Director Zach Cregger's new Resident Evil film has garnered significant critical and audience praise, achieving an 8 out of 10 from IGN and strong scores on Rotten Tomatoes, while also performing well at the box office. Cregger, known for his work on "Barbarian" and "Weapons," recently spoke with IGN's Tom Jorgensen and star Austin Abrams about the film's development, including the challenge of translating the interactive experience of a video game into a passive cinematic one.
Cregger acknowledged that while he aimed to evoke the feeling of playing the games, he understood potential fan skepticism regarding faithfulness to specific game narratives. "My only hope is that they will see the movie regardless of their skepticism or their disappointment that I'm not telling some of the stories that the games tell so well, and that they will feel seen when they do watch the movie and they will recognize all of the love for the games that is in this movie because it is there," Cregger stated. He emphasized that his approach was driven by a deep appreciation for the source material.
The director detailed his efforts to replicate the "visual language" of the games, particularly the third-person, over-the-shoulder camera work and the use of wide lenses. He also focused on the pacing and dread characteristic of survival horror, describing the journey on foot with limited resources as a key cinematic element. "I wanted to make a survival horror movie and pick up on all those things," Cregger explained, citing the utilization of the t-Virus, the Umbrella Corporation, and the gradual progression of weaponry and enemy difficulty as foundational elements.
Abrams, who portrays medical courier Bryan, found Cregger's passion and deep understanding of the games reassuring. "He really knew the language of the games, and so that he could really be the captain," Abrams said. He also noted the collaborative effort in choreographing camera movements to feel spontaneous and dynamic, especially in single-take sequences.
Cregger clarified that while the film features zombies, he chose not to make them the sole focus, believing the t-Virus offered more narrative potential. "The t-Virus can do all sorts of fascinating things with organic matter," he commented. Abrams, playing an original character, found the freedom to develop Bryan from scratch liberating, aiming for a relatable protagonist thrust into extraordinary circumstances.
For inspiration, Abrams looked to a blend of characters like Marty McFly, Kevin McCallister, and John McClane, focusing on a character who is ill-equipped for the horrors they face. The filmmaking process for "Resident Evil" presented unique challenges in maintaining a consistent level of tension and momentum. "The goal in the challenge was 'Let's floor it and let's never stop flooring it,'" Cregger described, calling it a demanding endeavor.
Abrams elaborated on the performance aspect, focusing on portraying a character's progression and ensuring reactions to escalating threats felt distinct. "We need to build an arc into it," Cregger added, praising Abrams' ability to achieve this despite the intense nature of the film.
Recalling a particularly hazardous moment on set, Abrams recounted nearly being struck by a 150-pound bag of blood during a scene. Cregger confirmed the incident, noting he showed Abrams the footage later. Both Cregger and Abrams shared their personal experiences with being frightened by video games, with Cregger citing "Resident Evil 8" in VR as a particularly intense scare.