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Zach Cregger’s ‘Resident Evil’ Stays True to the Games Without Faithfully Adapting Them

Maybe the thing a Resident Evil film needs isn’t a faithful adaptation of any one game, but a filmmaker who understands what it feels like to play one. After six films and one reboot, Sony Pictures gave the iconic video game franchise another chance, this time by handing the reins to Zach Cregger and letting him approach Resident Evil less as a direct adaptation and more as a survival-horror experience.

Unlike the previous adaptations, which often banked on recognizable characters, creatures, and iconography, or simply pushed the series further into action spectacle, Cregger’s film is more interested in recreating the tension of actually playing Resident Evil. The fear comes less from wondering which familiar monster will show up next and more from the uncertainty of what might be behind the next door, whether Bryan has enough ammunition to deal with it, and how much worse his night can possibly get.

The film centers on Bryan (Austin Abrams), a medical courier who handles his deliveries with all the delicacy of a pizza delivery guy. He isn’t exactly built like your typical survival-horror hero, either. Our introduction to Bryan comes as his girlfriend tells him she’s pregnant, sending him into an anxious spiral of false positives, additional tests, and repeated assurances that nobody needs to “freak out.” Rather than confront what the news might mean, Bryan instinctively looks for an escape by taking on another job that requires him to carry a sealed medical transport case to Raccoon City General.

Of course, anyone familiar with Resident Evil will recognize that Bryan is driving straight into danger. As if the snow-covered roads and dead of night weren’t already enough of a red flag, the warning signs continue to pile up. But for someone like Bryan, whose first instinct is to run away from whatever problem is in front of him, ignoring them almost feels natural. He barrels ahead without slowing down or bothering with snow tires, choices that suggest he is just as eager to put distance between himself and his problems as he is to complete the delivery.

Predictably, the trip doesn’t go according to plan. What begins as a routine delivery quickly leaves Bryan stranded in circumstances he is wildly unprepared to handle. And once Bryan hits a barefoot woman who wanders onto the road, Cregger pulls him out of the relative safety of his car and into the full-on dangers Resident Evil fans are familiar with. But one doesn’t even have to know Resident Evil to understand how this nightmare works, because Cregger uses the familiar language of horror to make every warning sign immediately readable. An isolated road, the dead of night, a mysterious woman appearing where she shouldn’t be, dying or no phone signal, and Bryan’s complete lack of preparation all tell us the same thing. Instead of Bryan getting back into the car and driving back to his girlfriend Michelle, he, like any unfortunate horror protagonist, keeps moving deeper into danger.

Bryan (Austin Abrams) recoils inside his car as an infected figure presses against the windshield in Resident Evil.

It’s once Bryan is on foot that Cregger’s approach really starts to resemble the rhythm of a Resident Evil game. Bryan constantly checks how many bullets he has left, shoots padlocks off doors to move forward, and cautiously makes his way through spaces where every hallway or room could hide something considerably worse than what he just escaped. Even the appearance of a familiar typewriter feels less like an obligatory Easter egg than part of the film’s larger attempt to translate the games’ mechanics into cinematic language. Cregger pushes that idea even further with moments shot from Bryan’s first-person perspective, placing audiences directly inside his panic and making the experience feel that much closer to actually playing the game.

Even if the film carries the Resident Evil name in its title, Cregger isn’t simply recycling the franchise’s monster catalog for the fans. Instead, the creatures feel recognizably Resident Evil without necessarily being direct recreations of familiar enemies. An infected dog grotesquely splits its face apart, human limbs merge into a crawling mass, an enormous man harbors a swarm of rats inside his body, and another mutation spews acid at Bryan. The designs borrow the franchise’s visual language of parasitic growth, mutation, and body horror while giving Cregger room to create nightmares of his own. We can see how the T-virus grotesquely manipulates human and animal bodies into increasingly horrific forms. If anything, Bryan’s reactions to seeing these creatures for the first time help sell just how unnatural they are. Abrams responds with the same mixture of disbelief, disgust, and outright panic that most people probably would, rather than treating each new mutation as just another enemy to put down.

This is what makes Abrams the right person to play someone like Bryan. He isn’t an agent, police officer, soldier, or anyone remotely prepared for a biohazard outbreak. He’s essentially a glorified Postmates driver who likes playing video games and suddenly finds himself having to learn how to survive one in real time. Hapless, neurotic, and completely unequipped to deal with an entire city that suddenly wants to take a bite out of him, Bryan openly admits that he sucks at using guns, talks himself through terrifying situations, and somehow keeps running into padlocks, which gradually become either a running gag or his mortal enemy. Abrams plays those frustrations with an exasperated, profanity-laced sense of humor, making Bryan feel less like a typical Resident Evil protagonist and more like the person holding the controller for the first time.

But Bryan’s panic never makes him helpless. He figures things out as they happen, usually while swearing, panicking, or reacting with the same disbelief anyone else would. And as frightened as he is, he repeatedly stops to help people when it would be much easier to leave them behind. He checks on the woman he hits with his car, tries to help an injured police officer, and continues carrying a package whose importance becomes much larger than the delivery job he originally signed up for. That stubborn sense of responsibility becomes especially significant for someone whose first instinct, when Michelle tells him she may be pregnant, was to run away from responsibility altogether.

Of course, none of that would matter if the creatures themselves weren’t terrifying. Cregger leans hard into the grotesque possibilities of the T-virus infecting its host. As such, the film treats these mutations as something messy, painful, and deeply unnatural. Faces split apart, bodies fuse together, boils and scars distort human flesh, and limbs bend or multiply into forms that barely resemble the people they once belonged to. The creature designs feel recognizably Resident Evil without simply recreating enemies fans have already seen, giving Cregger room to push the franchise’s body horror in some genuinely disgusting directions.

But the film’s most effective scares come before we can even see what Bryan is running from. Cregger understands how much of Resident Evil’s fear comes from uncertainty. Because of that, we never know what’s coming. That unpredictability adds to the film’s fun. It’s the distant noise from somewhere in the darkness, a road that stretches just beyond what we can see, a maternity ward that feels ready to erupt with mutated doctors, nurses, and newborns, or the hesitation before opening a door when there is no way of knowing what might be waiting on the other side. The film frequently makes us strain to see into dark spaces alongside Bryan. Once Bryan and the audience cross Raccoon City’s lines, the film heightens everyone’s senses. Every sound and movement feels dangerous and threatening. It recreates that familiar feeling from the games where moving forward is the only option, even when every instinct is telling you not to.

Bryan (Austin Abrams) sprints down a snow-covered street away from an explosion in Resident Evil.

That may ultimately be why Cregger’s Resident Evil works as well as it does. Rather than obsess over faithfully recreating one game, he captures the sensations that have defined the series for decades. The feeling when a player has dwindling ammunition, or when one encounters locked doors with no key in hand, or what happens when a person finds themselves in front of grotesque mutations, or how scared a person might feel when reacting to strange noises in the dark, and then there’s the constant suspicion that something worse is waiting just around the corner. With Abrams serving as a funny, frightened, and refreshingly ordinary guide through it all, Resident Evil becomes less about watching someone play through a survival-horror game and more about feeling like you’ve been dropped into one yourself.

9/10


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Michael Lee

Michael just loves to write about movies. From the franchise blockbusters to the indie darlings, and even foreign films. But his heart belongs to animation.

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