Brothers John and Matt have inherited an island cabin from their recently deceased uncle. Along with Matt's girlfriend, Nicki, and other mutual friends, the siblings travel to the cabin for a relaxing weekend getaway. But, not long after arriving, the group is besieged by ravenous dogs. They watch in horror as another vacationer, Luke, is eaten alive. Soon, they discover a training facility where the dogs have been bred to kill.
Get a triple dose of horror at the Fright Club! When three friends go to an eccentric art gallery, they discover they've arrived at the Fright Club -- a secret society owned by turn-of-the century Renaissance man Sebastian Crowe. In order to gain entrance, the friends must each tell sexy hostess Vashista their most horrific scary story. What follows are three terrifyingly creepy contemporary tales of werewolves, vampires and monsters.
A group of teenagers invent a game in which one of them is secretly chosen to be a "killer," while the others remain innocent victims. Armed with prop weapons, the "killer" must eliminate the other players before being found out. To enhance their experience, the teens sneak into a large self-storage warehouse during its closed, late-night hours to hold their game. At first, it's better than ever. But, things take a horrific turn as one by one, the players begin dying...for real.
Something monstrous is slaughtering deer in the marshlands of Ohio, leaving them torn to shreds. Authorities believe it to be the work of a bear, but army veteran Jack Sullivan knows the truth. He has heard the creature’s name, but nothing can prepare him for the disturbing reality of BIGFOOT. The original monster of American folklore, Bob Gray’s Bigfoot is more savage, relentless, and bloodthirsty than he’s ever been before. The deer were just the beginning. He’s saving his ultimate wrath for the men who enter his domain.
When a group of tourists on a New Orleans haunted swamp tour find themselves stranded in the wilderness, their evening of fun and spooks turns into a horrific nightmare.
This follow-up to the George Romero/Stephen King-launched anthology series features five new tales of horror and a wraparound. The main stories deal with alternative realities ("Alice"), possessed communication devices ("The Radio"), vampires and serial killers in lust ("Call Girl"), mad inventors ("The Professor's Wife"), and hauntings from beyond the grave ("Haunted Dog").
In 1965 New England, a troubled girl encounters mysterious happenings in the woods surrounding an isolated girls school that she was sent to by her estranged parents.
Over Thanksgiving weekend, all but five students in an old Manhattan building that's now a college dormitory leave for home: staying on one floor are roommates Lauren, Melina, and Alison, plus her boyfriend Diego and Grant, a loner in a room down the hall. Lauren's been seeing things in her bathroom: a silent child of about six. Diego has written a paper on parapsychology, so he holds a séance with the disbelieving co-eds. Something goes awry, because bad things start to happen and the students' only defender is an aging campus cop named Syd. What's the silent ghostly girl's secret, and can Alison discover what's going on before it's too late?
Steve (Brett Kelly, who also directs) has a wonderful relationship with his girlfriend, Amy (Caitlin Delaney) — until he accidentally backs over her with his car and kills her. Desperate not to lose his great love, he uses an ancient book of magic to revive her. Unfortunately, she comes back to life as a flesh-eating zombie. Now, Steve must keep his neighbors from discovering the truth — and keep Amy from eating his friends!
The biker Anne has a violent one night stand with the supposed cop Chris after a minor infraction. Two days later, feeling guilty and traumatized, she decides to go hiking with her boyfriend Michael in the Whistler chain of mountains, a spot where bicycles are prohibited. When she sees Chris riding a bike, she tells Michael about her affair, and Chris unexpectedly kills Michael. Along the rest of the day and night, Anne is chased by Chris in a sick and mortal mouse-and-cat game.
Emma has a strong aversion towards her family’s new house, especially the attic. After moving in, she becomes miserable and reclusive. The rest of her family also seems unhappy and unsettled. The situation escalates one day when Emma is in the attic alone. All of a sudden someone who looks exactly like Emma attacks her viciously.
A dying professor leaves his great-nephew a collection of documents pertaining to the Cthulhu Cult. The nephew begins to learn why the study of the cult so fascinated his grandfather. Bit-by-bit he begins piecing together the dread implications of his grandfather's inquiries, and soon he takes on investigating the Cthulhu cult as a crusade of his own.
After getting dumped by his girlfriend, Marty runs into a group of vampire women who have come to town to feed. Now he has to stop them and save his friends.
Evil voodoo-practicing serial killer Shadow gets executed for murdering pregnant women. Twenty years later the prison Shadow was put to death at has been turned into an experimental women's penitentiary. Tough and fiercely autonomous new inmate Solitaire has some kind of link with Shadow. When Shadow and his lethal shambling zombie minions are resurrected, it's up to Solitaire to stop them.
A mysterious technology has transformed the residents of Austin, TX into flesh-craving zombies. Armed with a knife, an axe, and many pairs of flip-flops, middleschooler Dannie and her pee-wee zombie squad take to the streets to battle undead parents, teens, and even a toddler.
HORRORS OF WAR derives from the "B" movie, Grindhouse tradition, made to play like a like a midnight movie. It is an independently-produced film made in a B-movie style, yet with a dramatic grounding and an eye toward bigger production values.......FILM SYNOPSIS: 'Feeling the pressure from Allied advance, Hitler unleashes his secret weapons giving rise to a type of warfare the world has never seen. Throughout the European theater of WWII, Lieutenant John Schmidt comes face to face with these "weapons." The Office of Strategic Services (O.S.S., precursor to the C.I.A.) initiates missions behind enemy lines to find the source of the weapons terrorizing U.S. soldiers fighting the Third Reich. Schmidt is joined by Captain Joe Russo and his group of war-hardened GIs who have experienced for themselves the all-too-real horrors of war in battle. Together, they must find and destroy Hitler's horde of nightmare weapons before his horrific vision can be fully realized