What could you do less of?
Working on things that do not bring me gratification
What could you do less of?
Working on things that do not bring me gratification
Exclusively on Bandcamp for now. Will expand to iTunes in a few weeks. Bandcamp release will be superior one
https://cathoderayterrors.bandcamp.com/album/console-phantoms
Enjoy. Read the liner notes.
D, Enemy Zero, D2…legendary survival horror originals all from the mind of Kenji Eno. I remember playing D on the PlayStation when it came out and while frustrated by its difficulty and timed experience I was impressed by its atmosphere and story. I would go on to read an article in GameFan magazine that really impressed me about the man, the myth, the legend. Enemy Zero would, again, be hard as fuck, but engaging and original but it was D2 on the Dreamcast that one my heart and mind over. I was obsessed with it. Not wanting to wait for the US release, I imported it and with the help of GameFaqs.com I was able to play it and complete it twice in a language I didn’t understand. Of course, when the US port came out I would beat that one a couple times as well. I still have my import copy that I go back to from time to time.
Years later I would message Eno-San on Live Journal, My Space and then Facebook before his untimely passing. His responses to me would be short but very warm and friendly.
Fast forward to 2020. I started putting together a few songs dedicated to his creations. I’ve been tinkering with them on and off and hope to release them soon as an EP dedicated to his memory. Hopefully I can get them out before the end of the year, if not, early 2024.
Stay tuned.
Thank you for reading.
OGA

Just in time for the holidays. My long play version of the Amazing Criswell’s crazy predictions set to a hypnotic bath of synths.
This IS the definitive version. Criswell Predicts! by Orlando G Acosta
I have been a fan of the amazing Criswell (Jeron King) for decades. Ever since or even before I caught him in Ed Wood’s Plan 9 from Outer Space. His charisma, his charm, his voice…so mesmerizing. This is my tribute to the legend. The man, the myth.
Just released my new album on Bandcamp. This album represents sonic landscapes and transgressional cinema infused work spanning 20 years. Link below:
https://cathoderayterrors.bandcamp.com/album/remains-to-be-seen

The term ‘innovator’ is one that is thrown around quite liberally these days. This person’s an innovator and that person’s an innovator. But most have never heard the name Kenji Eno. Well, my friends, I will attempt to fix that here and now.
Kenji Eno was born in 1970 in the Arakawa prefecture of Tokyo and tragically succumbed to hypertension at the young age of 42. But before he passed away he managed to create some truly innovative video games was also an accomplished pianist and composer.
Kenji san and founded the company WARP in the mid 90’s and had developed his first serious game, the horror survival game known simply as ‘D’ for the Sony Playstation, Sega Saturn and Panasonic 3DO.

sales of the game were a bit lackluster but Sony was impressed enough with its innovative ‘time’ system and survival horror elements that have been recycled in many other survival horror games to follow including Resident Evil, which came out almost a full year after D did, that they green lit a sequel…aptly named; ‘D2’.
In-between D and D2 Kenji san had been working on a game called ‘Enemy Zero’. Sony didn’t like it and passed on it so the game ended up being published on the Sega Saturn.

Enemy Zero is super unique in that you cannot see your enemies so you have to hear them. This was truly innovative at the time and was also quite cinematic. Game was tough as nails, especially if you didn’t have surround sound and/or could sit right in the center because the distance between you and the creatures that were attacking would be accurately represented via depth of sound thru surround channels. I truly wish someone someday decides to remake this game with modern game engines.
Another innovative game that WARP released on the Saturn and then Dreamcast was a game designed specifically for blind gamers called ‘Real Sound’. I owned and played Real Sound on the Dreamcast. The game would feature a black screen and you’d tap buttons on controllers to sounds coming out of surround speakers. The game also came with seeds to plant. Yes, you read correctly…seeds! Since I don’t know Japanese (Real Sound was Japan only) I couldn’t play the game or understand the connection between it and planting seeds but it was pretty cool.

The game I really want to spend time on is ‘D2’. Third and final game in the series of WARP survival horror games as there is a connection between D, Enemy Zero and D2; slight, but its there.
I’m going to back up to the release of first D game. Sony execs were not too happy with its lackluster sales but nonetheless they green lit Enemy Zero for the Playstation but did not provide any development support or funding for it’s development so WARP went out of pocket 100% on it and several months into PSX development of Enemy Zero Sony reneges on their initial agreement to publish, enraging Kenji san. This upset him so much that at that years Tokyo Game Show Kenji san, during a press conference, pretending to stick a Crash Bandicoot plush doll up his ass…further pissing off Ken Kutaragi himself, who went on record saying ‘that man will never make a game for Sony again as long as I live’. WARP had struck a lucrative publishing deal wit SEGA, who couldn’t be happier about the whole turn of events.

While Enemy Zero had come out Kenji san was now working on D2 for Panasonics ill-fated M2 machine. A complete tech demo was shown and everyone was blown away by it. Keep in mind at the time of the tech demo only the PSX, Saturn and N64 were out.
Then another set back sit when Panasonic announced they didn’t have the will to compete against Nintendo, SEGA and Sony and pulled the plug on the M2. WARP went to SEGA and immediately a deal was struck to move development to their upcoming system that would revolutionize 3D gaming; the Dreamcast. SEGA had learned from the mistakes of the Saturn and decided to offer 2 operating systems to develop on; a Windows-based one and their own proprietary. This made porting the game engine from the M2 to the Dreamcast a cinch and in December 1999 D2 was released in Japan with a censored version to hit the US market the following year.
D2 was quite innovative for 1999. An open world exploration game complete with hunting for animals that you’d shoot with your rifle, cook and restore your health with and random enemy encounters akin to a turn based RPG where you’d level up weapons, bullet strength, accuracy and health via experience points.
D2 also had a very dark story, set in the snowy Canadian wilderness, you played Laura Parton. You are on a plane when it’s taken over by hijackers. Plane crashes near a mysterious cabin and factory where these crazy creatures who are a cross between John Carpenter’s The Thing and the hentai anime series Urotsukidoji. Kenji san again was upset that the ESRB ordered the game censored for the US release. The Japanese version features a tentacle creature phallicly inserting itself into the mouth of a female character resembling a blow job and also one of the characters eludes to molesting his very young grand daughter and when it’s time to defeat him he turns into a multi tentacled creature who spouts semen at you.
I played and finished both the import and the US version. The import version for completeness and the US version to understand the story.
D2 did was a good seller in Japan but didn’t do so hot over here. It wasn’t marketed at all and never really found it’s audience. But that can be said about the other WARP games. They were all innovative and original yet would fail to find its audiences.
Kenji san shortly afterwards closed WARP down and went on to make flip phone and then smart phone games right up until his untimely death in 2013. I actually had him as a friend on Facebook for a few years and would message him at times and he’d reply.

So I dedicate this article to the memory of a legend. He did things his way and stood up to the biggest of companies, refusing to compromise his vision no matter the cost.

Please enjoy this little tribute video I found on youtube:
Thank you.
-OGA
It’s a bit difficult, for some people, to understand the emotions that are conjured up while listening to Italian horror composers like Fabio Frizzi, Claudio Simonetti, Goblin, Riz Ortolani, Roberto Donati and others. Even Ennio Morricone, who may not be known for horror, has some amazing genre scores that swing with the best of them. Not sure if it’s because, watching the films, those of us that ‘get it’, connect what oscillates in our eardrum cilia to what our optic nerves pick up…like a complex deep red wine that assaults your palate with boldness that blows your tastebuds away; yearning for more. Or perhaps it’s just how lushly the sounds these talented maestros commit to tape (and later digital) so expertly carves intricate feelings our of every note…A paradoxical question that really has no definitive answer, but yearns us ‘darkened few’ to explore nonetheless.
So you can imagine my skepticism when I heard that this group of guys from Sweden were turning out tunes that held their own against the composers I revere as gods. But I had to listen….I had to tune in.

These guys get it! That is all I need to say about Anima Morte…They get horror; and…that would mark the end of this article; but I’d feel like that would be cheaply short changing you, the reader, so I’ll press on.
I barely was introduced to them a year or so ago with their release of Inertia of the Risen; a short but sweet 7 inch collaboration with the legendary composer Fabio Frizzi. Being a Frizzi fan since I could remember, of course, peaks my immediate interest. So I picked it up…and I have played it so many times that if it were on cassette I would have a probably warped the tape…good thing it is not on cassette but on indestructible digital and vinyl; I can play the shit out of the digital file and preserve the vinyl for my kids to pass along to their kids and so forth. 
Some facts about Anima Morte:
But for more specifics visit their Wikipedia page.
I picked their albums up and exposed my psyche to them in the order they were released. Their skill for key changes is evidenced by the morphing of a ‘hope-sounding’ Intro into a dark, minor key assault with He Who Dwells in Darkness (from Face the Sea of Darkness). The use of crossfading tracks is not new and sometimes can be gimmicky, but not here. Here is it teases you, the listener. You press play on an album titled “Face the Sea of Darkness” and before you can second guess whether or not you inserted the right disc (for those of you who still use CDs) the tone changes and is sustained throughout to the end. The little ray of sunshine that burst thru, almost immediately squashed forever.

If I have to chose a favorite song from their debut album I would only chose by the track I have listened to the most, which is Twilight of the Dead…such an amazing song; haunting, mischievous and ballsy with its well placed guitar riffs. You’ll find that a common theme with Anima Morte’s songs throughout their catalog; every note, every hit of the snare or toms…deliberate and belongs exactly where they’re placed. 
To contrast ‘Intro’ from their debut album, The opening track on their follow up starts you off right in the 9th circle of hell and gives you a grand tour of its many quarters. A sonic assault on your soul. But much like Faust, you do give up your soul but you are rewarded with solos and melodies you clearly are not worthy of listening to.

If there is one thing I can deduce from now arriving at their 3rd studio album is that music is definitely seen as a journey to these guys. Again, another opening song and again a different tone set from the onset. Blessing of the Dead is equal parts somber, understanding and forgiving…all with an ‘old world’ timbre. A journey that crescendos with every twist and turn until its climax.
But I shouldn’t write on forever on them because you should really be listening to them. Maybe you can listen to them while reading this?
In closing, yes you will hear Goblin and Fabio Frizzi cadences in Anima Morte…After all, this is music made from the heart by talented musicians who grew up with not just hearing but experiencing the films of legends. A Dario Argento or Lucio Fulci film is an experience that no one should take lightly or not take something deep and brooding away from. A lot of it is visual but the scores play such a visceral role in controlling what you feel and when you feel it…the main reason why these composers are so appreciated and respected. That being said, Anima Morte is a beast all its own, make no bones about it. Think of it as someone not just carrying the torch passed on from their predecessors but in turn re igniting it for a new generation.
There is so much more in store for you here…so much power, depth, structure and chaos to be had. Don’t deprive yourself of this. Don’t be afraid, dive head first into the sea of the unknown and….above all else, prepare to be mystified and impressed with what you hear.
-OGA

I was first introduced to Sandy Collora at a local comic book/horror sic fi show called Frank and Sons.. This was back in 2003 I believe, give or take a year or two. A short, well polished film titled Batman Dead End was making its rounds and generating quite a bit of hype. This was prior to Batman Begins’ release. It was a pretty well known fact that the hacks-I mean…the producers at Warner Brothers were struggling to revamp the Dark Knight and here comes this guy, not well known to the film community but definitely knowing the material and he self funds this amazing short. You had Predators, Aliens, a faithful looking Batman and the best Joker I had seen to date. Had I been an exec at WB I would’ve wanted this guy to helm the Batman reset (calling what it was, a reset).
Fast forward to 2015 when to my delight not only has a documentary surfaced on Batman: Dead End (which is a must see) but also that Mr. Collora is once again putting together a, at the time, ambitious feature length film starring a shark hunter creature called a Tiburonera and he took to Kickstarter, this time, to raise the necessary capital. Being a fan of the 50’s Creature from the Black Lagoon and really feeling this to be a homage, of sorts, to an era long forgotten, I jumped on to help fund.
Well, unfortunately there weren’t enough like-minded people to successfully fund so Sandy, rather than give up on the creature he had poured so much heart and soul into, decided to adjust his project to a short film…thus reducing the cost to make exponentially. 2nd time was a charm for soon enough the project was on its way to see the light of day.
So now the finished product is out. I have watched multiple times on two TVs, two different sound systems, on my iMac, on tablets, on Blu Ray. I am so thankful that Sandy is not a quitter and that he persevered to get this bad boy made for its nearly 20 minutes of sheer cinematic monster movie bliss. The only thing I don’t like about it is seeing the credit roll so soon. But Shallow Water has really left me craving more. I want to see more of the Tiburonera, learn more about them; where they come from, what they’re all about. Knowing Sandy’s tenacity I’m hopeful it will.

Forgive me if my review is brief, but it’s rather difficult to give a in-depth, spoiler free review of a 19 minute film. I will speak of it on a technical note first. Technically it’s gorgeous. Colors are vibrant, textures are well layered and sound is rich. I have always been a fan of ‘man in a suit’ monsters over CGI and it is refreshing to see that I am not alone. Practical effects is quickly becoming a niche art form instead of the norm, but not everyone is subscribing to that school of thought and for that I am grateful.
Essentially Shallow Water pretty much throws you in to a scene that just as easily could’ve been placed towards the middle to end of a feature length version of itself. With the main character, expertly played by Lisa Roumain, coming to the realization that she is being hunted by something and must outwit and outmaneuver whatever it is that is pursuing her to survive. Or perhaps she just stumbled into something she shouldn’t have; it came be taken different ways and that’s one of the reasons it works so well. There is no dialog and no real narrative other than what you are visually assaulted with. You’re in the thick of it just like Diane is…you’re pretty much fucked. As she discovers the gory (excellent practical gore effects) remains of what were perhaps her colleagues she quickly has to kick into survival mode. You feel her anxiety, her panic and ultimately…well, I won’t give it away.

The creatures themselves are astonishing to look at. You can tell the shark hunters were designed by someone gifted and passionate about getting them to look exactly as envisioned.
In closing, I really hope that we see more of Sandy’s aquatic monsters someday. This was an ambitious undertaking by an ambitious artist and it works, plain and simple. Check it out, you won’t regret it. And support these projects for that is the only way they stand a chance in an industry quickly becoming vacant of creativity and spirit.
– O.G.A.