Introduction
My first memory of the Resident Evil video game franchise goes all the way back to my college years. I was in a friend’s dorm room seeing a Sony PlayStation for the first time. There were half a dozen or so of us, and we were there to play Resident Evil 2. We started up the game, shut off the lights, and proceeded to be wildly entertained and more than a little freaked out at what was happening on the TV. It was awesome. That is the moment I was hooked on both the Resident Evil games and PlayStation in general.
Since that day, there have now been eight Resident Evil films made. In terms of quality, they’ve ranged from kind-of-not-terrible to oh-dear-god-not-like-that. I’ll let you decide which is which. Regardless, I think you’ll agree that the expectations going into this second reboot (and eighth film) of the franchise (I had no idea there was a previous reboot attempt until ten seconds ago) are properly set at please-just-don’t-suck. And, holy cow, did it definitely not suck. Clearly, director/writer Zach Cregger had a very similar experience with Resident Evil games as I did.
My recollection of the previous movies is fuzzy, but I recall focusing too much on the underlying plot: the Umbrella Corporation’s genetically modified virus escaping their labs and turning people into zombies and other assorted monsters. While they got that story mostly right, that’s not why people loved those games. We loved them because they scared us while we played them. We loved the little puzzles to solve to move forward and the blood splatter when dispatching monsters. And we even loved having to ration ammunition for the weapons our characters found, practically squealing with glee when we found a box of shotgun shells.
Synopsis
After watching Cregger’s Resident Evil film, it’s obvious he loved those things as well. The quickest way to describe this new film is that it made me feel like I was in that dorm room again. We’re watching a character on the screen trying to solve various little puzzles while dodging or killing zombies and monsters on his way to a final destination. Specifically, Bryan (Austin Abrams) is a courier for hospitals and is assigned to take a life-saving item to the Raccoon City hospital. That’s it. That’s the entire plot.
Discussion
Any fan of the games will recognize this structure. Again, that’s why we liked the games. We’re everyone in the dorm watching the person with the controller get Bryan to the final destination. To get there, Bryan has to go through a farmhouse, a dark tunnel filled with cars, sewer systems, alleys, and the hospital itself. Bryan has to find ammo for a shotgun, a semi-automatic rifle, and a pistol, all guns he discovers along the way. He’ll have run-ins with people who are definitely monsters and a handful of survivors who may not survive much longer. There’s even a typewriter. Did Bryan ever find an ink ribbon for it so he could save his game? Who cares!?

If it wasn’t enough that Cregger absolutely nailed the game’s feel, he also managed to weave just the right amount of comic relief through the film. The biggest mistake earlier films in the franchise made was taking themselves way too seriously. Much like Cregger’s previous film Weapons (2025), Resident Evil has sequences where the tension builds to a boil, then a perfectly timed line or sight gag defuses it just enough to let the audience breathe. And it’s doubly important in Resident Evil because the jump scares are plentiful.
Conclusion
I know it’s the most used trope in the horror genre, but I’ll be damned if every single jump scare in Resident Evil works. The crazy thing is they work even when we’re expecting them. While I’m geeking out over every part of this film, let me recognize how well Abrams carries this entire film. For the vast majority of it, he’s the only person on screen. He delivers exactly the right performance for an everyman just trying to survive the night. Well done, good sir. Now find that ink ribbon so you don’t lose your progress.
