Resident Evil (2026)

Screaming Mad George passed away this year, and there hasn’t been nearly enough public mourning over that loss for my taste. The 80s gore wizard was so uniquely talented as a visual artist (as especially evident in his collaborations with director Bryan Yuzna) that he would get special title card credits like “surrealistic make-up effects by Screaming Mad George” or “surrealistic visual design by Screaming Mad George,” each well earned by the mutant freak shows that would follow in all-timer gross-outs like Society, The Guyver, and Freaked!. The recent announcement of George’s passing was quietly received by the general movie-loving public, so it was nice to see him finally, properly honored by the surrealistic gore effects of Zach Cregger’s new Resident Evil adaptation, even if the homage was unintentional or indirect. The snowbound setting, mutated dogs, and tentacled humanoids of Resident Evil are naturally drawing a lot of comparisons to Rob Bottin’s legendary creature effects for The Thing, but I still felt the presence of George’s screaming-mad spirit in the theater opening weekend. There’s something about the anything-goes nightmare reconfigurations of the human form in Resident Evil‘s creature designs that can’t help but recall Screaming Mad George’s calling-card works in addition to Bottin’s, and I think it’s beautiful that you can now find the fucked-up surrealistic ideas he developed in a major studio adaptation of a video game playing in every multiplex across America. It used to be that you had to go to the video store to rent disreputable schlock like Silent Night Deadly Night 4: Initiation to see what screaming-mad stuff George was cooking up; now it’s being projected on thousands of screens nationwide.

It probably says something about the current moment in mainstream filmmaking that a splatter-gore horror comedy based on a video game feels like a no-brainer sure thing for a major studio to produce, when a few decades ago it would’ve been budgeted as a direct-to-video B-picture. Zach Cregger cashed in his industry clout after the unlikely success of his Oscar-winning whatsit Weapons to make the grossest, gnarliest horror comedy he could manage, timed perfectly to the industry’s current shift away from superhero actioners to memeable horrors and video game IP. There are no discernible themes or metaphors behind most of the imagery in Resident Evil. Instead of playing into the “elevated” trauma-metaphor horror trends of the past decade, it operates on pure video game logic. Weapons favorite Austin Abrams stars as a gig-economy worker who’s tasked to deliver a medical cooler to the zombie shoot-em-up game’s infamous Raccoon City headquarters, where a science lab is desperately awaiting his arrival. Along the way, it becomes clear that Raccoon City is ground zero for some kind of body-transforming virus breakout, making the delivery comically impossible as Abrams is attacked by one undead mutant freak after another. Structurally, it’s an all-in-one-night story built on crisis-to-crisis problem solving, like an absurdly gory redux of After Hours or Miracle Mile. Experientially, it feels like playing a video game as an unskilled novice, with Abrams’s in-over-his-head delivery driver voicing the audience’s overwhelmed, underprepared reactions to each unholy tentacled beast that lunges at him as if he were operating a game console controller instead of a real-world human body. Everything that happens to him is a nightmare, but it’s all for our low-stakes, time-passing entertainment.

It may sound like I’m downplaying Resident Evil‘s artistic merits by characterizing it as a themeless video game playthrough, but that is not my intent. It took Paul W.S. Anderson and Mila Jovovich five Resident Evil adaptations before they realized that this premise plays best as a playthrough spookshow in 2012’s Retribution, whereas Cregger’s vision for the property is immediately, sharply clear-eyed. Video-game storytelling tropes are a major asset to making sure this latest adaptation feels fresh and of-the-moment. In most instances, a CGI-animated throwback to practical gore effects of the Screaming Mad George era would feel disappointingly stale, but Resident Evil is just inventive enough in its constantly mutating creature designs and just modern enough in its video game puzzle-solving narrative to dig itself out of that 80s nostalgia pit. In a time when most directors are afraid to set their horror stories in the current moment because of the intrusive presence of smartphones, Cregger is one of the few who understands how those phones can add to his movie’s scares instead of detracting from them. The cold, isolated beam of the flashlight app on Abrams’s phone as he navigates the haunted house setting of each video-game-level sequence is essential to the movie’s visual palette and, by extension, to its modernity. Likewise, there’s something of-the-moment in the delivery dude’s under-his-breath jokiness as he’s assaulted by one brain-breaking mutant monstrosity after another, since that’s just what it feels like to leave the house to accomplish any basic task in recent years. All public life is an anxiety-inducing horror video game, but you do have to play along (if not only to make a little money), so the only option, really, is to joke to yourself along the way. I won’t claim that Resident Evil is the first or the best movie to modernize that screaming-mad 80s splatterfest sensibility to the current moment; it’s got titles like Deadstream, The Substance, and Cregger’s own Barbarian to compete with for those superlatives. It is super impressive to see that sensibility blown up to this major-studio scale, though, and it’s a hoot to holler at with first-weekend horror crowds instead of quietly watching it alone on a rented VHS tape.

-Brandon Ledet

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