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How ‘Resident Evil’ Re-Introduced Zombies to a New Generation [Resident Evil at 25]

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Zombies are everywhere, and they’ve been everywhere for a while now. From Romero’s 1968 classic Night of the Living Dead to Zack Snyder’s upcoming Army of the Dead, it’s actually quite fitting that these bloodthirsty revenants have endured in fiction after all this time. Of course, after having been spoiled by quality zombie media like The Last of Us and Train to Busan over the years, it’s easy to take the undead for granted. Believe it or not, there was once a time when it seemed like their scare-factor had run its course and it was hard to take zombies seriously.

Back in the 90s, Romero’s original Dead trilogy was already becoming a distant memory, and zombies were considered cliché, with only the most desperate of creators turning to them when in need of menacing antagonists. Other than Savini’s remake of Night of the Living Dead, most of the notable zombie media from that decade was comedic in tone, gifting us with satirical classics like Braindead and Army of Darkness while depriving us of genuine zombie scares. This also extended to gaming, with lighthearted titles like Zombies Ate My Neighbors contributing to the undead’s fall from horror grace.

That would all change in 1996 when Capcom unveiled their survival horror magnum opus, a little title called Biohazard, known in the Western world as Resident Evil. Today, I’d like to discuss how this innovative game did more than just redefine interactive horror as we know it, but also revived one of the genre’s most versatile monsters for a whole new generation of scares.

Growing up, my only contact with zombies had been through direct-to-video Scooby-Doo movies and action-oriented arcade games (like the massively underrated Area 51), so imagine my surprise when my uncle showed up one night with a PS1 disc claiming that it contained a truly terrifying zombie game. I was way too young at the time to really appreciate Shinji Mikami’s masterful craftsmanship as I booted up the original Resident Evil, but it didn’t take long to realize that my uncle wasn’t exaggerating.

Exploring the Spencer Mansion while solving obtuse puzzles and managing a limited inventory space was an experience unlike anything I had ever played before, and though I would always instinctively pass the controller to my uncle whenever a zombie showed up, I could still respect the intense (though admittedly clunky) combat. Despite the wonky voice-acting and B-movie aesthetics, the game played everything completely straight, making things that much more intimidating. After the memorable first encounter with an undead enemy, I was terrified by the idea that a single zombie could be a lethal threat if not handled properly, something that no other horror game had managed to do.

No action movie bravado here.

I was a teenager by the time I actually finished the game, having annoyed the hell out of my uncle during that initial playthrough and reluctantly learning to survive by myself, but Resident Evil left a lasting impression and introduced me to what would become one of my favorite sub-genres. Despite being absolutely mortified during most of my experience with the title, I felt a strange urge to face my fears in order to progress, something that I now recognize as one of the most compelling aspects of Survival Horror.

This curious instinct led me to watch (and often become traumatized by) several classic zombie movies, resulting in a life-long love of the genre, and I think many fans have similar stories. At the end of the day, Resident Evil wasn’t a success just because it was scary, but because it allowed players to overcome these horrors with a little bit of patience and perseverance.

Over the years, numerous critics have commented on how the intentionally awkward controls and combat system only served to make the game more intense. Players were always at a disadvantage and felt just as vulnerable as Jill and Chris when encountering enemies and other deadly obstacles, constantly being forced to think on their feet. The limited Saves also added weight to every decision, with players never being sure if they were managing resources correctly, knowing that any false move could lead to disastrous consequences later on.

While it was no doubt the result of technical limitations, the original game’s focus on tight encounters with small groups of zombies rather than hordes also harkens back to the work of George Romero. Despite the occasional large crowds of undead ghouls, Romero’s zombies benefited from quirky mannerisms and unique clothing that reminded viewers that these were once living, breathing people. This made their attacks much more memorable than the generic waves of undead enemies in other media, and this also applies to the shambling horrors of Resident Evil. Many fans actually refer to specific in-game enemies by their location, discussing the “Costume Room Zombie” and the “Bathroom Zombie” like genuine NPCs rather than forgettable enemies, a testament to the planning behind these encounters.

In fact, the possibility of becoming infected is just about the only memorable zombie trope that Resident Evil doesn’t play around with. This makes practical sense, as having the player face a death sentence after a single bite would have made things far too difficult, but it’s still a shame that they didn’t come up with an in-game reason to get around this. The game at least acknowledges the issue by having other characters succumb to Umbrella’s virus and eventually turn against the player, but it’s strange how almost every subsequent zombie game followed in Capcom’s footsteps and ignored this simple bit of lore.

Nothing beats the original!

It’s no secret that Resident Evil spawned legions of imitators as Survival Horror took off, with many of these so-called “RE Clones” also using the undead as a jumping-off point when crafting interactive scares. Over the years, this led to zombies making a comeback as genuinely intimidating foes in classics like Dead Rising and Left 4 Dead, with the monsters even making their way into the insanely popular Call of Duty series as one of the franchise’s most beloved bonus features.

Of course, Resident Evil‘s influence extends far beyond gaming, with this multi-media empire culminating with the world’s most profitable movie franchise based on a videogame. While the Resident Evil films were only superficially connected to the games, they turned RE into a household name, and were also something of a gateway for general audiences to discover the joys of zombie cinema. At a certain point, these movies were so damned popular that the Umbrella Corporation became a punchline to jokes about the evils of Big Pharma, even showing up in online viral videos. Capcom’s games may have brought zombies back from the dead, but these blockbusters kept them alive in other media; though they weren’t alone.

With zombies back in the public consciousness, it’s not surprising that the 2000s would see modernized takes on the undead through films like Danny Boyle’s 28 Days Later and Zack Snyder’s remake of Dawn of the Dead. After an unsuccessful pitch for his own version of the Resident Evil adaptation, even George Romero decided to revisit his Dead films with a brand new trilogy that reintroduced audiences to his ghoulish brand of social commentary. I’d argue that this zombie-mania reached its peak with the runaway success of AMC’s The Walking Dead, but we’re still living in a zombie-infested media landscape over a decade later.

While I wouldn’t go so far as to say that Shinji Mikami’s horror opus is single-handedly responsible for the 2000s zombie boom, there’s no doubt in my mind that Resident Evil played an undeniably important part in digging up these eerie creatures and putting them back in the spotlight. In recent years, the RE franchise may have moved away from traditional undead cannibals, but I’ll always be grateful to these games for introducing myself and countless others to the weird world of zombie media.

Born Brazilian, raised Canadian, Luiz is a writer and Film student that spends most of his time watching movies and subsequently complaining about them.

Editorials

Silly, Self-Aware ‘Amityville Christmas Vacation’ Is a Welcome Change of Pace [The Amityville IP]

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Twice a month Joe Lipsett will dissect a new Amityville Horror film to explore how the “franchise” has evolved in increasingly ludicrous directions. This is “The Amityville IP.” 

After a number of bloated runtimes and technically inept entries, it’s something of a relief to watch Amityville Christmas Vacation (2022). The 55-minute film doesn’t even try to hit feature length, which is a wise decision for a film with a slight, but enjoyable premise.

The amusingly self-aware comedy is written and directed by Steve Rudzinski, who also stars as protagonist Wally Griswold. The premise is simple: a newspaper article celebrating the hero cop catches the attention of B’n’B owner Samantha (Marci Leigh), who lures Wally to Amityville under the false claim that he’s won a free Christmas stay.

Naturally it turns out that the house is haunted by a vengeful ghost named Jessica D’Angelo (Aleen Isley), but instead of murdering him like the other guests, Jessica winds up falling in love with him.

Several other recent Amityville films, including Amityville Cop and Amityville in Space, have leaned into comedy, albeit to varying degrees of success. Amityville Christmas Vacation is arguably the most successful because, despite its hit/miss joke ratio, at least the film acknowledges its inherent silliness and never takes itself seriously.

In this capacity, the film is more comedy than horror (the closest comparison is probably Amityville Vibrator, which blended hard-core erotica with references to other titles in the “series”). The jokes here are enjoyably varied: Wally glibly acknowledges his racism and excessive use of force in a way that reflects the real world culture shift around criticisms of police work; the last names of the lovers, as well the title of the film, are obvious homages to the National Lampoon’s holiday film; and the narrative embodies the usual festive tropes of Hallmark and Lifetime Christmas movies.

This self-awareness buys the film a certain amount of goodwill, which is vital considering Rudzinski’s clear budgetary limitations. Jessica’s ghost make-up is pretty basic, the action is practically non-existent, and the whole film essentially takes place in a single location. These elements are forgivable, though audiences whose funny bone isn’t tickled will find the basic narrative, low stakes, and amateur acting too glaring to overlook. It must be acknowledged that in spite of its brief runtime, there’s still an undeniable feeling of padding in certain dialogue exchanges and sequences.

Despite this, there’s plenty to like about Amityville Christmas Vacation.

Rudzinski is the clear stand-out here. Wally is a goof: he’s incredibly slow on the uptake and obsessed with his cat Whiskers. The early portions of the film lean on Wally’s inherent likeability and Rudzinski shares an easy charm with co-star Isley, although her performance is a bit more one-note (Jessica is mostly confused by the idiot who has wandered into her midst).

Falling somewhere in the middle are Ben Dietels as Rick (Ben Dietels), Wally’s pathetic co-worker who has invented a family to spend the holidays with, and Zelda (Autumn Ivy), the supernatural case worker that Jessica Zooms with for advice on how to negotiate her newfound situation.

The other actors are less successful, particularly Garrett Hunter as ghost hunter Creighton Spool (Scott Lewis), as well as Samantha, the home owner. Leigh, in particular, barely makes an impression and there’s absolutely no bite in her jealous threats in the last act.

Like most comedies, audience mileage will vary depending on their tolerance for low-brow jokes. If the idea of Wally chastising and giving himself a pep talk out loud in front of Jessica isn’t funny, Amityville Christmas Vacation likely isn’t for you. As it stands, the film’s success rate is approximately 50/50: for every amusing joke, there’s another one that misses the mark.

Despite this – or perhaps because of the film’s proximity to the recent glut of terrible entries – Amityville Christmas Vacation is a welcome breath of fresh air. It’s not a great film, but it is often amusing and silly. There’s something to be said for keeping things simple and executing them reasonably well.

That’s a lesson that other indie Amityville filmmakers could stand to learn.

2.5 out of 5 skulls

The Amityville IP Awards go to…

  • Recurring Gag: The film mines plenty of jokes from characters saying the quiet part (out) loud, including Samantha’s delivery of “They’re always the people I hate” when Wally asks how he won a contest he didn’t enter.
  • Holiday Horror: There’s a brief reference that Jessica died in an “icicle accident,” which plays like a perfect blend between a horror film and a Hallmark film.
  • Best Line: After Jessica jokes about Wally’s love of all things cats to Zelda, calling him the “cat’s meow,” the case worker’s deadpan delivery of “Yeah, that sounds like an inside joke” is delightful.
  • Christmas Wish: In case you were wondering, yes, Santa Claus (Joshua Antoon) does show up for the film’s final joke, though it’s arguably not great.
  • Chainsaw Award: This film won Fangoria’s ‘Best Amityville’ Chainsaw award in 2023, which makes sense given how unique it is compared to many other titles released in 2022. This also means that the film is probably the best entry we’ll discuss for some time, so…yay?
  • ICYMI: This editorial series was recently included in a profile in the The New York Times, another sign that the Amityville “franchise” will never truly die.

Next time: we’re hitting the holidays in the wrong order with a look at November 2022’s Amityville Thanksgiving, which hails from the same creative team as Amityville Karen <gulp>

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