20-Year-Old Director’s Sci-Fi Horror Masterpiece ‘Backrooms’ Redefines the Genre

Back Room - A strange doorway appears in the basement of the furniture showroom.

Clark (Chiwetel Ejiofor) uncovers a series of disturbing rooms in a furniture showroom.

A24

Back Room
Kane Parsons is now screening in theaters

There’s an unsettling quality to a room that appears to serve no purpose. A hallway with no destination. A chair half-embedded in the floor. Even a misaligned sofa poses a latent threat. In Back Room, 20-year-old Kane Parsons makes his feature debut, where ordinary objects are stripped of their usual context, transforming into something alien. Shadows, carpeted hallways, and buzzing fluorescent lights serve as telltale signs that our grasp on reality is fleeting.

Originally conceptualized by Parsons, better known online as Kane Pixels, Back Room is a YouTube phenomenon inspired by a 2019 post from an anonymous 4chan user featuring a room adorned with yellow wallpaper and fluorescent lights. The post sought other “disturbing images that evoke discomfort.” In response, another user described “the stench of old damp carpets, monochromatic yellow madness…and a back room encompassing 600 million square miles of randomly segmented empty rooms.” Thus, the internet horror sensation was born.

Parsons’ film, penned by Will Sudich, is set in June 1990. It follows Clark (Chiwetel Ejiofor), a failed architect managing a large furniture store, and his therapist, Dr. Mary Klein (Renate Reinsve). Clark, an everyday man marked by a birthmark, stumbles upon a bizarre door in the store’s basement, leading him into an endless series of rooms. When he cannot escape, Mary sets out to find him.

Rather than diluting the original concept, the transition from short web horror to feature film preserves the menacing ambiance of the short film, amplifying it through haunting production design, deliberate cinematography, and a chilling soundscape. The relentless electrical hum sinks into your skull, inducing a lingering discomfort.

The early 1990s setting not only adds aesthetic value; the VHS textures, analog recordings, and institutional blandness place the film in a technological void just before digital surveillance became commonplace. This backdrop is vital as Back Room, at its core, explores horror through the lens of an unstable universe.

The “back room” represents more than a maze or an alternate dimension in need of explanation. The film hints that time spent inside affects one’s psyche, which in turn can alter the space itself. Perception becomes the construct of reality. Anxieties, memories, and attachments exert spatial influence. This concept imbues Back Room with greater depth than mere monster-under-the-bed tales.


Back Room possesses a richer texture than a mere monster-in-the-dark narrative.

The film positions itself within the current wave of liminal space horror, similar to Exit 8, Genki Kawamura’s adaptation of a Japanese video game about a man trapped in a subway loop. Both films recognize that repetition and minor errors can evoke more terror than outright violence. Rooted in viral digital culture, they transform mundane spaces into psychological traps. Yet, Back Room shifts focus from identifying anomalies within a defined loop to surrendering to a reality where the rules reshape themselves around the victims, unlike Exit 8, which adheres to a precise, almost game-like structure. Back Room is expansive, chaotic, and cosmological.

The film deftly explores the horrors of practicality. Theoretically, anything in the back room could be beneficial. Infinite free space might resolve storage, housing, logistics, and urban overcrowding challenges. It’s no wonder companies and research institutions view it as a treasure. However, Parsons subverts this notion into dread: an endless warehouse morphs into a nightmare when the exit remains elusive.

Performances anchor this abstraction. Reinsve shines as Mary, exuding warmth and eerie certainty. Ejiofor imbues Clark with the weary aura of a man who has failed once and now faces entrapment in an alternative realm.

The conclusion feels abrupt and is clearly designed to pave the way for future installments. Numerous questions linger, perhaps frustratingly so. Yet this ambiguity serves a purpose. At the end, we share Clark’s desire to unravel the mystery of the back room. In few modern horror films do shadows, wallpaper, and low-cost furniture manifest such hostility. The journey began with a simple image posted in a 4chan thread, culminating in a remarkably potent cinematic exploration of fear, space, and perception.

Davide Abbatesianni is a film critic based in Rome, Italy.

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Source: www.newscientist.com

Groundbreaking Discoveries at CERN: Particles Unravel 20-Year-Old Scientific Mystery

CERN’s LHCb Experimental Cavern

CERN/Bryce, Maximilian

A groundbreaking discovery at CERN’s Large Hadron Collider (LHC) reveals a new, heavier proton-like particle composed of two charm quarks.

Protons and neutrons fall under the category of baryons, each containing three fundamental particles known as quarks, each with distinct “flavors.” For instance, a standard proton comprises two “up” quarks and one “down” quark.

Interestingly, heavier quarks, such as charm quarks, can also combine to create baryons, albeit these novel quark combinations are heavier and less stable, leading to shorter lifetimes before decaying into other particles.

In 2017, CERN’s LHCb experiment captured a glimpse of an exotic baryon named Xi.cc++, which consists of two charm quarks and one up quark, possessing a lifetime of just one trillionth of a second. Recently, physicists found its intriguing counterpart, Xicc+, which contains a down quark instead of an up quark, making it a heavier analog of the proton.

This latest discovery, characterized by a predicted lifetime six times shorter than that of Xicc++, posed significant detection challenges. It was confirmed only after substantial upgrades to the LHCb experiment enabled more sensitive particle searches, achieving a statistical significance exceeding 7 sigma—well above the 5 sigma threshold needed for a legitimate discovery.

“Uncovering the particle Xi.cc+ is not just remarkable—it’s a testament to the transformative power of the recent upgrades to the LHC,” stated Chris Parks from the University of Manchester, UK. “With just a one-year data sample, we’ve observed phenomena that eluded ten years of previous data gathering.”

The identification of this particle may enhance our understanding of the strong nuclear forces that bind quarks together while also affecting heavier quarks found in particles beyond protons and neutrons. This finding could resolve longstanding questions in particle physics.

In 2002, the SELEX experiment at Fermi National Accelerator Laboratory encountered a particle resembling Xicc+, yet it had a significantly lower mass than predicted, with a confidence level of only 4.7 sigma. “Now that we’ve validated its existence and confirmed the mass aligns with our predictions, we have effectively addressed this particle mass issue,” Parks remarked.

“While this measurement is fascinating, the implications remain uncertain,” noted Juan Rojo at Vrije Universiteit Amsterdam. “Quantum chromodynamics currently does not preclude the existence of this hadron, but we are still in the observation phase. The next five years could yield pivotal insights regarding how quark combinations impact particle mass,” Rojo added.

Topics:

  • Large Hadron Collider/
  • Particle Physics

Source: www.newscientist.com

20-Year-Old Guitar Hero: How a Plastic Axe Connected Generations Through Rock

IIt’s been two decades since the launch of Guitar Hero in North America, empowering everyday gamers to step into the shoes of rock stars. Not in a literal sense, of course, but good luck convincing the individual who rocked out to Free Bird’s four-minute guitar solo in front of a packed living room crowd.

Created by Harmonix and published by RedOctane, Guitar Hero drew inspiration from Konami’s GuitarFreaks and introduced a guitar-shaped controller that allowed players to hit colored notes scrolling down the screen in sync with popular tracks. Each riff or sequence aligned with a specific note, delivering the sensation of an authentic live performance.

Before collaborating with RedOctane, Harmonix had already explored rhythm gaming with the PlayStation 2 titles Frequency and Amplitude. The partnership, which later saw RedOctane acquired by Activision in 2006, paved the way for an unexpected multibillion-dollar franchise that introduced classic bands like Cheap Trick, Kansas, and Lynyrd Skynyrd to millions of younger players and left a significant mark on many featured artists.

The new strumming… a line of players wielding plastic guitars. Photo: Johannes Eisel/AFP/Getty Images

Michael Dornbrook, former COO of Harmonix, reminisces about the early financial hurdles related to licensing the songs, even though the initial titles mainly featured cover versions. He shared how his negotiating strength evolved as the game skyrocketed in popularity.

“The revenue was so substantial that we eventually rerecorded all the music,” he notes. “Even securing just publishing rights proved nearly impossible. You couldn’t approach a band like The Who. RedOctane was practically broke and uncertain of success. However, once Guitar Hero exploded, causing record sales and radio play to soar, everyone wanted in.”

“What’s remarkable is the number of parents who’ve reached out to thank us for introducing their kids to the music they cherish. It has truly become generational.”

Northern Irish blues rock band Answer made their debut in the 2008 Game Guitar Hero World Tour with “Never Too Late.” Guitarist Paul Mahon observes how the series revived classic rock. “‘Guitar Hero’ drew a younger crowd. What was once dismissed as ‘old-fashioned music’ became cool again as teens discovered it through the game. It restored legitimacy to the genre, shedding the ‘dad rock’ label. It revived interest in our music.”

At the time of their North American tour supporting AC/DC in 2008, The Answer had yet to release their debut album in the U.S. Therefore, it served as a crucial platform for the band. “Their crew was playing ‘Never Too Late’ on the tour bus, and some recognized us from ‘Guitar Hero,'” shares Mahon.

Spin-off titles like Guitar Hero: Aerosmith highlighted individual bands. Photo: ArcadeImages/Alamy

Major rock legends quickly seized upon the series’ success, with Aerosmith, Metallica, and Van Halen featured in dedicated spin-offs that spotlighted their catalogs and rock ‘n’ roll legacies. Guitar Hero: Aerosmith reportedly earned the band more revenue than any of their traditional studio albums, with over 500,000 copies sold in its first week, leading to a 40% boost in sales of Aerosmith’s music during an already turbulent time in the music industry.

The series still generates enthusiasm among its fans. Earlier this year, the streamer CarnyJared achieved an impressive milestone by playing DragonForce’s Through the Fire and Flames (a notorious power metal track popularized by Guitar Hero) in Clone Hero, a free game mimicking its gameplay with extensive customization. This track poses significant challenges even at Expert mode, let alone playing at double speed without faltering on nearly 4,000 notes. Carney Jared claims it took him nine months of practice.

Infamously challenging…DragonForce guitarist Herman Lee. Photo: Gary Miller/Filmmagic

It’s no small task, but when do you transition to playing a real guitar? “It doesn’t really matter; you can’t play that song within nine months!” DragonForce guitarist Herman Lee contends that the gaming world and reality are entirely distinct. “There’s zero possibility. Guitar Hero is an entertaining fantasy.” Just because you play Call of Duty doesn’t mean you need to pick up a real firearm and join the military.”

DragonForce had already enjoyed a successful tour before “Through the Fire and Flames” featured in “Guitar Hero III: Legends of Rock,” which Lee believes propelled the band into the limelight. “I recall getting a call from our record label saying the album was flying off the shelves,” he shares. “The next time we hit the road, it was a whole new level. We played the Mayhem Festival right before headliners Slipknot and Disturbed.”

In fact, the exposure from Guitar Hero was so significant that it nearly overshadowed the rest of the band’s work. Last year, the song appeared in the trailer for Despicable Me 4. “I used to think differently, but I’ve come to terms with it,” Lee reflects. “Even if just one person hears a DragonForce song, it’s fantastic. Everyone has their own musical journey, and we’re thrilled to be part of theirs.”

Whether relating to cars, fashion, or gaming, top-tier marketing goes beyond making a sale; it ignites desire. Did Guitar Hero successfully tap into that? “Precisely what we aimed for,” Dornbrook states. “The excitement of being a rock star performing on stage. From day one, Alex [Rigopulos] and Eran [Egozy], co-founders of Harmonix, believed in the intrinsic human longing to create music and sought to leverage technology to facilitate it.”

Most Guitar Hero titles were launched in just five years, from 2005 to 2010. This brief period also saw the release of DJ Hero, a spin-off featuring a turntable controller, and Band Hero, which hit the market just one week apart in 2009. Dornbrook noted, “Activision is notorious for exhausting franchises and tends to oversaturate.” Since then, apart from a brief revival with Guitar Hero Live in 2015, interest from publishers in plastic instruments has diminished.

Games like Clone Hero and Fortnite Festival keep the energy alive, with new developments from the original publisher on the horizon. A new studio named RedOctane Games has “entered production on its first rhythm-based title,” with original co-founders Kai and Charles Huang serving as special advisors. Is the world prepared for another title infused with the spirit of Guitar Hero?

“We envisioned these games evolving like Madden, with annual updates,” Dornbrook continues. “I remain optimistic because there’s an incredible wealth of new music that could sustain it indefinitely. There’s no reason it couldn’t thrive for future generations.”

Source: www.theguardian.com