Gaming
Resident Evil’s Dual Evolution: A Film That Plays Like a Game, and a Game Plan 30 Years in the Making
Thirty years after a zombified dog crashed through a mansion window and redefined horror gaming forever, Resident Evil is proving it still has surprises left. This week brought two very different but oddly complementary stories about Capcom’s undead juggernaut: a bold new film adaptation that throws out the franchise’s iconic cast entirely, and confirmation from the series’ longtime producer that Capcom has been quietly engineering a decade-long plan to eventually merge its remake series with the modern games.
Director Zach Cregger’s new Resident Evil film has drawn a predictably mixed reaction from diehard fans, many of whom have taken to social media to complain that it barely qualifies as a “real” Resident Evil movie. There’s no Leon Kennedy, no Claire Redfield, no Ada Wong slinking through the shadows. The recognizable rogues’ gallery of the games is nowhere to be found. Instead, Cregger centers his film on Bryan Hodukavich, a hapless courier dropped into the middle of a viral outbreak in Raccoon City with no weapons, no allies, and no clue what’s happening around him.
That absence, though, seems to be precisely the point. Rather than trying to translate plot points and fan-favorite characters onto the screen, Cregger has instead attempted something more ambitious: recreating the actual sensation of playing a Resident Evil game. Bryan stumbles through a procession of locations ripped straight from the series’ visual DNA — an abandoned farmhouse, a car-choked road tunnel, a hospital, and, naturally, an obligatory sewer level. He scavenges increasingly powerful weapons while perpetually running low on ammunition. Typewriters, the series’ beloved save-point totems, make more than one appearance. His understanding of the unfolding horror comes not from expository dialogue but through the fragmented, unsettling method players have relied on for decades: voicemails, scattered emails, and terse exchanges with strangers who may already be doomed.
One moment in particular — a newly infected girl in the tunnel telling Bryan “my mom bit me, I don’t know where she went” — distills what makes the approach work. It’s a single line that delivers plot information and a lurking sense of dread in equal measure, exactly the kind of environmental storytelling that has defined the games since the original 1996 release. Aware of the backlash brewing online, Cregger has since released a video laying out his intentions, framing the film less as a faithful retelling and more as an attempt to replicate the psychological experience of being thrust into an ever-escalating nightmare with no script to follow.
It’s a gamble that places the film alongside other recent works — like the internet-born horror phenomena Backrooms and Exit 8 — that treat cinema as a vehicle for exploring game mechanics themselves, rather than simply lifting characters and set pieces. Whether or not it satisfies fans craving a live-action Leon S. Kennedy, it represents one of the more thoughtful attempts yet to capture why these games are frightening in the first place, rather than just what happens in them.
Meanwhile, on the games side of the franchise, Capcom is grappling with a different kind of continuity problem — one born from its own success. The publisher’s remake strategy, which began with Resident Evil 2 and has since delivered acclaimed overhauls of Resident Evil 3 and Resident Evil 4, has been so popular that it’s now at risk of running out of road. With a new version of Code Veronica due next year and a Resident Evil 0 remake reportedly slated for 2028, Capcom is steadily working its way through the series’ back catalog. But eventually, that remake timeline will collide with the modern numbered entries, and executive producer Jun Takeuchi has now confirmed the company has been planning for that moment for years.
Writing in a newly published 30th-anniversary retrospective, Takeuchi explained that Capcom has treated Resident Evil 7 as a “turning point” for the series, marking the point where the remake initiative truly took shape. More strikingly, he revealed that narrative threads reintroduced in recent entries — the return of Umbrella, callbacks to the shadowy Spencer family, and Requiem’s revival of Raccoon City itself — were seeded deliberately, as groundwork for an eventual “crossover” between the classic remakes and the ongoing modern storyline. What began, in Takeuchi’s words, as fan service has since become a more deliberate long-game strategy, after the studio noticed players dissecting these callbacks far more enthusiastically than anticipated.
That leaves intriguing questions hanging over the franchise’s next decade. Resident Evil 5 and 6 remain the last mainline entries without confirmed remake plans, and both carry baggage — 5 for its criticized African setting, 6 for being widely regarded as the series’ creative low point. Whether Capcom revisits either, or instead leans into some hybrid structure that folds old and new continuities together, is still an open question. But Takeuchi’s comments suggest the publisher is thinking less about nostalgia for its own sake and more about how thirty years of lore can be reorganized for an audience that may not have played — or even been born for — the earlier games.
Taken together, the film and the remake roadmap point to a franchise unusually comfortable with reinvention. Cregger’s Resident Evil dares to strip away the icons that made the series famous in order to chase something more elemental: dread, scarcity, and the terror of not knowing what’s around the next corner. Capcom, for its part, is playing an even longer game, quietly building bridges between its past and present so that when the remakes finally catch up to the current era, the collision feels less like an ending and more like a payoff three decades in the making.
- How Zach Cregger’s Resident Evil stands out from all other game adaptations (The Guardian)
- Resident Evil remakes are building to a "crossover" with the new games, producer says (GamesRadar)
- 'We Have Been Gradually Preparing': Capcom Already Has a Plan for When Its Resident Evil Remakes Catch Up With Newer Games (IGN)
You must be logged in to post a comment Login