976-Evil II

A sly cursed hotline manipulates a man into performing evil acts.
 
 
United States
1992
Feature Film
Realism: 
Supernatural
Animals: 
Deer
Stalker: 
Sneaker
Trespasser
Cultists: 
Guru
Worshipper
Trickster: 
Gamemaster
Impostor
Lurer
Catastrophes: 
Crash
Explosion
Fire
Dimensional: 
Hellish
Reflection
Static
Unknown
Infected: 
Cursed
Object: 
Weapon
Psychics: 
Illusionist
Medium
Telekinetic
Telepathist
 
 
 
 
4
Nothing to get addicted to...
 
7.04
4
5.04
5.04
2
3
3
Ambiance
Effects
Plot
Quality-wise, this holds up as a sequel. Like the original, character development is not neglected and neither is tension, although the build-up could be handled better. The pacing is unusual and it still works. 976-Evil used to be about an oddly assorted bunch of teens and this time around it goes out of its ways to introduce the concept of astral projection.
It makes three unpardonable continuity mistakes. Firstly, returning character Spike and everyone else, strangers to him, start off troubled or traumatized; all separately exposed to the threat too early. Incidentally, the tone is always dark, always too serious. We lost the signature humor and the wit and it’s a shame. Finally, it chooses to humanize an antagonist better left ambiguous.
On the plus side, the sets are atmospheric, well lit and textured. When not inside a 50’s diner or an occult store, we’re swimming alone in a public pool or sucked inside a television set. Despite its many fault, 976-Evil 2 does some good. Like its predecessor, it becomes increasingly creative as you hit the third act. The cast is older, which means the tone is more mature. We lost teenage perk...
 
 
 
 
Alternate Titles: 
976-Evil 2
976-Evil Part 2
976-Evil Part II
976-EVIL 2: The Astral Factor