AVALIAÇÃO DA IMDb
4,6/10
1,2 mil
SUA AVALIAÇÃO
Adicionar um enredo no seu idiomaA game designer, and his girlfriend Nami, drive out to a decrepit mansion she just inherited, to film backgrounds for a new video game called St. John's Wort.A game designer, and his girlfriend Nami, drive out to a decrepit mansion she just inherited, to film backgrounds for a new video game called St. John's Wort.A game designer, and his girlfriend Nami, drive out to a decrepit mansion she just inherited, to film backgrounds for a new video game called St. John's Wort.
- Direção
- Roteiristas
- Artistas
Minori Terada
- Sôichi Kaizawa
- (as Minoru)
Yasunari Hashimoto
- Voice on the Radio
- (narração)
Kim Little
- Nami Kikushima
- (English version)
- (narração)
Jeff G. Peters
- Radio DJ
- (English version)
- (narração)
- Direção
- Roteiristas
- Elenco e equipe completos
- Produção, bilheteria e muito mais no IMDbPro
Avaliações em destaque
Version: Japanese, English subtitles (by SBS)
I don't know what to make of 'Otogiriso'. It was slow from start to finish, quite a feat for a movie that runs less than 90 minutes, but it built up a strange and creepy atmosphere and was crafted using some interesting concepts.
I can't say much about the plot without spoiling it: Nami (Megumi Okina) has been designing a video game based on dreams she has been having. After finding the house from her dream, Nami and Kohei (Yoichiro Saito), decide to investigate the house. Naturally, this is a bad idea, but video games and movies alike thrive on bad ideas.
The whole concept of 'Otogiriso' is that the movie is a video game. It plays out like a game - the characters are stuck in one location, they have a support team they can phone, they have maps and must find keys for locked doors. A nice idea, but probably one that would appeal to gamers and few other people. Others might appreciate the cinematography, but this is definitely not for everyone.
'Otogiriso' is a good movie, I would recommend it to gamers, and maybe fans of Asian horror movies - 7/10
I don't know what to make of 'Otogiriso'. It was slow from start to finish, quite a feat for a movie that runs less than 90 minutes, but it built up a strange and creepy atmosphere and was crafted using some interesting concepts.
I can't say much about the plot without spoiling it: Nami (Megumi Okina) has been designing a video game based on dreams she has been having. After finding the house from her dream, Nami and Kohei (Yoichiro Saito), decide to investigate the house. Naturally, this is a bad idea, but video games and movies alike thrive on bad ideas.
The whole concept of 'Otogiriso' is that the movie is a video game. It plays out like a game - the characters are stuck in one location, they have a support team they can phone, they have maps and must find keys for locked doors. A nice idea, but probably one that would appeal to gamers and few other people. Others might appreciate the cinematography, but this is definitely not for everyone.
'Otogiriso' is a good movie, I would recommend it to gamers, and maybe fans of Asian horror movies - 7/10
Absolutely astonishing imagery and camera-work elevates this simplistic horror film to a level that doesn't even have a name. In all honesty, the story isn't that bad to begin with but it's just utterly put to shame by the sheer look of this film. I was expecting another thuggish Japanese horror/thriller, a la INUGAMI, but there was none of that here. Just an amazing experience especially for those who are intrigued by the power of the new wave digital cameras which have been slowly taking over more and more independent productions worldwide.
There are a few scenes in the film with laughable CGI by North American standards, but to nitpick about something that is so boringly dispensed in North American films would be such a gratuitous waste of time. This wasn't some insane Hollywood blockbuster with the standard $70, 000, 000 USD budget, hence requiring 50 million dollars just for the effects budget!
In the end this film totally delivers what is necessary for your enjoyment. An awesome story, genuinely creepy as hell moments, hot girls (BONUS!) and hands down, the best freakin' cinematography that I've seen since..., well, since Fight Club!
This is it people, the future is looking VERY bright for digital films!
There are a few scenes in the film with laughable CGI by North American standards, but to nitpick about something that is so boringly dispensed in North American films would be such a gratuitous waste of time. This wasn't some insane Hollywood blockbuster with the standard $70, 000, 000 USD budget, hence requiring 50 million dollars just for the effects budget!
In the end this film totally delivers what is necessary for your enjoyment. An awesome story, genuinely creepy as hell moments, hot girls (BONUS!) and hands down, the best freakin' cinematography that I've seen since..., well, since Fight Club!
This is it people, the future is looking VERY bright for digital films!
The first half of the film boasts excellent suspense, but all that withers away in the second act...
Nami has been creating artwork for a new video game based on images she's been seeing in her dreams. With one of the game producers, she travels out to an abandoned house that seems to match her visions. As they explore the old mansion, Nami begins to have more visions of a forgotten childhood, until at last she comes across a photo of twin infants, labeled "Nami" and "Naomi". As Nami and the producer go from room to room, an unseen person seems to be watching them from a hidden room. "St. John's Wort" (Not the most appealing title ever) is NOT, by any means, in the same league as "Ringu", "Ju-On" or "The Eye". It lacks the subtle suspense and substance that made those films so great. This film IS, however, one of the most stylish films I've seen. Director Shimoyama Ten went all out with wild camera angles, a slick look and a great atmosphere, which, unfortunately, he fails to sustain into the films second act. There are some truly hilarious plot twists--I won't give them away, but there so unintentionally funny that they almost make the film worth renting for that reason alone.
Don't come in expecting a suspenseful masterpiece. it isn't. Think of it as, say, the most stylish home video of all time, and you'll enjoy it.
6.5/10.
Don't come in expecting a suspenseful masterpiece. it isn't. Think of it as, say, the most stylish home video of all time, and you'll enjoy it.
6.5/10.
Excellent production design within a tight scope that had enough room to breathe that the view should never feel cheated. I enjoyed the abundant MAC, Quick Time and Lycos product placements, a nice now to the media savvy. Some other nice touches, like a great video game level maker that is a Japanese go girl with blonde mane instead of the expected 20-something white male hacker stereotype.
Aesthetically I was enthralled with the stacks of amazingly, nay, beautifully disturbing paintings all about the home.
There is lots of playful stuttered editing, stylistically playing heavily on multiple planes of perspective (filmic reality vs. hidden cameras vs. the hand held camera one character is toting around). Reminds me at times of the aspects that I liked of the classic horror games like Seventh Guest. I think that really was why the film was nifty for me, a former video game artist / designer. The layers of real vs. game in the making and the tight interaction between the adventuring couple inside the mansion vs. the go girl artist and pensive programmer back in the design studio. The inter-cutting of the two locations combined with the playful changes moment to moment in virtual film stocks and perceived point of view really took this tidy, cute little yarn to a new level. Minute details like the miscellaneous brass keys helps convey the parallels as well; the keys seemed like level objectives true to genre. The design of the film further seems to question the movie's very existence as a construction in all as well as in layered fictional elements, wrapped up nicely with a sense of choices being explored without undermining the integrity of the narrative.
Admirably, throughout the film the narrative toys with the notion of linear versus interactive, which tends to parallel the comparison of film to video games respectively. This film actually approaches a sort of implied interactivity, a new perspective for the viewer in a time based medium to the proverbial backbone of the narrative that I've not previously seen, at moments both inside the story and as well a voyeur to the story. As linear progression without options is an abstraction of reality humans accept far too easily, this film did a splendid job of perverting the linear and can at least be viewed as a solid indication of the potential of newer technologies applied to film projects yet to come.
Aesthetically I was enthralled with the stacks of amazingly, nay, beautifully disturbing paintings all about the home.
There is lots of playful stuttered editing, stylistically playing heavily on multiple planes of perspective (filmic reality vs. hidden cameras vs. the hand held camera one character is toting around). Reminds me at times of the aspects that I liked of the classic horror games like Seventh Guest. I think that really was why the film was nifty for me, a former video game artist / designer. The layers of real vs. game in the making and the tight interaction between the adventuring couple inside the mansion vs. the go girl artist and pensive programmer back in the design studio. The inter-cutting of the two locations combined with the playful changes moment to moment in virtual film stocks and perceived point of view really took this tidy, cute little yarn to a new level. Minute details like the miscellaneous brass keys helps convey the parallels as well; the keys seemed like level objectives true to genre. The design of the film further seems to question the movie's very existence as a construction in all as well as in layered fictional elements, wrapped up nicely with a sense of choices being explored without undermining the integrity of the narrative.
Admirably, throughout the film the narrative toys with the notion of linear versus interactive, which tends to parallel the comparison of film to video games respectively. This film actually approaches a sort of implied interactivity, a new perspective for the viewer in a time based medium to the proverbial backbone of the narrative that I've not previously seen, at moments both inside the story and as well a voyeur to the story. As linear progression without options is an abstraction of reality humans accept far too easily, this film did a splendid job of perverting the linear and can at least be viewed as a solid indication of the potential of newer technologies applied to film projects yet to come.
This was my second run at Oriental horror films and unlike the first try (some movie about spirals) I actually enjoyed this one. I have a hard time trusting anyone who says they knew the ending, it was pretty well disguised through most of the movie. In addition it was a unique blend of video game and movie. Things going against it were the colors and the fast-forward thing that both of the Japanese horror movies have had. I would highly recommend subtitles over the dubbed in English as the subtitles seem to make more sense and the dubbing gives the movie an undesired godzilla effect. A little on the artsy side but definitely accomplishes good suspense. 8/10 for an enjoyable time watching the movie.
Você sabia?
- ConexõesReferenced in Adjust Your Tracking: The Untold Story of the VHS Collector (2013)
- Trilhas sonorasGirlie
Written by Kazuya Yoshii
Performed by The Yellow Monkey
Courtesy of BMG Funhouse
Principais escolhas
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Detalhes
- Tempo de duração
- 1 h 25 min(85 min)
- Cor
- Mixagem de som
- Proporção
- 1.75 : 1
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