Discarded I's
Saturday, February 22, 2025
the easy listening prog rock paradox
Friday, February 21, 2025
Fear and Loathing in the Valley: A Savage Journey into Encino Man and the Quiet Cool of Brendan Fraser
The Eternal Cool of Ric Ocasek and the Underrated Brilliance of Beatitude
Of Cabbages and Kings – Chad & Jeremy’s Psychedelic Left Turn
The Night Brings Charlie: An Analysis and Review
There’s a certain grit to The Night Brings Charlie, a low-budget slash through the fogged-up window of late-’80s slasher cinema. You don’t watch it; you stumble into it, like a roadside dive at last call, half-expecting regret, half-hoping for salvation.
The film itself is the cinematic equivalent of a rusted blade—coarse, unapologetic, and more effective than it has any right to be. Directed by Tom Logan, this is no highbrow deconstruction of the genre, no satirical smirk. It’s a grimy piece of work, a slash-and-dash pulp novel in celluloid form, as honest in its ambition as it is shameless in its execution.
Our killer, Charlie Puckett, is an enigmatic silhouette. A landscaper turned murderer, wielding a tree-trimming mask and hedge clippers with a kind of perverse solemnity. He is less man, more myth—a shadow painted in broad strokes, purposefully vague yet somehow indelible. Like Tosches’ portrait of Dean Martin as a ghost haunting his own myth, Charlie looms larger than the story, more archetype than character.
The setting? A small-town swamp of sweat, suspicion, and blood. It reeks of the American Gothic, not the Southern belle kind but the grimy, forgotten roadside diner variety, where the coffee is burnt and the conversation darker. The locals are drawn with caricature-like strokes—ineffectual cops, doomed innocents—but within this exaggeration lies a certain truth. They are us, or what we fear to be: vulnerable, oblivious, and incapable of facing the darkness until it’s too late.
The film’s aesthetics are pure grindhouse grit. The cinematography, often criticized as amateurish, feels deliberate in its roughness, as though the film itself is peeling at the edges. The score—a cacophony of eerie synthesizers—rattles your teeth like a misfiring jukebox, an unholy hymn to unease.
Yet, there’s a strange poetry in The Night Brings Charlie. Not in the dialogue, mind you—wooden at best, laughable at worst—but in its relentless commitment to the visceral. It does not flinch, does not wink at the audience. This is horror stripped to its essence: fear of the unknown, the inevitability of death, and the unspoken truth that sometimes monsters wear human masks.
To watch The Night Brings Charlie is to sit in the dim glow of some forgotten corner of America’s collective psyche. It’s not a masterpiece, nor does it aspire to be. But like the best of Tosches’ writing, it dares to delve into the shadows, pulling out something raw, something real, something that lingers long after the credits roll.
Is it good? That’s the wrong question. The right one is: Does it haunt you? And the answer, dear reader, is yes. Charlie comes, and he lingers.
A Glowing Tribute to Tag: The Assassination Game
There’s something hauntingly prophetic about Tag: The Assassination Game, a film that slithered out of the Reagan-era mire in 1982 with all the cool detachment of a leather-clad nihilist. Directed by Nick Castle—better known to trivia buffs as the man behind Michael Myers’ mask in Halloween—this low-budget thriller somehow fuses the pop-culture paranoia of its time with a razor-sharp edge that cuts deeper than its unassuming premise might suggest.
On the surface, Tag plays out like a dorm room fever dream: a campus-wide game of "Assassin" turns lethal when an unhinged participant decides to up the stakes by swapping suction-cup darts for the real thing. It’s a concept so deliciously absurd it could’ve derailed into self-parody, yet Castle and company steer the chaos into something more—an existential noir wrapped in the trappings of a college B-movie.
Linda Hamilton, in her pre-Terminator days, radiates star power as Susan, the quintessential '80s heroine: whip-smart, self-assured, and refreshingly human. Opposite her is Robert Carradine as Alex, the amateur sleuth who stumbles into a tangled web of desire, deceit, and death. Their chemistry crackles with the kind of understated charm you don’t see in thrillers anymore, a slow-burning rapport that makes you root for them even as the game threatens to swallow them whole.
And then there’s Bruce Abbott’s Gregory, the would-be killer who emerges as the dark heart of the film. He’s a walking paradox: chillingly methodical yet bristling with barely contained mania, a blank slate onto which the audience projects its own fears about what happens when fantasy and reality bleed together. His descent into madness feels less like a leap and more like a slow, inevitable slide—an unsettling reminder of how thin the veneer of normalcy really is.
What makes Tag: The Assassination Game so enduringly fascinating, though, isn’t just its narrative audacity or its performances. It’s the way the film captures the zeitgeist of a generation teetering on the brink. The early '80s were a strange, liminal period: the Cold War cast a long shadow, technology was creeping into everyday life in ways that felt both thrilling and terrifying, and young people were grappling with a creeping sense of alienation that only grew as the decade wore on.
Castle takes all of this and distills it into a taut, 90-minute exercise in tension and style. The campus setting becomes a microcosm of the world outside—a place where anonymity breeds danger, where the boundaries between play and reality are constantly shifting. The synth-heavy score pulses like a heartbeat, driving the action forward while underscoring the film’s existential dread.
Watching Tag today feels almost like discovering a secret artifact, a film that somehow predicted our obsession with games, competition, and the performative nature of modern life. Its themes resonate even more deeply in the age of social media, where identity is malleable and the line between reality and simulation grows ever blurrier.
Sure, it’s a little rough around the edges—some of the dialogue creaks, and the pacing occasionally stumbles—but that only adds to its charm. Like the best cult classics, Tag: The Assassination Game isn’t perfect. It’s messy, it’s raw, and it’s utterly, unapologetically itself.
Nick Castle’s little thriller that could isn’t just a time capsule of a bygone era—it’s a mirror held up to the human condition, a sly, sardonic meditation on the games we play and the masks we wear. And in a filmography that includes both The Last Starfighter and The Boy Who Could Fly, it stands out as a uniquely dark gem.
In a just world, Tag would’ve sparked a revolution, its name whispered in the same breath as Blade Runner or Videodrome. But perhaps it’s better this way, existing on the fringes, a secret treasure waiting for the right audience to stumble upon it. It’s a film that dares you to play the game—and once you do, you’ll never forget it.
rough notes for the rabid intellectual
*The Rabid Intellectual**
**Chapter 1: Ethertown’s Machine**
By day, Vincent Carroway was just another cog in Ethertown’s relentless financial district. He worked tirelessly as a business development representative, drowning in spreadsheets, cold calls, and performance reviews. The glass towers of Ethertown loomed around him, casting long shadows that mirrored the empty, grinding hum of capitalism. To his colleagues, he was efficient, reliable, and focused—traits that earned polite nods in the break room but little else.
But Vincent’s real life began when the sun dipped below the skyline and the city’s veneer of productivity gave way to its raw, pulsating underbelly.
As twilight fell, Vincent would discard his suit jacket and tie, leaving them crumpled in the corner of his tiny apartment. He swapped his polished shoes for scuffed boots and his business demeanor for the sharp edge of a rabid storyteller. Armed with a battered leather satchel filled with dog-eared notebooks, he roamed Ethertown’s run-down coffee shops, dilapidated bars, and forgotten venues—anywhere with a microphone and an audience.
**Chapter 2: Tales of Madness**
The first time Vincent took the stage at The Lantern, a dimly lit bar tucked behind an abandoned warehouse, he was met with skeptical stares and the clinking of glasses. But then he opened his mouth.
“Imagine,” he began, his voice a low growl that held the room hostage, “a world where your dreams are not your own. Where the nightly escapades of your unconscious mind are siphoned off, repackaged, and sold back to you as advertisements for things you’ll never need. That world isn’t so far away, is it?”
The audience leaned in, their skepticism melting into curiosity. Vincent spun tales of dream logic, where surreal horrors lurked just beneath the surface of reality. He conjured Lovecraftian monsters with eyes like galaxies and voices like the grinding of tectonic plates. He ranted about the erosion of workers' rights, weaving narratives of resistance and despair that struck chords in the souls of weary baristas, jaded artists, and burnt-out office workers.
By the time he stepped off the stage, the room buzzed with a strange energy—a mixture of inspiration, unease, and the unsettling feeling that the world Vincent described was not entirely fictional.
**Chapter 3: The Divide**
As the months passed, Vincent’s double life became harder to maintain. His late-night performances began to bleed into his daytime persona. He found himself slipping anarchist slogans into sales pitches, his metaphors growing increasingly unhinged.
“Think of our software as an eldritch entity,” he told a bemused client during a Zoom call. “Its power is limitless, but only if you can harness it without being consumed.”
His manager called him into the office after that.
“Vincent, are you feeling... okay?” she asked, her tone hovering between concern and annoyance.
“Perfectly fine,” he replied, forcing a smile. But even as he said it, he felt the cracks widening. The world of glass towers and quarterly targets was suffocating him, and he knew it was only a matter of time before it shattered completely.
**Chapter 4: The Rabid Intellectual**
By night, Vincent’s reputation as the Rabid Intellectual grew. Word spread of his performances, and soon the dingy venues were packed with people eager to hear his strange, electrifying stories. They came for the monsters and the madness but stayed for the truths buried within.
He spoke of the city’s hidden undercurrents, the way power seeped into every corner of life, twisting and corrupting. He raged against the machine, not with slogans but with dark, lyrical prose that painted the world as a cosmic horror story.
But the more Vincent gave himself to the stage, the more he felt the weight of his double life crushing him. The line between Vincent Carroway, business development representative, and the Rabid Intellectual blurred until he could no longer tell where one ended and the other began.
**Chapter 5: The Breaking Point**
One fateful night, after a particularly impassioned performance at a crumbling venue called The Abyss, Vincent stumbled into the street, his mind a whirlwind of ideas and exhaustion. The city’s neon lights flickered like signals from another dimension, and he felt the presence of something vast and unknowable pressing against his consciousness.
He had a choice to make. Continue the charade, living half a life in the shadow of the financial district, or embrace the madness and let the Rabid Intellectual consume him entirely.
As the first light of dawn broke over Ethertown, Vincent stood on the edge of a rooftop, gazing out at the sprawling city below. The air was thick with the hum of waking life, but Vincent’s mind was elsewhere, lost in the labyrinth of his own creation.
He opened his notebook and began to write.
**Epilogue: The Voice in the Darkness**
Years later, whispers of the Rabid Intellectual still echoed through Ethertown’s underground. No one knew what had become of Vincent Carroway, but his words lived on, passed from hand to hand in tattered notebooks and whispered in the dark corners of coffee shops.
Some said he had vanished into the city’s forgotten places, consumed by the stories he once told. Others believed he had become something more—a voice in the darkness, a prophet of the strange and the unknown.
And somewhere, in the shadows of Ethertown, the Rabid Intellectual smiled.
---
**Chapter 1: Ethertown’s Machine**
This chapter introduces Vincent Carroway, a business development representative in the financial district of Ethertown. The city is depicted as a cold, relentless machine of capitalism, with towering skyscrapers and the suffocating monotony of corporate life. Vincent’s internal conflict is hinted at, as he goes through the motions of his job but feels a growing disconnection from this world. The reader glimpses his longing for something deeper, setting the stage for his transformation.
Key Themes: Alienation, monotony, duality of identity.
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**Chapter 2: Tales of Madness**
This chapter shifts to Vincent’s nighttime persona, the Rabid Intellectual. It details his first performance at The Lantern, a grimy bar in Ethertown’s shadowy underbelly. The audience is skeptical, but Vincent’s tales of dream logic, workers' rights, and Lovecraftian horrors enthrall them. His words are both poetic and unsettling, leaving the audience questioning their own reality. His performances begin to gain traction, and his audience grows.
Key Themes: Creative liberation, rebellion, surrealism.
---
**Chapter 3: The Divide**
Here, the tension between Vincent’s two lives becomes more apparent. By day, he struggles to stay focused on his sales job, and his eccentricities begin to bleed into his work. His manager and colleagues notice his erratic behavior. By night, his performances grow darker and more intense. This chapter focuses on the strain of living a double life and the first signs of the toll it’s taking on Vincent’s mental health.
Key Themes: Identity crisis, workplace conformity, mental strain.
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**Chapter 4: The Rabid Intellectual**
This chapter marks Vincent’s full transformation into the Rabid Intellectual. His performances are now legendary in Ethertown’s underground scene, drawing crowds of disillusioned workers, artists, and thinkers. Vincent uses his platform to critique the system, blending tales of cosmic horror with sharp social commentary. His words inspire both awe and unease, and he begins to see himself as a prophet of sorts. However, the growing intensity of his persona further isolates him from his day-to-day life.
Key Themes: Radicalization, charisma, the power of storytelling.
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**Chapter 5: The Breaking Point**
Vincent’s dual life reaches a breaking point. After a particularly haunting performance, he begins to feel the presence of the monsters he writes about, as if they are bleeding into reality. His mind unravels as he questions what is real and what is fiction. This chapter explores his descent into madness and his decision to either fully embrace the Rabid Intellectual or attempt to reconcile his two identities.
Key Themes: Madness, choice, the blurred line between reality and fiction.
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**Epilogue: The Voice in the Darkness**
This chapter provides a haunting conclusion to Vincent’s story. He has disappeared, but his legacy as the Rabid Intellectual lives on in the notebooks and stories he left behind. The reader is left wondering if Vincent succumbed to his madness or if he transcended his human existence, becoming something more. Ethertown’s underground scene still whispers his name, and his words continue to inspire and unsettle.
Key Themes: Legacy, mystery, transcendence.
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