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More Shogun than Shaun of the Dead >>>
Nazis and zombies, a tried and tested formula >>>

A dog crashes through a window.
Reading that, many would wonder, “What’s so scary about that?” Yet it happens to be an iconic gaming moment, one that defined Resident Evil (known as Biohazard in Japan). This was most likely the first jump-scare that players encountered in the game during their exploration of a mansion. Walking down an L-shaped corridor, a Cerberus, an infected dog, comes crashing through a window. As you run to escape, a second Cerberus comes flying through another window. You quickly realise that nowhere is safe, anything could happen and you need to get some Imodium.
Produced by Capcom, Resident Evil was first released in Japan on the Sony PlayStation on 22nd March 1996. While not the first survival horror game, it would eventually popularise the term. Twenty years later and it has spawned into a franchise with over 20 games that have sold over 60 million units around the world, as well as five big screen film adaptations, with a sixth, and supposedly final film, set for release in 2017 (go for it Milla). There have been comics, mangas, novelisations, toys, a T-Virus perfume, a stage play and an amusement attraction at Universal Studios Japan, where you can shoot zombies. There was even a Resident Evil restaurant where you could order a Red & Green Herb Salad (however a ‘Jill Sandwich’ was not on the menu).
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Work on Resident Evil began in January 1994 and only came about after Capcom’s then general manager, Tokuro Fujiwara, commissioned designer Shinji Mikami to make a horror title using the system of Capcom’s Sweet Home (released on Nintendo’s Famicom back in 1989 to coincide with a horror film of the same name). Certain elements from Sweet Home found their way in Resident Evil, such as the mansion setting, opening door load screens, characters that can only hold a limited number of items and reading diaries.
The gaming equivalent of a B-movie appeared to be what Mikami was aiming for, inspired by the likes of Lucio Fulci’s Zombie and George A. Romero’s Dawn of the Dead. Mikami had spoken how in those films, certain characters don’t always survive. With a videogame, players could use their skill to get their character and teammates out alive. When talking to GamePro magazine back in 1996 he said, “I thought it would be cool to make my own horror movie, but we went one better by making a videogame that captures that same sense of terror. I want Resident Evil to give the player the feeling that he’s the main character in a horror movie.”
The story begins with the Raccoon City police department receiving reports about missing people and sightings of dog-like monsters at the Arklay Mountains. The police department’s Special Tactics And Rescue Service (S.T.A.R.S.) Bravo Team go to investigate, only for all communication to suddenly go silent. Players can control one of S.T.A.R.S. Alpha Team members, Chris Redfield or Jill Valentine, who are sent out to locate and rescue Bravo Team (each character offering a slightly different scenario of their experience). The Alpha Team also includes combat specialist Barry Burton, who saves Jill on numerous occasions and dubs her “the master of unlocking”, and Albert Wesker, the kind of badass who wears sunglasses indoors, making it pretty clear early on that he’s hiding something.
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After coming under attack from monsterous dogs, Alpha Team are forced to seek refuge at a nearby mansion. Players see this in the form of a short low budget live-action movie that featured American actors portraying the S.T.A.R.S. team as they come under attack (those outside of Japan had to make do with a censored black and white intro). There was a glorious ‘so bad it’s good’ quality to it that extended to the cheesy dialogue spoken in the game, which is still remembered today (“You were almost a Jill Sandwich,” says Barry after saving Jill from a room with a ceiling trap). In 2008 the game entered the Guinness World Records Gamer’s Edition for “Worst Game Dialogue Ever”.
Working on the game was initially a lonely experience for Mikami. Talking on Director’s Hazard (included on the Wesker’s Report 5th Anniversary DVD) Mikami said, “I was initially alone for half a year. I did it while I was training new employees.” It wasn’t until nine months into development that the number of staff working on the game grew to 15. Of particular note was design and system planners Hideki Kamiya (who would evenutally direct Resident Evil 2 and later co-founded PlatinumGames with Mikami), Hiroki Kato (who would later direct Resident Evil: Code Veronica), programmer Yasuhiro Anpo (who later directed Resident Evil 5), and character animator Jun Takeuchi (who would later produce Resident Evil 5).
“The concept of the game was to create a constant feeling of anxiety and to make the game very, very scary,” said Mikami in a Birth of Biohazard promo video back in 1996. With the technology that the 32bit consoles offered, they produced a horror game that would distance itself from anything else available at the time. Making zombies the main threat meant that players would be afraid and panic whenever the undead got close enough to take a bite. It also added an additional layer to the story; from collecting and reading notes which piece together what’s happened, it becomes clear that the zombies are the researchers of the underground facility who have been affected by the T-virus created by the Umbrella Corporation.
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The use of sound (or the lack of it) and fixed camera angles (sometimes skewed) meant that at times players were afraid because they could hear that something was in the room with them. They just couldn’t always see what it was. Upon first playing the game, the awkward tank-like control system took some getting used to. Even after mastering the controls, running past a zombie isn’t always easy. The lack of ammunition would also amp up the tension when coming across enemies such as hunters, large spiders and a huge snake, which require more than a few shots with your pistol (in some situations, running away really is the best option). Ink ribbons to save your progress in the game are also limited. Players only had themselves to blame if they were careless with their items.
“We wanted to make it clear to the player why you are confined in that mansion, and what kind of terrible things awaited,” said Mikami. “You escaped with your life and are stuck in this mansion. Now, how can you survive in this scary place?” Backtracking through the mansion can be a bit of a chore, particularly when it comes to solving some of the puzzles, a few of which are quite complex. Like playing ‘Moonlight Sonata’ on a piano, which opens a secret door with a gold emblem inside, which if you take and place in the right location reveals a secret compartment with a Shield Key, and that allows you unlock a door that happens to be on the second floor on the other side of the mansion.
Just be glad it’s the one mansion, for during the planning stages Mikami had a much bigger game in mind with four mansions! From walking through corridors and rooms that you’ve already cleared, the game manages to lull you into a false sense of security. Given your progress, certain events would suddenly take place and new enemies are introduced in the mansion, making for perfectly timed jump-scares. It meant that even exploring an empty room kept you on edge, for you never knew what could happen.
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Resident Evil was originally being developed for both the Sony PlayStation and Sega Saturn. The number of people working on the game did increase to over 50, yet this was still seen as small for the work needed to finish the game on one console, let alone two. Many were inexperienced newcomers that had never worked with 32bit hardware or 3D polygons before, which were still relatively new. Also, according to Kamiya, the graphics team and programming team were on different floors, which was irritating and resulted in some heated discussions.
The game’s camera system was initially set to be over the player’s shoulder, but this was scrapped, as at the time it looked like the 32bit consoles weren’t up to the task (though this perspective would eventually be used in Resident Evil 4). A two-player option where a partner character works with the main character was also dropped due to hardware limitations (though this idea would later find its way in Resident Evil 0). During development the decision was made to drop the Sega Saturn version (Mikami cited how it was extremely difficult to convert to the Saturn). This would ultimately prove to be a huge boon to Sony’s console. Upon release Resident Evil would go on to sell over 5 million copies on the PlayStation worldwide (with over a million copies sold in Japan alone).
The timing of the game was serendipitous. Teens that had grown up playing the likes of Sonic the Hedgehog and Super Mario Bros. were reaching adulthood and now had a disposable income, allowing them to move on to the next generation of consoles and games which delivered more mature themes. For some gamers, Resident Evil was a strong enough reason to purchase a PlayStation.

The game reached Europe on 1st August 1996, to rave reviews. Edge magazine said, “Capcom has truly performed a miracle with this game,” awarding it nine out of ten. CVG gave the game five out of five, calling it “totally awesome – the one game that truly makes you want to scream.” The Official UK PlayStation Magazine rated it nine out of ten, saying, “It all adds up. Beautiful visuals, fluid gameplay and a chilling tale wedged in between. A Hammer House of Horror on a computer.”
A Director’s Cut version of the game followed in September 1997, released as an apology for the delay of the sequel. It featured an ‘Arranged’ mode, with certain items and enemies in different places, new costumes, a slightly easier ‘Beginner’ mode, and notably a demo for Resident Evil 2. The Director’s Cut sold 3.7 million copies worldwide. Combined with the sales of the original, it propelled Resident Evil as one of the bestselling PlayStation games of all time.
It wasn’t till July 1997 that the Saturn received a decent conversion of the game, which included a Battle Mode, with a golden Tyrant and a zombie Wesker. However, this was 16 months after its initial release on the PlayStation. The delay was summed up in the sales figures, as the Saturn version sold just 170,000 copies worldwide.
Mikami was less involved in the sequels, taking the role of producer. “I feel like I’m giving my adorable daughter to some man to marry,” said Mikami of the experience. He did return to direct the Resident Evil remake on the Gamecube in 2002, noting how the PlayStation original had not aged well. The power of the Gamecube allowed for a graphical overhaul, which still holds up amazingly well today. It also included an additional subplot and faster Crimson Head zombies.
The Gamecube remake sold over 1.4 million copies worldwide, yet Mikami was let down by this. When talking to IGN, Mikami admitted that he had “kind of a lingering trauma” to the Gamecube remake, seeing it as a commercial failure. “The Resident Evil remake is actually one of my favourites of the series,” he said. “But it didn’t sell very well. Maybe there weren’t many people ready to accept that. Because of the reaction to the Resident Evil remake, I decided to work more action into Resident Evil 4. Resident Evil 4 would have been a more scary, horror-focused game if the remake had sold well.” While Mikami left Capcom with the Resident Evil franchise shifting towards action, he did later return to survival horror with The Evil Within in 2014.

It could be argued that the Resident Evil franchise has lost its way, as the later games in the main series share but a shred of its traditional survival horror roots (the Revelations spin-off series faring better with its blend of third person shooter and survival horror). 2016 sees the release of the multiplayer shooter Umbrella Corps, suggesting that the franchise will continue to branch out into other genres. However, for fans looking to relive the horror of that mansion in glorious high definition, and newcomers that want to see where it all began, Capcom released an HD remake in January 2015 for the PS3, PS4, Xbox 360, Xbox One and PC. With digital downloads and sales of over one million, it has proven that despite the core game being 20 years old, Resident Evil is still surviving.
Nicholas Hoult (Skins, X-Men: First Class) tells us what it’s like to play a hot zombie in unusual love story Warm Bodies, and how eating brains isn’t gory if it’s well shot…
How would you describe the character of R?
The most compelling thing about R is his need to connect. He wants to connect with the other zombies in the airport, even though they’ve got nothing to really say to him and can’t even say their names. He wants to connect with Julie and to feel alive. That’s one of the most human instincts ever – to want to feel a part of something and to connect with another human.”
What made this part stand out for you?
The idea of this zombie who I have to try to make an audience care about and root for, that was interesting to me. In the script, he was very funny and eloquent in his voiceover, so there was a charm about him and a humour as well.
Was it challenging to play a character who barely speaks?
A lot of the time I had to communicate just through movement, my eyes, the things I do, or the records R plays for Julie. The idea of not being able to say what you’re thinking was something that was exciting for me. It makes you think in a slightly different way than you normally would.
Director Jonathan Levine said the first on-screen conversations between R and Rob Corrdry’s M saw you both crack up, but by the fifth take you were both properly groaning…
There were moments where we’d both zone out in each other’s eyes. It was just very weird stuff.
You eat another person’s brains in the film. Is that going to gross out the audiences who come looking for a love story?
That’s a slightly violent moment in the film, where R is cracking Perry’s head open, but it’s shot very beautifully. The way Javier Aguirresarobe framed and lit everything, it just looks fantastic – even the more gruesome aspects, there’s still something very cinematic about them.
Did it gross you out?
Eating brains is fun! They made the brains out of kind of a cold, wet sponge. The idea Jonathan came up with is that because these brains are memories it’s like being alive again, it’s kind of like a drug to the zombies.
A lot of R’s thoughts are revealed via voiceover in the film. Did you have to keep that in mind while acting?
Sometimes the script supervisor read out the voiceover on set so I could hear what the character was meant to be thinking during the scene. It helps with the timing of the scene to make everything link together.
Warm Bodies, which stars Nicholas Hoult, Teresa Palmer, Rob Cordry, Dave Franco and Analeigh Tipton, opens in cinemas on 1 February in the US and 8 February in the UK.
MUST WATCH:
Warm Bodies: first four minutes with Nicholas Hoult’s zombie [VIDEO]
MUST READ:
Warm Bodies: Jonathan Levine interview
Jonathan Levine (50/50, The Wackness), scriptwriter and director of zombie romantic comedy Warm Bodies, talks humanity, musical shorthand and breaking zombie conventions…
You were initially resistant to doing a movie based on a young‐adult novel. What changed your mind? I identified with the main character, and the book Isaac Marion wrote really allowed for these incredible directorial flourishes and aggressive style. I was excited about the opportunity to push the envelope visually. And it was a great character piece, as well. It’s an adventure, it’s a romance, it’s got comedic elements, and it’s got horror elements.
Were you worried it would be hard to create a believable relationship between a zombie and a living girl?
The arc of their relationship was the most important thing to me to get right directorially – the push and pull of guys and girls, the way relationships start and people are nervous at first, maybe even repulsed, and then come together.
Zombie films often speak to the audience about humanity. Is that true of Warm Bodies?
The salient theme at the heart of it is that people have forgotten what it means to be human and, through the interaction of these two characters, other people re‐learn what it means to be human. Not just the zombies, but the humans, too.
What made you cast Dave Franco (21 Jump Street, Superbad) as the boy who gets his brains eaten?
He has to make a very big impact in a very short time and he really does it. He’s so charming and likeable, and so talented, that he sticks with you throughout the movie.
The most zombie-like zombies, the Boneys, were created using CGI based on the movements of stunt performers in motion‐capture suits. How was your first time using that kind of technology?
The great thing about CG is, not only can you create these characters, but you can do things stylistically that I feel like some people aren’t taking advantage of remotely enough. When we go into R’s dreams, for example, we do surreal transitions. At the very beginning of the movie, about the first 10 minutes, there’s a lot of really interesting, stylish CG that is used to tell the story in a way that people haven’t seen before. I’ve never previously had it as a tool in my arsenal. It allows for the editorial process to be as creative as the production process.
Aside from R’s relationship with Julie, he also has a lot of screen time with his best friend, M…
M, in many ways, is the heart of the movie. R’s change sparks everything, but M’s change is representative of everyone else.
Was it a challenge to have the zombie characters communicate?
They’re able to have conversations based on short, one‐word things and to interpret each other’s groans. That led to a lot of on‐set laughs. We were shooting this scene at the very beginning of the movie and it’s basically just two guys groaning at each other. The guys kept cracking up. By the time we got to take five, they were literally groaning and having conversations with each other.
There’s an interesting use of music in the film, too…
R’s use of records to communicate with Julie was a clever feature of Marion’s novel that helped draw me to the project. Music really does help set tone. It’s another way to have a shorthand with the audience. Music is, in a big way, how I access the world in a movie and the characters. It’s really nice that it was already written into the story.
This film has less gore and physical disintegration than many other examples from the zombie genre. Was that intentional?
I don’t even look at it, really, as a zombie movie. I look at it as a monster movie that turns into a love story. We’re working within the zombie mythology, but we’re using that mythology as a means to an end, as shorthand for something else.
Apparently your inspiration came from Depression‐era photos and images of coal miners, instead of traditional zombie movie references…
We wanted to make a movie that appealed to all ages, so we couldn’t necessarily get involved in some of the fun stuff that other zombie movies do. The process of designing the looks of both the zombies and the Boneys was a lengthy one that started early in pre‐production. We had people doing sketches, artists taking a picture of Nick Hoult from Skins or X‐Men, and tweaking and playing with it. It would be back and forth internally, and then we would take it to the studio and do make-up tests.
Are you worried horror purists might disapprove of the way the film plays with zombie‐movie conventions?
I have a great knowledge and love of films like 28 Days Later, Shaun Of The Dead, Day Of The Dead and Return Of The Living Dead. But one of the great things about making movies is you can use genre and mythology to tell different kinds of stories.
Warm Bodies, which stars Nicholas Hoult, Teresa Palmer, Rob Cordry, Dave Franco and Analeigh Tipton, opens in cinemas on 1 February in the US and 8 February in the UK.
MUST WATCH:
Warm Bodies: first four minutes with Nicholas Hoult’s zombie [VIDEO]
MUST READ:
Warm Bodies: Nicholas Hoult interview
Sun-dodging, sex and sanguination in a moody vamp horror from the director of The Blair Witch Project…
Whatever happened to movie monsters the good guys love to kill? Creatures of the night used to bring whole communities together, carrying torches and waving pitchforks, yet there’s no such nimby attitude these days. Whereas women used to run screaming from vampires, they are now more likely to jump on anything without a pulse. Perhaps this is the true, lasting legacy of Twilight, a series of films that saw its female lead debate whether to date a werewolf or a bloodsucker. It was restaurant silver service rather than silver bullets, steak tartine rather than stake through the heart. With zombie love story Warm Bodies on the way, things are only going to get worse.
It’s therefore disarming to find out that Midnight Son was shot in 2007 – a year before Twilight’s release – with principle photography taking place over 22 nights in Los Angeles and a few scenes being added years later. Had Scott Leberecht’s (The Blair Witch Project) film been released six years ago, its decision to ask the audience to feel sympathy for someone who stalks the night(shift) would have seemed much fresher.
The story follows Jacob (Zak Kilberg), an overnight security guard who had a normal childhood until a rare skin condition forced him to seek shelter during daylight. A joke from his junkie girlfriend Mary (Maya Parish) and a sudden change in his health – where no amount of eating can satisfy his hunger – has him renting vampire flicks and checking out his teeth in the mirror to see if he might be on the change.
Midnight Son uses its low budget to great effect. Vérité-style camerawork gives it a raw – if not quite bleeding – edge, witnessed in the handheld back and forth of a street conversation or the extreme close-ups of its insatiable lead character. Kilberg is RPattz without the sparkle, all tortured looks and glaring appetites.
Writer/director/producer Leberecht’s artistic input, meanwhile, even extends to the painted pictures of sunrises and sunsets Jacob obsessively crafts. Moody, mean and with a glimpse of LA’s darker side, it’s just a shame his film didn’t see sunlight for so long.
VERDICT: 8/10
Midnight Son opens in cinemas in key UK cities on 11 January 2013.
If you watch The Walking Dead and have lost your sympathy for the biters, prepare to have some of it restored by Nicholas Hoult‘s R.
A victim of the zombie apocalypse, he’s wandering the world in search of a connection. Having read Isaac Marion’s novel, we know he tries to find it in this zom-rom-com with love interest Julie (Teresa Palmer).
The first four minutes of the film have appeared online and serve as a great introduction to this very unusual love story.
Warm Bodies, which stars Nicholas Hoult, Teresa Palmer, Rob Cordry, Dave Franco and Analeigh Tipton, opens in cinemas on 1 February in the US and 8 February in the UK.
MUST READ:
Warm Bodies: Jonathan Levine interview
Warm Bodies: Nicholas Hoult interview