. Overall, I really enjoyed this game, the mixture of classic Resident Evil level design and Resident Evil 4 and 5‘s gameplay works really well and its characters and unique eccentricities really grew on me the more I played. It just goes to show what you can do with a strong design team, even on an underpowered system like the 3DS.

Love/Hate: Resident Evil 0

Welcome back to the Resident Evil love/hate series! In this entry we’re going to be looking at Resident Evil 0, the oft-overlooked Game Cube prequel to the original game. Having come out at a time when classic survival horror fatigue was at an all-time high, does this game hold up 20 years later? Read on to find out…

Love

  • Partner Switch Mechanic – By far the most notable addition in Resident Evil 0 is the ability to switch characters with the press of a button. Not because it opens up new gameplay possibilities (which it does, but it’s arguably under-utilized), but because the technology of it is so cool. Seriously, in a game series where opening every door results in a loading screen, the ability to press a button and then a second later be on an entirely different part of the map with another character is mind-blowing. Seriously, this is the kind of thing that modern games struggled with until the most recent generation where SSDs became standardized, but seeing it on a Game Cube game is wild.
  • Graphics – Resident Evil 0 was easily the best-looking Resident Evil game until the series made the jump to PS4. The pre-rendered backgrounds look great and, uncharacteristically, Capcom managed to not lose their hi-res masters so the HD remaster actually looks fantastic in action (although, like the Resident Evil remake, the cinematics are still in stretched 480p). I feel like the art direction in Resident Evil remake is a bit more distinctive overall, but Resident Evil 0 is definitely the prettiest of the “classic” era of the franchise.
  • Train Opening – Resident Evil 0 makes a big impression in its opening hour, which sees you having to deal with zombies on a train. It’s easily the most memorable and unique area in the game and… well, honestly, it was pretty frustrating to play this section but the art direction and level design are so distinctive that it left a positive impression on me overall. It’s too bad that the rest of the game feels like it’s recycling series tropes with its locations, but at least the train at the start of the game gives 0 its own legitimately iconic identity.
  • Billy and Rebecca – Like Sherry and Jake in Resident Evil 6, Rebecca Chambers and Billy Coen make for a great odd-couple pairing (albeit without the romantic tension). At the game’s outset, Billy is straight-up a convicted murderer whereas Rebecca is the straight-laced soldier, which makes their forced cooperation and eventual warming up to one another great to see play out. The voice acting is also better-than-average for a Resident Evil game, especially from Billy’s actor, James Kee, who gives his character a confident, menacing, sarcastic edge.
  • Innovations – It’s not unusual for a prequel to be used as an excuse to repeat familiar beats one more time, but Resident Evil 0 actually makes the brave decision to shake up the gameplay of the franchise. For better or for worse this gives the game its own unique identity. First of all, as I’ve mentioned, it introduces an AI partner for the first time in the franchise who you can switch to control on the fly. The game also allows you to drop items and they will stay on the map later, alleviating some stress about item management. Both of these changes fundamentally switch up the way you play the game and make Resident Evil 0 an interesting entry even now, whether you like the changes or not.
  • HD Remaster Costumes – Okay, I’ve gotta say that the plethora of costumes available in the HD remaster right off the bat is a great touch. Most Resident Evil games will have unlockable costume sets that only become available for subsequent playthroughs, but I don’t tend to replay games all that regularly so I never really get to use them. However, right from the outset you get a bunch of choices to customize Rebecca and Billy and can swap them on the fly. It’s a small touch but I personally loved the option!
  • Wesker Mode – THIS is how you convince someone to replay a game that they just beat. The HD remaster of Resident Evil 0 adds the ability to have Billy swapped out for Albert freaking Wesker, complete with his own unique moveset and abilities which fundamentally shakes up the gameplay. It’s such a cool idea and I don’t understand why more games don’t have cool bonus modes like this to reward players for completion.

Mixed

  • Partner AI – Your partner’s AI can be reeeeeeally stupid at times, often being more of a liability than an asset. You get a few toggles you can set to make them passive or aggressive, or to stay put or follow you, but even if you put them on attack mode they will often stand around doing nothing half the time. Worse, they will usually have to be micro-managed to avoid taking any damage and in certain areas of the game you’re best off leaving your partner behind so you can weave through enemies alone so your partner won’t waste your resources, which you’re only going to know through either pre-existing knowledge or trial-and-error.

Hate

  • The Load Times – Here’s a caveat: I played this game on Switch so maybe this is just down to the platform I played on, but oh my God the load times kill me in this game. Every time you go through a door it can easily take ten seconds or more before you get back in control, which adds up big time over the course of a playthrough. Hell, it’s not unusual for me to spend more time waiting for an area to load than actually playing in an area before getting to the next loading screen. This is especially baffling when the player switch is so seamless and quick, despite you potentially being on the other side of the game world at the time… is it not loading in the same resources either way? Why does that take only a second whereas entering some rooms takes upwards of fifteen seconds…? Hell, the Resident Evil remake didn’t take nearly this long either and its definitely comparable technology. In any case, this is a major frustration which makes Resident Evil 0 a slog to playthrough in the moment-to-moment gameplay.
  • No Item Box – While being able to drop items where ever you want is handy, the way it is implemented turns it into more of an exercise in frustration than the Godsend that it sounds like. This is mainly because the game decides to show off this feature by doing away with the traditional item box, which leads to two big issues:
    • First of all, while it sounds more realistic and immersive, managing your big stockpile of items is not intuitive when they’re in a big pile on the floor. There are a couple rooms in the game which were clearly designed as your “item drop” areas and you’ll find yourself annoyed as you try to maneuver just right to be able to pick up the one item you want to get, and not the item beside it. Remember, this is a fixed-camera game and you’re trying to reach the exact point you want to get to in 3D space, it’s not as easy as it sounds and I often found myself grabbing the wrong items. Making matters worse, all areas have a cap on the number of items you can drop there and you will eventually run out of space, forcing you to find another safe area to be your backup item drop room, meaning you now have to remember where you put which items.
    • The second, bigger issue is that eventually you are going to have to move all those items. There are three points in this game where you are going to have to move all your shit around, which is a long, annoying process of dropping all your items, heading back to get more, dropping those off and then backtracking again to get whatever stuff you weren’t able to bring the first time. It’s not fun and all that they would have needed to do to solve it is give you an item box that you can put your stuff into in addition to being able to drop stuff on the floor if needed.
  • The Worst Enemies in the Franchise – Resident Evil 0 has some of the most frustrating enemies in the whole series to have to face, to the point where it makes the thought of replaying the game less enticing. The leech zombies are everywhere in this game and I hate them. They are vulnerable to fire, but if you don’t have a couple molotov cocktails or a grenade launcher then you will literally waste all your pistol and shotgun ammo trying to kill them if you don’t just take the damage and run past. Again, like I said earlier, if you already know how to deal with them or learn through trial-and-error then you can mitigate the frustration, but if you go in blind then it’s just straight-up unfair. The leech zombies aren’t even the worst enemies, that would probably be the Eliminator monkeys since you can’t just run past them. These little bastards can stunlock you, deal huge amounts of damage, attack in groups and take several shotgun rounds to take down. Oh, and I’d be remiss to not mention the Lurkers, which can show up if you cross one particular bridge. If you happened to not bring your partner with you at the time, you die instantly and without warning… how fun!
  • The Leech Controller is Super Lame – So, the main villain of Resident Evil 0 looks like… this. I don’t find myself hating him because of his actions or for being threatening, I want him dead because he’s such a stupid looking villain. That’s it, I just hate this character. When I get through the series I want to do a character tier list and this loser is going to be in the bottom tier, no question.
  • Just a Really Frustrating Experience – I would argue that Resident Evil 0 is probably the hardest game in the franchise. Even playing on normal mode, the game is designed to keep you on the absolute bare minimum of health and ammo, while also throwing you into situations where you have to fight, have to take damage, or get put up against enemies like the leech zombies which you can’t possibly deal with without losing all your resources. Sure, maybe you’ll figure out a way to deal with these problems through trial and error, but you’re going to want to throw your controller across the room because of it. I died maybe a couple times playing through Resident Evil remake on normal and was able to stockpile a lot of resources, whereas I must have died more than a dozen times in Resident Evil 0, and each death just pissed me off. Resident Evil remake feels like it’s more interested in being fun than difficult, but Resident Evil 0 is definitely trying to be difficult.
    • The first half of the game especially is so frustratingly designed, putting you in very narrow corridors where dodging enemies is not a realistic expectation, while also not giving you nearly enough ammunition to kill all the enemies the game throws at you. Even then, it’s not unusual for the game to respawn enemies in areas where you’ve already cleared them out (the train is especially bad for this). This can lead to unwinnable situations where you’ve already used all your ammo or health and can’t deal with one of the big enemies that show up in the early game.
    • You can also get screwed over out of the blue when the game decides to throw a boss fight at you, as these are mostly one-character-only battles. What’s that, you were using Billy as Rebecca’s inventory monkey and all he has is a pistol? Too bad, he’s gotta fight this giant centipede now, good luck!
    • Special mention has to go towards one of the big “fuck you’s” the developers put in this game. See, these bastards knew that their no item box system meant that you were going to have to drop items and backtrack to get more, so they spawn a group of fucking Eliminators in this path after you’ve dropped all your items to free up inventory space. Thankfully I happened to have a shotgun with me, but holy shit that is a clear as day example of the developers knowing their shitty design decisions and then just trying to fuck over the player. It’s either pre-existing knowledge, pure luck, or frustration.
    • Speaking of backtracking, there are chemicals that you have to find and add to Rebecca’s mixing set throughout the game. I just added these by habit during the game, but you need specific chemicals for two or three puzzles at various points in the game, so it was pure dumb luck that I happened to have the right ones when needed. If I didn’t I wouldn’t even begin to know where to go for what chemical, or even know that I needed a specific one. Again… pre-existing knowledge, pure luck, or frustration.
  • The Story – Oh hey, another Resident Evil game, another underwhelming story. Resident Evil 0 has some unique issues though that make it particularly frustrating. First of all, its status as a prequel creates issues, the most glaring being that Rebecca’s characterization in this game and in Resident Evil remake is completely off. Here she’s a capable badass, but in Resident Evil, which occurs literally a day later, she’s a scared little girl who can’t do anything without Chris’ help. The presence of Albert Wesker and William Birkin also irks me, since they don’t really do anything and it spoils their roles in Resident Evil 1 and 2, meaning that new players shouldn’t experience the games in chronological order. It also just isn’t a very good prequel. The idea of finding out what happened to S.T.A.R.S. Bravo Team sounds cool, but the premise is almost immediately dropped as the team splits up in the woods and gets lost on their own side quests. We encounter Enrico about three quarters of the way through and then, after blowing up another Umbrella lab, Rebecca decides to wander into the mansion at the end of the game, but that’s not really a great connective story now is it? Honestly, Resident Evil 0 would have been better without trying to tie it directly into the original game.

Overall, I did enjoy Resident Evil 0 and I appreciate its attempts to shake-up the series’ formula which was growing stale at the time. However, there are so many intentionally-frustrating design decisions that the idea of replaying it anytime soon is totally soured for me. I’d recommend checking it out, but unless you’re a masochist then glancing at a walkthrough to know what to expect would probably be wise if you want to avoid some rage-inducing moments.