Resident Evil

Resident Evil is a game franchise caught between two identities: action-adventure and survival horror. This identity crisis nearly destroyed the series in its sixth entry when it went all in on being a high-octane actioner. The RESIDENT EVIL movie franchise, driven by Paul W. S. Anderson, received the same criticism from the games’ devoted fan base for lacking atmospheric horror. Capcom would later return the game series to its survival horror roots, so it’s almost poetic then that the new film directed by Zach Cregger, a self-proclaimed fan of the games, seeks to reboot the franchise almost the very same way.

The 2026 version of RESIDENT EVIL adapts the core tenets of the survival horror genre: atmosphere, vulnerability, and resource management. This approach also makes this iteration distinct from the Paul W. S. Anderson movies that were much more focused revelling in glamorised zombie killing sprees and the cool visuals of the video-game’s aesthetics (best exemplified by how stylised Milla Jovovich’s wardrobe was for every one of those movies).

Cregger’s disinterest in a sleek action heavy movie is baked into the artistic vision for his RESIDENT EVIL, which aims to recapture the sense of fear and impending doom that is synonymous with the survival horror player experience. Our protagonist, Bryan, played by Austin Abrams (a scene stealing junkie in Cregger’s WEAPONS), is nothing like the stoic badasses from the games or previous movies. Bryan is an unmuscular and unathletic medical courier, making him something of an underdog for the audience to root for.

“…Cregger’s disinterest in a sleek action heavy movie is baked into the artistic vision for his RESIDENT EVIL, which aims to recapture the sense of fear and impending doom…”

The story follows Bryan as he falls victim to his sincere desire to be of help taking a medical delivery all the way into Raccoon City unaware of the risk he’s about to take. What follows turns into a bad nightmare, as he narrowly dodges gruesome monsters and certain death during his delivery run.

Bryan is tactless and unintelligent, but his sincere actions in the face of certain doom endear us to him; he often puts the safety of the few others he meets ahead of his own. In a scene reminiscent of Cregger’s signature tonal blend of comedy and horror, Bryan helps a young girl with open arms despite a ghastly biohazard bite on her that would make any rational person think otherwise. You’re never quite sure if he’ll make it to the next level of the film which ratchets up the emotional tension greatly.

The most dread-inducing aspect of the film is in how the monsters are utilised, with one monster taking on a pursuer role in the film akin to that of Mr X in the video games. Its place in the film captures a familiar feeling that’s quintessentially Resident Evil; the back against the wall feeling of being chased by an unstoppable monster. Here, Cregger presents it as a hulking borg of limbs, a kind of zombie rat king, forcing Bryan forward through the relentless hellscape of Raccoon City.

“Cregger’s tightrope act between humour and terror is successful in large part thanks to the sincerity and the physicality of Abrams’ performance.”

Cregger’s tightrope act between humour and terror is successful in large part thanks to the sincerity and the physicality of Abrams’ performance. He handles the absurdity of RESIDENT EVIL with a reasonable amount of hyperbole you’d imagine from a normal human being. The calibre of commitment on display from Abrams is important, as much of this movie rests on the lead performance.

RESIDENT EVIL is a nerve-wracking experience that becomes evermore agonising when paired with Cregger’s clever and immersive use of the camera. Invoking angles synonymous with both eras of the video game franchise, from the third-person over the shoulder camera found in earlier games to the modern era’s first-person perspective. The way Cregger effortlessly switches between the two blurs the line between the audience and Bryan, pulling us in for effective and frightening jump scares.

These creative choices evoke the survival horror player experience at the core of the video game series, making RESIDENT EVIL a strong and effective adaptation.