[0:00] Why does the backrooms look like this? [0:01] I've noticed every review talks about [0:03] the same thing. It's a mood or it's the [0:05] aesthetic. Maybe it's just the vibe. [0:06] It's transcendent, atmospherically [0:08] haunting, but so were all these other [0:09] movies like The Shining, Exit 8, Escape [0:11] Room, 1408, Asbow, So Below, and even [0:14] Cam. The thing is, every creative and [0:15] technical choice in the back rooms [0:17] actually builds that feeling that made [0:18] us call it a vibe or atmospherically [0:20] haunting. It kept us talking about the [0:21] movie long after we've seen it. And with [0:23] a film like Backrooms, a project that [0:24] began as a single image slowly growing [0:26] into its own lore over decades, the goal [0:28] for the movie wasn't really to define [0:30] what this world is, but to expand on it [0:31] without closing it off. In the director [0:33] Kane Parson's own words, the horror of [0:35] the back rooms isn't in the space being [0:36] explained, it's in how much of it gets [0:38] filled in by us. If the horror comes [0:40] from what we project onto this space, [0:41] then every visual decision has to [0:43] support that feeling. That's where the [0:45] architecture, the lighting, the [0:46] cinematography, and sound design come [0:47] in, which we'll get into in this video. [0:49] There's a lot of different movies to [0:50] check out in regards to liinal horror or [0:52] liinal spaces. And the concept of it is [0:54] nothing new, of course, but I find that [0:55] most of these movies always have to [0:57] bring a lot of existential dread and [0:58] never fully balance between reality and [1:00] fiction, which wasn't hard for a [1:02] franchise like this one that found a lot [1:03] of footing during the pandemic when in a [1:05] way we were also trapped in our own [1:06] spaces. So, the vibes familiar, but our [1:08] relationship to it is already personal. [1:10] As humans, liinal spaces naturally [1:12] trigger anxiety. Part of that is learned [1:13] through horror movies, but it also comes [1:15] from our everyday lives. We read empty [1:16] parking garages or abandoned offices as [1:18] potentially dangerous because spaces [1:20] without people, without rules, can be [1:22] places that are ultimately very [1:23] dangerous. So, we don't need a monster [1:25] necessarily to make this movie feel [1:26] wrong. It helps, but it really starts [1:28] with the environments that already sit [1:29] really close to memory. It taps into our [1:31] fascination with the unknown while [1:33] appealing to a younger audience. Unlike [1:34] other creepy pasta movies like Slender [1:36] Man, The Backgrounds draws from a very [1:38] Gen Z anxiety. The battle against AI, [1:40] where things that look almost right are [1:41] completely off. And in a world [1:43] experienced through our phones, we're [1:44] surrounded by endless choices. is [1:45] curated by algorithms we don't fully [1:47] control, kind of like the back rooms. At [1:49] the same time, it taps into a nostalgia [1:51] for that Y2K vibe of design and [1:53] aesthetic that younger people have [1:54] become very fascinated by in the recent [1:56] years, while preserving a bit of genuine [1:58] memories for us older millennials. The [2:00] result is a world that feels both new [2:01] and remembered, a perfect basis for that [2:03] kind of uncanny horror that The Back [2:04] Rooms really thrives on. The team behind [2:06] The Back Rooms was a full army. However, [2:08] I do want to highlight director and [2:10] co-composer Kane Parsons, who worked [2:11] with the cinematographer Jeremy Cox. Cox [2:13] previously shot Keeper and Mile and [2:15] Kicks and also worked as second unit DP [2:17] on Long Legs and the Monkey. He's also [2:19] worked on the 2024 psychological horror [2:21] series The Edge of Sleep, where [2:22] Markiplier starred as the lead. And [2:24] given Markiplier's jump into feature [2:25] film making with Iron Lung, this isn't [2:27] Jeremy's first time working with [2:28] YouTubers, moving into fullscale [2:30] cinematic productions. Cox has also been [2:32] working with a Vancouver based [2:33] production company called Oddfellows, [2:35] the same company behind Back Rooms, [2:36] Longlegs, The Monkey, and Keeper. Chris [2:38] Ferguson, who has been running [2:39] Oddfellows for over a decade, originally [2:41] introduced him to Kane after working on [2:42] Keeper and seeing how well they did on a [2:44] small budget. So, they saw it as a nice [2:46] fit. And that's when Kane showed him his [2:47] YouTube series. And unlike most projects [2:49] where world building is something [2:50] developed in like pre-production, this [2:52] world already existed. So, it wasn't [2:53] being constructed. So, that took a lot [2:55] of work off their plates. A lot of their [2:57] visual inspiration came from things like [2:59] 1 hour photo. And you can see in 1 Hour [3:00] Photo and the blocking and how they use [3:02] the space how that really inspired back [3:04] rooms. but they also pulled from bigger [3:05] references in general because this is [3:07] already an established world, just not a [3:09] traditional, you know, cinematic one. [3:10] So, they spent a lot of time studying [3:12] Reddit threads of liinal space [3:13] photography, looking at what [3:14] specifically made those images feel off, [3:16] and how to recreate that sensation in [3:17] live action. It also is important to [3:19] remember that this is Kane's very first [3:21] liveaction feature, and Cox has [3:22] mentioned that Kane approached it very [3:24] directly and happily, even while [3:25] acknowledging that translating something [3:27] so fully done in Blender into physical [3:29] production came with a steep learning [3:31] curve. Kane has always been drawn to [3:32] film, but the shift from total digital [3:34] control to real world constraints meant [3:36] negotiating scale. In contrast, and to a [3:39] traditional cinematic sense, no one on [3:40] that team wanted the back rooms to feel [3:42] glossy or pristine. The goal wasn't to [3:44] create something overly cinematic, but [3:46] to build a film that kind of resists [3:47] those expectations while also still [3:49] functioning as like a coherent film [3:51] piece. So, a lot of the process became [3:53] about figuring out a simple question. [3:54] How do you make something that refuses [3:56] rules still feel like a film? And how do [3:58] you take something familiar and make it [3:59] feel unfamiliar? And that answer [4:01] actually starts with the architecture. [4:03] Production designer Danny Verette and [4:04] director Kane Parsons built more than [4:06] 30,000 square feet of backroom sets [4:08] across four sound stages. Even their [4:10] crew needed signs to navigate this maze. [4:12] Parsons had already spent years building [4:14] these spaces digitally in Blender and [4:15] created even more for Verette before [4:17] building a single set. That was because [4:19] this movie wasn't meant to give you a [4:20] new version of the back rooms, but to [4:22] build off his original work published [4:23] all those years ago. So, this honors the [4:25] fan base and expands upon it for the [4:26] movie. But recreating the back rooms [4:28] isn't enough. The movie still has to [4:30] trap us in that same way that Kane's [4:32] videos did, but for 2 hours. And it [4:34] needs that same locked in pressure. So, [4:35] the spaces aren't just here to look like [4:37] the back rooms. They start supporting [4:38] the story itself. It isn't just a maze [4:40] where Clark wanders through. The film [4:42] suggests that the space is constantly [4:43] absorbing fragments of the people who [4:45] pass through it. Their memories, their [4:46] anxieties, their architecture. Thus, it [4:48] becomes a world that feels familiar [4:49] without ever being identifiable. Every [4:51] corner, every hallway feels like it [4:53] belongs somewhere but nowhere at the [4:55] same time. Kane has talked about how [4:56] liinal spaces remind us of fragments we [4:58] barely remember. The texture of a [4:59] wallpaper in a relative's house, the [5:01] shape of an archway, a waiting room, a [5:03] strip mall, a carpet pattern you've [5:04] forgotten but somehow still recognize. [5:06] Tiny details that aren't important [5:07] enough to remember consciously but never [5:09] fully disappear. And the original [5:10] backroom's image kind of works for the [5:12] same reason. It's not a haunted house. [5:14] It's an ordinary space photographed [5:15] poorly. The white balance is off. The [5:17] colors are distorted. Nothing about it [5:18] is intentionally designed to be scary. [5:20] However, it's still very unsettling. [5:22] Vertt has said that they're creating a [5:23] world where rules don't apply. And so he [5:25] was very careful to make sure that they [5:27] weren't just doing things because they [5:28] could. And the goal always was to [5:30] establish recognition first, then it [5:31] unravels and you start to realize then [5:33] everything's off. And that's where The [5:35] Back Rooms differs from something like [5:36] The Shining. The Overlook Hotel was [5:38] built to feel disorienting. It creates [5:40] anxiety in a controlling and impossible [5:41] way. While back rooms creates anxiety [5:43] through recognition, it isn't asking you [5:45] to enter a strange place. It's asking [5:46] you to wonder if you've already been [5:47] there before. So the architecture feels [5:49] less like a location and more like a [5:51] collection of memories. is just stitched [5:52] together. And once the film convinces [5:54] you that the space belongs somewhere in [5:55] your past, it becomes much more easier [5:57] to get lost in it. And while the [5:58] architecture creates that anxiety, the [6:00] camera really traps us inside of it. [6:02] It's June. There's a lot going on from [6:04] graduations to Father's Day and big [6:05] summer plans. It's easy to look around [6:07] and feel personally diminished because [6:09] it looks like everybody else is having [6:10] the time of their lives. And that's not [6:11] a great feeling to sit alone with. But [6:13] today's sponsor, BetterHel, makes it [6:15] easy to have somebody with you who's [6:16] trained to listen and help. My therapist [6:18] has pointed out in the past that unless [6:19] you're really close with somebody, most [6:21] of what you see of other people's lives [6:22] is just the highlight reel. It's a super [6:24] cut of the best bits. And especially if [6:25] you spend a lot of time on social media, [6:27] it feels like there's thousands of [6:28] people living it up in Tokyo or at a [6:30] brunch while you doom scroll your way [6:32] through a night of stress induced [6:33] insomnia. But that's not how things [6:35] really are. And it's really helpful to [6:37] have somebody with you to point that [6:38] out. 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And Jeremy has spoken [7:13] about how the back rooms forced him to [7:15] rethink his own instincts as a DP. The [7:17] back rooms allowed him to have framing [7:19] deliberately offc center, slightly [7:20] short-sighted and asymmetrical. Because [7:22] there's so much uniformity to every [7:24] location in the movie, you instinctively [7:26] want to deviate from that. So, there's a [7:27] visual imbalance as well. There's a lot [7:29] of wide angles that make the characters [7:31] feel and look smaller while [7:32] simultaneously allowing their [7:34] environment to like dominate the frame. [7:36] So, it's a weird visual where the space [7:38] is massive and still somehow feels [7:40] claustrophobic at the same time. Even [7:41] when characters are standing directly in [7:43] front of us, the environment feels like [7:44] the real subject of the shot, which [7:46] feels important to the heart of the back [7:47] rooms where exploring the space has [7:49] always been encouraged, but you would [7:50] never actually find answers to them. The [7:52] camera will at times move like it's also [7:54] another character in the movie, peeking [7:55] around corners before our characters get [7:56] there. It lingers on empty rooms, and we [7:58] get to see and study the place before [8:00] they even enter it. Cox shot the film on [8:02] a Sony Venice using a Rialto extension [8:04] system, which separates the sensor from [8:05] the camera body and allows it to fit [8:07] into incredibly tight spaces. That meant [8:09] that the camera could move through [8:10] impossible corners and awkward angles [8:12] inside that maze, making you feel rooted [8:14] in that environment. And that makes [8:15] sense because the camera often feels [8:17] subjective, as if we're kind of [8:18] remembering a place rather than [8:19] physically exploring it. And despite [8:21] being a studio film, the movie never [8:23] completely abandons the found footage [8:25] that made Kane's original video so [8:26] great. They remain wide, the camera [8:28] remains curious, and our attention is [8:30] constantly pulled towards the [8:31] environment rather than the people [8:32] inside of it. The found footage is [8:33] arguably the best part of the YouTube [8:35] series, and Kane keyframed all the [8:37] movements for handheld in Blender. And [8:38] according to Jeremy, some of the hardest [8:40] stuff to operate was the handheld work [8:42] because you had to act as if it was an [8:44] accident, but also hit the key beats. [8:45] They were shot in Red Komodo, and [8:47] there's additionally VFX in these [8:48] segments. And after all the VFX was [8:50] done, they printed it onto VHS. So [8:52] everything feels just as aesthetically [8:53] viby as the original image in the [8:55] YouTube series delivered. Yet, [8:56] architecture and cinematography aren't [8:58] alone in making the back rooms feel oh [9:00] so wrong. You might have noticed a [9:01] stinky putrid tone and smooth varnish [9:03] that would put smooth Spongebob to [9:04] shame. Across every version, from that [9:07] single image to the YouTube series with [9:08] Blender to the big screen, color and [9:10] lighting have been really important in [9:11] shaping its atmosphere across all forms [9:13] of media. But what makes it really [9:14] unsettling is just how profoundly flat [9:16] it is to me. There's no contrast, no [9:18] shadows in the traditional sense, of [9:20] course, and it's not that cinematic [9:21] lighting that you might be used to, but [9:22] it's also very common in A24 movies. It [9:25] feels designed to look not designed and [9:27] the color grading pushes that even more [9:29] and is perfectly just imperfect in the [9:31] same sense. Where it's normal for movies [9:33] to use color theory to reflect different [9:35] atmospheric changes or maybe a character [9:36] state of mind, backroom uses its colors [9:38] to be more disorienting and just very [9:40] uncomfortable. Outside in the real world [9:42] in the movie, there's this cold or like [9:43] blue tone over everything, which isn't, [9:45] you know, unheard of. It's showing a bit [9:46] of detachment from the world that we're [9:48] about to enter. Inside this new world is [9:49] sickly yellow and fluorescent and the [9:51] opposite of inviting. The warm tones [9:53] throughout the movie from the occasional [9:54] lamps should feel comforting. Instead, [9:56] they appear during moments of confusion [9:58] and feel more rancid than warm. They [10:00] went as far as to test different shades [10:02] of yellow and photos of different skin [10:03] tones to find the right balance. So, [10:05] we're seeing how color wasn't even only [10:07] an aesthetic bonus, but where they began [10:08] fine-tuning that distortion vibe. And as [10:11] most fans know, watching the original [10:12] work, Kane really succeeded in building [10:14] a great sound design around his videos. [10:16] On top of creating music for the [10:18] original short films, Kane had also been [10:19] expanding the soundsscapes for back [10:21] rooms into a standalone albums that [10:23] weren't shared in the series, but still [10:24] allowed fans to pull more information [10:26] from. The score helps you identify the [10:28] area and works like a compass in a way. [10:30] It doesn't only support emotionally like [10:31] most scores do. It helps guide you. It [10:33] reorients you in a way where the music [10:35] isn't just here on top of the picture, [10:37] it's helping you see it. Kane [10:38] co-composed with Ido Venman, who also [10:40] composed the score for Keeper, which he [10:42] worked on with Back Room's DP, Jeremy [10:43] Cox. Arguably, this movie sounds more [10:46] like just regular sound design than a [10:48] score. It's at all times responding to [10:50] what's happening or how people are [10:52] reacting. It was less about creating a [10:54] thematic score and just maintaining a [10:56] consistent like sonic environment that's [10:58] very fluid and behaves in its own way. [11:00] And that blur between sound design and [11:02] score is really interesting in this [11:03] movie because it's full of like [11:05] atmospheric audio cues and it feels so [11:07] constant. You don't know whether it's [11:08] playing to us or just living in the [11:10] movie. And there's no clear separation [11:12] of what is real and what is not. [11:13] Essentially, we stop tracking what is [11:15] music versus what is the environment [11:17] because both are operating under the [11:19] same kind of logic. So, when you look at [11:20] all of this together, the architecture, [11:22] the cinematography, the lighting, the [11:23] sound, it starts feeling like a system. [11:25] It takes so many moving pieces to [11:27] control and support any film. But [11:28] technically, there's so many reasons for [11:30] the back rooms being different from [11:31] traditional movies of its like caliber. [11:33] Nothing in the back rooms is designed to [11:34] fully disorient you immediately. It [11:36] starts with familiarity. Spaces that [11:38] feel almost real, frames that feel [11:39] almost balanced, lighting that feels [11:41] almost natural, and then piece by piece, [11:42] that familiarity slips. And that's what [11:44] makes it work. Because the film isn't [11:46] asking us to understand the back rooms. [11:47] It's asking us to move through it the [11:49] same way the characters do. Constantly [11:50] searching for something that confirms [11:52] where we are without actually ever [11:53] getting there. So, when you ask, why [11:55] does the Back Rooms movie look like [11:56] this? The short answer is it's designed [11:58] to be disorienting, but in a way that's [11:59] built on familiarity. and that comes [12:01] from a series of very specific technical [12:03] and sometimes psychological choices that [12:04] create unease and discomfort and [12:06] ambiguity. Together, they preserve the [12:08] original feeling of discovering the back [12:09] rooms online for the first time while [12:11] also expanding it into a world you can [12:13] actually explore and get lost in. [12:14] Comment down below with your thoughts on [12:15] the movie and how you felt about the [12:16] vibe because I know it's very alluring [12:18] and I know it's very cool. And a special [12:20] thanks to one of our YouTube members, [12:21] Paulo Bianca, who supports us at the [12:23] executive producer level. A big thanks [12:25] to Studio Tech Brian Kim behind the [12:26] cameras. New Rockstars editors Joshua [12:28] Steven Herd and Abby Fel and all the [12:30] other supporting editors for their work [12:31] on this video and all of our videos. [12:32] Follow me at Lulu Clement. Subscribe to [12:34] all the channels in the New Rockstars [12:35] Network for breakdowns and news coverage [12:36] of everything you love. Thanks for [12:37] watching. I'll see you guys later.