Genre: Horror
Premise: When the crew of an oil rig begins to drill on one of the deepest stretches of the ocean floor, they awake a dark and dangerous creature that has been hidden away for hundreds of years.
About: Today’s SPEC script (Yay, go spec scripts!!!) was snatched up by Michael Bay’s Platinum Dunes production company. But the more impressive feat, without question, was making the Black List as a non-biopic. The writer, Nelson Greaves, created the “Unfriended” franchise and was a staff writer on both Sleepy Hollow and 24.
Writer: Nelson Greaves
Details: 120 pages

ocean-8

I was going to do a whole Oscar Theme Week, reviewing big “important” screenplays that exhibited all the qualities of an Oscar contender. But then I thought, “Screw it. Let’s have some fun.” Today we get a classic monster-in-a-box screenplay. For those who don’t know what that means, “Monster-in-a-box” movies are any movie where your heroes are trapped in a contained area with a monster. It is seen as one of the most reliable and marketable movie setups that exist.

David Travis is the captain of an oil rig at the bottom of the sea. We’re told that down here, there is no light. And that, actually, 90% of living things on this planet live in this light-less existence. So it must be a shock to these critters when this crew comes down here and lights up an entire football field worth of sea floor to get their oil rig pumping.

Along with Davis there’s attitude-to-spare, Ox, alternative Chinese-American, Jen, parent of the group, Levan, lesbian, Rae, still acts like he’s in college, Craig, and cowgirl hottie, Anna. After the crew initiates their oil slurping, it’s time for a celebration. But just as corks start popping, the entire rig goes dark. It takes a second for the power to be restored, and once it is, they discover that the lighting system outside has been damaged.

Jen heads out to fix it, but when her toolbox falls outside the lit area and down a small hill, she must retrieve it. There’s only one problem. There’s no light down there. It’s DARK. And they’ve been told never to travel into the dark. Jen’s got beer muscles from the party earlier, however, and heads out. Should we be surprised that she doesn’t come back?

Control Man Craig notices on the radar that Jen is somehow half a mile away. That’s impossible. The rest of the crew throws their suits on and goes after her… into the dark. They get to where Jen’s supposed to be but there’s nothing. “But she has to be there,” Craig pleads. “The radar says so.” That’s when someone realizes, “She’s underground.” They all start digging, find Jen’s arm, pull her up, but her entire suit is filled with guts. Eww. But wait… this isn’t Jen’s suit. This suit is older. Then someone finds a second suit under Jen. These people are not a part of their crew. What’s going on?

Craig relocates Jen’s tracker, which is further away than previously thought. They keep walking and find a giant hole on the sea floor. It appears Jen is at the bottom of that hole. David volunteers to go down, and is slowly lowered via rope. He notices that in the walls of this hole are tons of little tunnels. Who made these? Where do they go? David gets to the bottom and finds a barely conscious Jen. He grabs her and starts back up the hole. And that’s when things get bad. A giant light-sucking beast starts chasing them. It’s able to snatch poor Jen, but David gets away.

Because this beast doesn’t reflect light, the crew realizes that walking back the traditional way is a death trap. There’s no way to see if it’s coming. So they take one of the tunnels and, once below their rig, dig upwards and get back to home base that way. Somehow, this inane plan works, but getting inside the rig doesn’t solve anything. This light-sucking beast is not going to stop until it kills them all.

Fun script desired.

Fun script achieved.

Dark is by no means perfect. The dialogue, in particular, was brutal (DAVID: “Two miles. Jesus. Can you scoot under the engine, check the converter belt?” RAE: “Not for what you’re paying me.” DAVID: “I’m paying you the GDP of Tonga.” RAE: “Which I can’t collect if I’m dead.”). What does that line even mean? What’s Tonga? And how much is their GDP? And since we don’t know either of these things, how can we understand this joke? A classic “camaraderie dialogue” fail, which I’ll cover more in the “What I Learned” section.

But luckily for Dark, the pacing is excellent.

The biggest issue with these monster-in-a-box screenplays is that there’s a lot of sitting around in rooms, gearing up for the next set piece. As that formula sets in (wait around, set piece, wait around, set piece, wait around, set piece), we get used to the pacing, and once the reader gets used to anything, they become bored. After getting out on the ocean floor in Dark, Greaves not only keeps our characters moving, but keeps throwing in unexpected developments as well.

I particularly liked the addition of these tunnels and thought Greaves could’ve done even more with them. If they had to maneuver in and around these things to escape the monster, that would’ve been cool. Making their trek a straight shot back to base was fine, but felt a little ‘first idea’ to me.

This is a great conversation topic for writers. Often what will happen is towards the end of your writing process – your last couple of drafts – you’ll come up with a great new idea. But because you’re basically finished, you don’t explore the idea. I can imagine a scenario where through six drafts in Dark, the hole was just a hole. It was only on the last two drafts that the writer came up with these tunnels. And, unfortunately, two drafts isn’t enough to fully explore how those tunnels could add to the story. Which is why we got this straight shot back to base. (I don’t know that this was the case. I’m only guessing)

If this happens to you, it’s your duty to explore it, even if it’s going to extend your writing out further than you planned. Cause good ideas are hard to come by. And you don’t really get everything out of an idea unless you’ve some spent some serious time with it. There’s a version of this that plays out more like The Descent, where these tunnels lead to a larger truth about what’s living down here. But the writer didn’t go there.

Greaves could’ve also made this much better if he’d taken 5 more pages to set up his characters. These characters are thinner than an electric eel. One character is literally described as “a lesbian.” Lol. As if that tells us everything we need to know about her. I see this a lot in these types of scripts, as writers know the characters are being written to die. “Why spend all this time on setting someone up if they’re just going to die” goes the logic. You should have the opposite mindset. The better we know your characters, the more we’ll care about them. And in cliche setups like this one, good characters are often what separate the winners from the losers.

In order to write memorable characters, start with the basics. Give us a thoughtful character description that lets us know exactly who the person is. Here’s a description of Matt Drudge from the number 4 script on last year’s Black List (“Drudge has a twitchy demeanor and horrific posture. He talks with a weird sense of confidence despite a nasally voice and the occasional stutter.”). Then, ideally, you want to provide an action for that character that further defines who they are. For example, to show that Drudge is annoying, you might have him send back his breakfast at the diner because the eggs are “10 percent too runny.” If you do those two things, your characters will stand out. You still want to give them flaws and vices and inner conflicts. But everything starts with the introduction.

Dark was a good script. It’s a little derivative but it moves quickly and never gets boring.

[ ] What the hell did I just read?
[ ] wasn’t for me
[x] worth the read
[ ] impressive
[ ] genius

What I learned: Try to inject TRUTH into your camaraderie dialogue. Camaraderie dialogue (dialogue between a tight knit group/crew in a movie) is some of the most cringe-worthy dialogue I read. It’s clear the writer has never been anywhere near a military unit, or, in this case, an oil rig crew. So they write some version of camaraderie they saw in a similar movie – in other words, a copy of a copy. Don’t do this. To write good camaraderie dialogue, work off your own life. Think about any time when you and a group of friends were joking around. It’s never perfect. Nobody ever nails that trailer-ready zinger. The conversation is more raw and messy. Start there and try to find the truth of the situation, as opposed to popping in that old Aliens DVD and rewriting the scene after they come out of hyper-sleep.