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Note: This piece contains spoilers for Resident Evil, including the ending. It’s great though. I really enjoyed it, as evidenced by the fact that I seemingly cannot stop thinking about it.

There is an appealing nastiness to Zach Cregger’s Resident Evil movie, at least by the standards of mainstream studio horror franchises.

To be fair, the film is not an endurance sport in the same way that the subgenre known as “torture porn” might claim to be. Cregger’s Resident Evil is never as grimy or as unpleasant as something like Saw III.  However, there is a certain sort of nastiness to the film that has come to feel a little unusual within the framework of a major franchise horror film. It is not sadism or depravity, but it gives the movie just a little bit more edge than most of its contemporaries.

Resident Evil largely focuses on a medical courier named Bryan (Austin Abrams), who is dispatched with a package to Raccoon City. Inevitably, the character finds himself in the midst of a zombie apocalypse. It is a fun and kinetic movie, and critics like Adam Nayman have rushed to contrast Cregger’s in-your-face pacing and rhythm with the aesthetics of “elevated horror” that have come to dominate so much of the modern genre.

This is not to suggest that the film lacks depth. Resident Evil is a thematically consistent horror movie, a story about a young man grappling with his anxieties about becoming a father and being swallowed by a family unit, something Cregger has openly talked about. However, Cregger prioritizes the visceral sensation of the movie, including the embrace of video game language into his storytelling. Cregger wants to make a horror movie that will draw a reaction from an audience. He succeeds.

Without ever insisting upon itself, without drawing attention to itself, without patting itself on the back, one of the most oddly compelling aspects of Resident Evil is the way in which Cregger slaughters so many of the sacred cows of this sort of mainstream filmmaking. For example, roughly twenty minutes into the film, Bryan kills a dog. That is one of those inviolable rules of mainstream filmmaking – even horror filmmaking – and Resident Evil does it without batting an eyelid.

A few minutes later, investigating a crashed recreational vehicle, Bryan finds a lonely little girl (Isla McRae) crying in the toilet. She has been bitten and infected. While Bryan tries to help her, her infected foot tries to attack him. She transforms into a zombie and Bryan blasts her with a shotgun, splattering her across the back wall of the recreation vehicle in a sequence that is portrayed as remarkably matter-of-fact. Bryan just shuffles on his way. “I didn’t do that,” he mutters to himself leaving the vehicle, in shock. “I love kids.”

At the climax of the movie, ferrying a key ingredient of the cure to a secret laboratory at the top of the hospital, Bryan has to journey through a maternity ward. The babies there have already been infected and transformed – itself a violation of another norm of mainstream studio filmmaking. When he accidentally “pops” a birthing pod, a monstrous baby peers out over its crib at him. Bryan responds, quite abruptly, by just smashing the baby’s head with a mop he’d picked up outside.

To be fair, it’s worth acknowledging that these kills are not transgressive for the sake of being transgressive. They fit with the themes of the film. Bryan is destroying the family that he is afraid to have. At one point, in the hospital car park, Bryan looks at a doodle on the back of a parked car: a happy couple, their daughter, their baby and dog. In true video game fashion, that is an itemized list of the people that Bryan has killed that evening. He is killing the very idea of a family.

These beats would be remarkable on their own, but they sit within a larger nastiness in the framing of the story. Bryan’s misadventures begin when, driving to Raccoon City, he accidentally crashes into a wandering pedestrian (Andrea Miltnerová). It’s a snowy road. It’s dark out. There is nobody around. In most horror movies, Bryan would make a panicked decision in the moment to drive on and leave the body, a hit-and-run. The rest of the movie would feel like punishment for that.

This is the logic of “transgression”, and it is the cornerstone of classic horror, the morality that underpins the carnage. The violence inflicted on the characters in these films is often justified as a sort of moral reckoning for some perceived failure – often as simple as having sex. Movies like Thinner and I Know What You Did Last Summer are built around the karmic suffering of protagonists who killed people in hit-and-run accidents instead of taking responsibility.

However, Bryan doesn’t do that. Bryan doesn’t leave the woman abandoned in the snow to die. Bryan pulls over the car. He ventures into the woods to find her. He picks her up and puts her in his car. Bryan unequivocally does the right thing here, and the rest of the movie punishes him for it. Later on, with the infected girl, Bryan also tries to do the right thing. He tries to reassure her. He tries to pick her up. For his trouble, he gets bitten and infected.

To be fair, this logic doesn’t only apply to Bryan. At one point, Bryan is being ferried into Raccoon City by the hypercompetent Maxine (Kali Reis), a ruthlessly efficient killing machine. However, that journey is derailed when the car comes across a young woman being chased by a bunch of infected. Maxine stops the car, gets out, and tries to save the girl and kill the infected. This small act of altruism results in Maxine's death and the further derailment of Bryan’s evening.

Indeed, the closest that Bryan comes to “transgressing” – to doing something wrong so that the film can justify punishing him – is faking the signature of an intake nurse (Jo Martin) for an organ that he delivered, rather than just waiting around for hours. It is a harmless, victimless crime. But no sooner as Bryan finished spelling her name on the paper than another doctor (Emily Piggford) grabs him and issues him instructions to travel to Raccoon City. It is one of the film’s bleaker jokes.

And the punchline is on Bryan. Resident Evil ends with Bryan infected and transformed, turned into a version of the monster that had been stalking him for most of the movie, an amalgam of different people stitched together into a single organism – a literal manifestation of his fear of becoming part of the family unit. It’s rare for a studio horror movie to end with the protagonist dying at the end, even rarer for them to be transformed into a monster, with the final sequence shot like King Kong.

It is a provocative ending on a number of levels. Most obviously, the audience likes Bryan. Austin Abrams gives an incredibly charismatic performance as the character, and Cregger works very hard to ensure that the audience is always aligned with him. Indeed, part of this likability derives from the fact that Bryan is a genuinely decent guy who is consistently punished for that decency. Sure, he’s struggling to communicate with his girlfriend (Sara Paxton), but he’s doing his best.

The other provocation is that, while not necessarily as bleakly nihilistic as the ending of Joker: Folie á Deux, this is effectively an ending that torches any idea of this film as the cornerstone of a conventional film franchise. There is no direct sequel to this. There are no surviving characters who can be spun-off into some ancillary media of some kind. It is an ending that feels very much like Zach Cregger dropping the mic. He’s left everything out on the field. There’s no encore coming.

This gets at what feels so refreshing about Resident Evil. While Resident Evil is not The Green Inferno or Martyrs or Irreversible or anything like that, it is rare for an enjoyable mainstream popcorn horror to commit so thoroughly to being so nasty. Much as the film’s visceral thrills and rollercoaster energy provide an interesting counterpoint to the self-conscious and self-serious aesthetics of what might be termed “metaphorror”, the film feels like a corrective to major studio horror franchises.

This is the era of “cultural fracking.” Any existing or recognizable brand with any cultural cachet whatsoever is going to be revived and resurrected, and sent to theatres. This includes horror franchises. And one of the great tensions of modern studio horror filmmaking is the push-and-pull between the genre’s need to be transgressive and upsetting and the need for this nostalgic content to be familiar and reassuring. So a lot of studio horror is reluctant to be provocative.

The Scream franchise is a great example of this. Since the recent reboot by Matt Bettinelli-Olpin and Tyler Gillett, the franchise has felt strangely toothless. On the one hand, it is unwilling to let go of older stars like Neve Campbell or Courtney Cox, so these characters end up being untouchable. On the other hand, it is also reluctant to kill off younger stars like Jenna Ortega or Mason Gooding. So it winds up feeling bloodless, a slasher movie as cozy comfort viewing.

In contrast, despite its pedigree and its place in a vast intellectual property machine, Cregger’s Resident Evil never feels safe. One of the most tense sequences in the movie finds Bryan in a parked car with Umbrella executive Paul (Paul Walter Houser), trying to load a machine gun, looking for the safety. Throughout the sequence, Bryan absent-mindedly has the barrel of the gun pointed in Paul’s face, both men seemingly oblivious to the threat. It feels like the gun could go off at any second, taking Paul’s head with it. That is doesn’t is, at least on first watch, a major surprise.

That level of tension, particularly in an ostensibly low-stakes scene, is rare in a major studio horror, but it gets at the effectiveness of Cregger’s nastiness. It does feel, watching Resident Evil, like anything can happen. It never feels like the film is rigidly beholden to the structures or the conventions of a modern studio film. It is a trick that adds an extra layer of tension and suspense, even in a broadly comedic sequence and even in a very familiar intellectual property.

It is a small thing, but it’s a key part of why Resident Evil works as well at it does.

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Comments

Matthew Shaffer

I was so happy with this movie. Im glad you loved it too, since that means more fun Darren columns!

Ferenc Gyori

I think the ending was fitting the movie and even funny (maybe just for me...) but kinda weird since RE games usually save the main characters, and give a somewhat happy ending for them.

Charno

This film managed to be nasty without being disturbing, which is exactly the goal. Anything can happen in it, but we have faith that it won't be too much. I keep on thinking of a scene in Meg 2 where one of the characters dies rather violently. It was very off-putting in an otherwise pure fun gory movie. It took me out of the fun zone and spoiled the mood for a moment. Clearly knowing how and when to cross the line is a skill and Cregger has it mastered.

Davsau

Was Bryan a decent guy? He’s introduced arguing with his girlfriend about whether or not she should keep the baby. Then he forges a nurse’ signature. The he lies about having tire chains. Then he runs a woman over because he’s not watching the road. He’s likeable and sympathetic but he kind of got into this by not being decent, like a white trash Odysseus. I figured the movie would end one of two ways; with him turning into a monster or stealing the cure and dooming the rest of the town.

Davsau

To be fair, most RE protagonists are ex special forces commandos turned cops.

Oliver Horsey

I was trying not to laugh, and punching my knee in glee, during the whole movie. By the end most of the studio was letting out some laughs and chuckles at the right beats. Honestly, I was worried it would get flack for being a straight out comedy. I'm glad I'm just dark AF

Douglas Wykstra

I keep on trying to decide whether it's deliberate that the scenes with the most obvious metaphoric weight (the car sticker, the maternity ward) are the ones that happen on either side of an elevator--literal "elevated horror." There isn't really a metaphor that tracks with the zombie vomiting acid down the elevator shaft, though, so I'm guessing it's not.

Angelnickl

Mentioning the tension in that scene with the submachinegun, reminds me that I was thinking to myself the entire time "No no no, stop pointing it at someone while you figure out how to use it." It was shot in a mundane way that felt like it was spotlighting how stupid and ordinary such a mistake by a normal person could have grieves consequences, and neither victim or unwitting perpetrator even considered the possibility. I think small mistakes or lapse in judgements might also be another underlying theme in the movie, from the umbrella guy talking about how he slipped in the lab causing the whole outbreak to, as you pointed out, the Maxine character getting out of the car to dispatch a group of infected (either in an attempt to save the girl or just put her out of her misery, I am more on the latter side of things) resulting in her death and the derailment of the whole mission to solve the outbreak. There seems to be quite a bit of innocuous choices leading every to from bad to worse, maybe a there is a discussion to be had about everyone being human and the capabilities to cause tragic events without meaning to. Leading to the ending where they scientists ignored the main lead's condition or if they properly worked together without getting worked up, someone might have made it out with the vaccine despite the danger. Also I must mention that the voice on the intercom was the Director himself. I find this interesting because he then doesn't appear as one of the scientists, I don't know if I am supposed to read into this or not. But it could come down to a discussion of an outside compelling force to keep the story progressing without this force(the intercom guy) at risk of the consequences, he might have been able to tell the guy was infected or warn the lab staff. Or maybe it doesn't matter as long as the vaccine was finished. Could be about corporations being evil or something, what do I know? I am just a random commentor attempting to write a wall of text.

Mii_Tyler

The way this Resident Evil handles guns is refreshing. It's rare for anything movie related to treat them as anything they actually are. Movies tend to treat them as either supposedly powerful tools that are in practice useless, or the deadliest thing ever and the source of It's own kind of horror. Both forgetting key aspects like safeties and the sort of training people in the real world need to more than point the thing and hope you hit the thing.