A couple films have recently come out that have pushed this century's intimate relationship between creator and viewer to new heights. The main discussion point for Iron Lung and Shelby Oaks is that they are a growth from YouTuber to "real" filmmaker. Whether you're a fan or not almost feels like something you have to admit going in and in talking about the films. The novice status of the directors is at the front of discussion so even if you're not a fan, you're caught up to speed on the behind the scenes details. These filmmakers, Chris Stuckmann and Markiplier/Mark Fischbach, put their life online, creating parasocial relationships with fans, and actively communicated the status of their projects with viewers. Stuckmann's Shelby Oaks was crowdfunded and Iron Lung was self-financed and grew in numbers for distribution from the effort of fans. Their advantage in getting the films made and released comes with the disadvantage in a more personalized reception. There's a different tone in review and response.
Using Return to Silent Hill as a traditional example of a film adaptation that has been trashed everywhere, it shows how a filmmaker can letdown a fanbase by prioritizing their own desires. Aside from all three films being horror, there are more similarities between them that highlight the link between a creator, fans, the love of film and film conventions, source material, and fulfilling your vision to a fault.
Shelby Oaks
What always jumped out at me was not that Chris Stuckmann was a YouTuber who just reviewed films, but that he was a verified critic on RottenTomatoes. He was someone who influenced the rating of a film on a major website that could then be used in marketing material. While many people wouldn't choose to see a film just based on a number, it's a first impression of sorts, and most people like that fast, easy-to-understand information to see if it's worth money and time. So there was a little more on the line.
Since Stuckmann naturally reviewed many horror films--thus tearing down many he didn't like--and even put out a short video essay about the problem with horror films, there's a bigger expectation for a home run. It shouldn't be a surprise that a first effort was luckluster. I have many qualms with the video essay linked, but as one could guess, he's accused of being guilty of the problems he's talked about.
The major problems with Shelby Oaks comes down to following film rules, tropes, conventions, whatever you want to call them, to satisfy the concept rather than creating the scenario that best fits the emotional and thematic weight. There are many details in Shelby Oaks that feel amateur, and have been called amateur, because of Stuckmann's online presence. Major story based aspects like the useless husband, the manufactured need to visit a creepy prison and house in the woods, the way information is given in photographs or books, a lack of logic in character decisions, are common criticisms. Smaller details such as a dead man's blood staying on the protagonist's face for an entire evening, and bangs being cut for the victim after years of captivity are those fun nitpicks we typically make online but how nitpicky are they? These visuals are front and center and show a lack of what the audience would be thinking; they took a swarm of people out of the film for breaking their experiential involvement.
Stuckmann is obviously a fan of horror movies and it shows to its detriment, not just in the films he's obviously inspired by. The progression of the plot and the overall concept of a found footage/pseudo-documentary that turns into a regular horror film is something that seems cool and worth experimenting with. Playing with different formats can be interesting but it doesn't really work here. We start with the fake documentary using the found footage of internet paranormal investigators. It pulls us in to the mystery and the history of the missing person case. When the film pulls its trigger on switching to the normal film with a fourth wall, we have to watch the main character watch yet another tape that's been missing. All this with blood on her face. It allows for some scares, but this film is a lot of watching characters watching in order to learn information for themselves and for the audience's benefit. It's too much for a feature film on the shorter side.
The main character is re-energized for her mission. She's going to look into the new information presented to search for her sister. It's here where things feel like they happen because they are supposed to happen in movies. We have a fight with the husband while the characters are folding clothes. It's an awkward scene. Props for an actor are like another actor in the space. They're something to work off of, something to give purpose for a character.
https://www.youtube.com/watch?v=WtIvZZp_gsk&list=PLf1AWspjJU8Bzig6muCfqbLB2_54sDrAk&index=6
https://youtu.be/SseJhOPV9nY?si=Zr12nA23N75ppUSi&t=3349
The way the characters use the clothes to fold isn't exactly what Uta Hagen is criticizing but it was inorganic all the same. The scene had artificial elements to smooth over the rough plotting and dialogue to get to the next point. It's indicative of a larger problem which is a lack of a natural progression. The kind of advice given to actors can cross over to writing. The objective is always known and repeated: Mia wants to save her sister. Unfortunately, there's not much that challenges her on a personal level since she's doing everything alone. Her husband is practically non-existent. There's some background regarding Mia wanting children, but it's not a continuing thematic angle even if the resolution of the film ties it in. During Mia's clue finding with someone who worked at the prison, there's a pointless close up shot of alcohol poured into a mug while Keith David is unravelling creepy details about the demon and the possessed. The main character searches through clues to get to a set piece at the prison. It's a hard break in the presentation with the music cues. It's like we're jumping to a new level. After that, we enter the climax for the disturbing old witch in the woods who somehow went unnoticed for over a decade.
It's the ending of the film that turns the whole experience sour. After years of rape to give birth to a spawn of an incubus, the sister Riley is killed by demon dogs because Mia was the real target all along. The severe lack of considering how people act as people is most apparent here. Everyone is on board with placing Riley in a room with a baby she was forced to birth, and her years of trauma is unquestioned as something to heal. Riley is more of a plot device than someone who genuinely suffered. Sisterly love is in flashback and home videos, not visible in the present with the ignorance of Riley's condition. There isn't a grand statement on fate or an exploration of women being abused. A movie like this has thematic implications to the plot points but aren't given any attention to--it's to the point of neglect.
With all the negatives, and there's more, Shelby Oaks does provide atmosphere and decent scares in the way they are set up and executed. Mia is doing everything herself which lends itself to a more anxious experience since she has no one to rely on, but it does make the narrative progression choppier. We can feel the point of each scene with no surprises, no creative vision to make a conversation alive or for the world to feel lived in.
As with Iron Lung, fans of the YouTubers or of indie filmmaking are happy that the films got the attention they did and made it to the big screen. Stuckmann still makes reviews and I don't know if he's able to make more interesting observations about films after making a film of his own, but in a unique situation like this, the mind of a filmmaker is well known enough to limit the reception, to steer conversation to a narrower space instead of an area of possibility that moves beyond the filmmaker.
Iron Lung
Markiplier's Iron Lung is adapted from a small video game. As far as I can tell, both fans of the game and fans of Markiplier are more than satisfied with the result of the film. Everyone can go on YouTube and see Markiplier's relationship with the game grow. With such a small and short game, its lore can be expanded and Markiplier takes advantage of that. He adds character to the convict, adds more characters in general, and takes the viewer on a journey in a dying universe.
From the opening, we have a video game-esque voice over establishing the world as we hear the wind and see the top of the submersible enter the blood ocean. It's a cool beginning and is effective at setting the basic danger of going deep underwater as well as hinting the kind of horror to come.
Markiplier is onscreen for the majority of the film since we stay on the convict, whose real name is Simon, the entire time in the sub. For fans of Markiplier, there is extra familiarity to identify with the subject. Markiplier plays games relying on his personality to entertain the audience. Here, we have Markiplier ostensibly holding up the film by himself reacting to what's going on outside. You might not see Markiplier as the character but it's like seeing a friend act at that point. For those more unfamiliar with Markiplier, his acting may be a bigger problem. The lack of radiating charm fits the character and the bleak world of the film. As the film goes on, the character opens up and Markiplier has better things to work with. Unfortunately, I think his angry moments are too one note. He grits through his teeth and it feels like there's a ceiling to how far he's willing to go even as his mind is broken into and death is a certainty.
The criticism that Iron Lung is too long is one that everyone will likely agree with. The actual runtime might not actually be the problem, however, as the lore of the film can be confusing. Even if some questions are answered, they aren't answered directly. All planets and stars are gone? The last tree died? What controls or influences the voices and Simon's visions? There are stations around in space and humanity is on its last breath. How literal should we take the information? In a mind bending cosmic horror like this, we don't know what lies or what level of metaphor we can be working with.
To ground the film, we are given the backstory that Simon was a bystander for the destruction of a space station and he's given all the blame for it. An early scene has him use an x-ray camera on humans, dooming them to radiation poisoning. He has his flaws. His journey is to help humanity beyond saving himself. It's not the most effective character arc in execution but it's one to grab onto. We want him to succeed and for humanity to live on.
The film starts the tangible horror quickly. We know there's a monster in the blood swimming around. The video game elements of the film when Simon is drafting where he is on a map and where to go are where the film slows down too much, but it doesn't hinder the suspense to a great degree. The film maintains a forward thrust with its atmospheric shots of the submarine and the words of dread from messages left behind. Wide angles, close ups, and other effects are used to keep the film visually interesting. The submarine is claustrophobic in the beginning, but it becomes a familiar room where it doesn't feel as constricting. It's still a death trap and the film drives home how it wasn't meant to be any kind of research vehicle.
Both Shelby Oaks and Iron Lung have this element of not killing their darlings as much as they should. With a limited cast, the dead air is more noticeable. I can say that scenes aren't annoyingly long with Iron Lung; there is a lot of information to give, and a sense of dread to cultivate. The repetition is ingrained in the conceit of the game to drive around and take pictures. In the film, it can add to the confusion but the repetition doesn't increase curiosity or wonder as it does in games of that sort. Markiplier does well with cutting dialogue to the essential parts. He establishes character motivation and goals a little too much but with the confusion that arises later on, he should have done the same then.
Watching the film in a quiet theater, you can hear all these little pieces of dialogue. It feels like people in the theater are speaking behind you. It creates an unnerving effect in what's real and puts you in the mind of Simon. The sound mixing is less than desirable at times since characters are speaking to Simon through a broken radio, plus the film does certain effects in passing through time so I was wondering if Simon was speaking in the present or if we were going to transition to a future scene. The increasing pressure of the hull and the rushing sounds of an unknown entity swimming do a lot to make the experience immersive. If Markiplier tried to recreate the general feeling of gaming in the dark with a headset, I'd say he succeeded.
Return to Silent Hill
The third installment in the Silent Hill film franchise with a returning director from the first film has followed the tradition of making poor video game movies. Fans are disappointed, even furious, at the decisions of the film. Its flaws, judging from the fanbase, is that the director prioritized their own creative decisions instead of staying faithful to what the video game does. It misses what made the games so well regarded even if the director says he respects the games above everything else.
Does a Silent Hill film need to feel like a game? From the performances of the actors, the interactions with monsters, everything feels simplified and like a video game's cutscenes were upgraded.
Stuckmann and Markiplier's passion showed through in their own ways, and it's not that Return to Silent Hill is passionless, but it doesn't have the love for films like Shelby Oaks did or the love for games like Iron Lung did in their experimentation and choices that new filmmakers would make.
Return to Silent Hill theoretically does use its monsters and imagery to match its main character's subconscious. The first film used monsters that were incongruent to the nature of the story on a subtextual layer. Even though the psychosexual meaning of the horror in Silent Hill 2 has been analyzed and the imagery crosses over to the film adaptation, it doesn't mean much since the basics necessities fall through. We don't care about the characters. The things we learn don't pull us deeper into the film. The special effects ruin what horror ambiance there could be.
As expected, it's not like Christophe Gans makes up half the discussion since he's not an online celebrity. As a seasoned filmmaker, we're not judging him for any amateur cracks even if there are shoddy things in this film. His philosophy of film and games is irrelevant. He gave us the film and we can judge it (of course, not everything really falls on director all the time.) Getting it made might be a success story in itself but that's not relevant either. There are major diversions to the plot, and to the world of Silent Hill, so much so that it ruins the motivation for why things happen. Adding a cult backstory doesn't feel out of place as a non-gamer, but anybody will ask the same questions about the incomprehensible plot and decisions of the characters.
As Silent Hill is a multi-decade spanning series without a single voice behind it, it's more about the property itself than any creator. The fans are the owners. A film can match the collective vision in an adaptation, give something new the fans would accept, or fail on all sides. Not being true to the source material is obviously different than doing something that doesn't feel true to what a YouTuber has been talking about. But what does it mean to be true to yourself when there's an unspoken need to appease fans? Fans of your own following, fans of the source material, fans of the genre.
The End
With the major releases of Shelby Oaks and Iron Lung, more opportunities have opened up. There is a larger sense of fans moving things forward as seen in the distribution expansion of Iron Lung and its success. All of the films have some major flaws, and hopefully this increased communication can actualize improvements in future projects. There's the idea that artists shouldn't listen to fans, should tell their own story the way they see fit, but a strict rule can be broken when the relationship has changed, and the growth of the artist is on display from their own content. I'm not saying artists need to explain their own art or defend themselves, but in this direction of filmmakers getting their shot, fans have more power as a motivator and as a source to help production and release.