I'm gonna kiss you, bitch
There appears to be little to recommend Resident
Evil, aside from the poster, which does, admittedly,
kick ass -- surly girl Milla Jovavich, in short red dress
and black boots, hefting a large gun and backed up by the
ever-glowering Michelle Rodriguez. This promotional design,
if not entirely true to the film's plot (the girls don't
spend nearly enough time together) is entirely
understandable: who wouldn't want to watch this dynamic duo
battle evil?
But there's lots stacked against this film: it's financed
by a startup production company (Constantin Film, based in
Germany) that set out to make "an international action
picture" (not a terrifically admirable goal) and based on a
beloved video game series, which is, of course, the kiss of
death, any which-way you look at it, from Super Mario
Brothers to Dungeons & Dragons to Lara Croft:
Tomb Raider. Much as you might be rooting for Surly
Girl and Surlier Sidekick, you're likely walking into the
theater with a sinking feeling in your gut.
But then it starts, and Resident Evil is not quite
what you're expecting. Granted, the plot is essentially
incoherent, chucky-full of the kinds of obstacles and tests
that take up time in video games, and the flesh-eating
zombies business looks more unoriginal splatter-mongering
than cunning homage to George Romero's Night of the
Living Dead. (Here, they're called the Undead.) And
granted, the ultimate monster-thingy, called the Licker, is
unimpressive -- slimy and repeatedly mutating, but not so
frightening or new as to make you fret much.
What saves it (as much as it can be saved, given all that
stacking), and makes it one of the better video-game-based
flicks, is that the film acknowledges upfront that the plot
makes no sense, such that the lack of linearity is the
point of emotional and moral departure for protagonist
Alice (Milla Jovavich). This is likely attributable to the
delirious genius of co-writer-director Paul W.S. Anderson,
whose dark predilections for constructing Terrible Places
and fragmenting the heck out of narratives (Alice in
Wonderland-style) made his previous film, Event
Horizon, an alarming and smart, if not entirely
successful SF-horror adventure. (He also directed
Soldier, but he's apparently refined his delirium
since then.)
These predilections serve Resident Evil well. It
opens at a moment that might be best described as
mid-psychosis, that is, the titular evil is overtaking the
residence, a research facility owned by the ominously named
Umbrella Corporation (which owns or exploits essentially
everything on earth) and called, again ominously, the Hive.
This facility exists beneath someplace called Raccoon City,
whose citizens depend on the Umbrella Corporation for food,
air, etc., and it's where Umbrella develops such
consumables, along with military technologies,
bioengineering, and viral weapons.
Within seconds, the Hive's technicians, scientists, and
administrative types are under attack by the computer that
oversees the facility. And though you won't find this out
until later, the computer is called Red Queen, now "gone
homicidal." Elevators stop, rooms fill with gas or water,
Dobermans jump and bark in their cages. And all the people
die. The fact that the Red Queen is behind the murderous
rampage is made plain in the appeal that all the victims
beseech the surveillance cameras, their red "record" lights
ominously on, before the shots cut to point of view images,
so you're looking on the desperate victims shouting at
you/the camera/the computer, as they scream useful things
like, "No!"
Later, when the Red Queen becomes visible as a holographic
image (this is the image you're seeing in the ads for the
film and its metalish soundtrack cd), she's a cute
British-accented girl (Michaela Dicker), reportedly
"modeled after the designer's daughter." Her major
responsibility is to tell the human protagonists, "You're
all going to die down here," which is not a little
distressing, coming from this small, red-effected,
see-through child, and not a little reminiscent of Event
Horizon.
Okay, that was digression. During all the initial
devastation and murder, some unknown someone has let loose
a bright blue liquid, which you later learn is the T-virus.
Alert! Alert! Biohazard alert! This virus, you learn much
later in the film, courtesy of the Red Queen, in fact, is
designed to "reanimate" cells. And so, the dead bodies all
come back to life, with only one idea on their non-existent
minds -- to "feed." Hence, the Living Dead imagery,
much of it lifted directly from Romero. The ghouls throw
themselves on appalled living humans' necks, mouths agape,
and they're most definitively killable by one very familiar
means -- "Shoot 'em in the head." The shooters, that is,
the characters based on the video game subject positions,
are primarily a SWAT-looking team of government soldiers:
One (a.k.a. Team Leader, played by Colin Salmon), Rain
(Rodriguez), computer-guy Kaplan (Martin Crewes),
got-your-back-guy JD (Pasquale Aleardi), and assorted
expendables, designated as Commando 1, Commando 2, etc.
The team arrives in gas masks, black uniforms, outfitted
with large weapons and loads of attitude. And their first
apparent mission is to rescue Alice, who doesn't know who
she is yet. Alice's amnesia (brought on by the computer's
"defense mechanism," some nerve gassy business) is
Resident Evil's best trick. For, as Alice flashes
back in brief blitzy moments, figuring out who she is and
how she came to be in this mess, you find out (sort of)
where you are too (and frankly, the longer this revelation
is put off, the better, for the plot can't seem to help but
be simplistic and uninteresting -- not knowing is much
better).
Alice first wakes just after the attack on the Hive, and
here you see that she lives in a huge mansion. (Her eye
pops open in extreme close-up, marking a next chapter, and
at the end of the film, the same image implies a sequel, or
maybe just the next game in the series.) Come to find out
that this mansion hides an entrance to the Hive, by way of
underground tunnels, when the SWAT-ish team shows up to get
access to the Hive. Also come to find out that Alice is a
totally exquisite operative: she kicks and runs up and down
walls, and shoots with deadly perfect aim. Her memory
returns, sort of like Geena Davis's in The Long
Goodnight, one broken-up instant at a time, under bits
of dire circumstances.
Okay, another digression. (But really, the movie invites
them -- at its best, it's all about splintered identities
and dislocated sensibilities.) The basic idea here is that
the team must journey to the center of the Hive, where it
confronts the Red Queen, then has to get back out. They
encounter various problems, for instance, the Laser
Hallway, where a beam slices through human bodies to
produce fall-away parts; it's more conceptual than
visual... though the concept is pretty darn nasty. Or,
Alice, temporarily separated from the SWAT-ish team, meets
up with a herd of Zombie Dogs (the aforementioned
Dobermans, transformed into flesh-out creepy-crawlers by
the T-virus). They're unarguably nasty bits of work, and
she dispatches them efficiently, with great panache. Cue
audience cheers.
When Alice is not beating down dogs or confronting the Red
Queen, she's bonding with Rain. This is, as the movie's
promoters know, its best potential for drama, action,
spectacle, or romance. But the film itself can't quite put
its money where that mouth is: the girls don't get to spend
enough quality time together. Once Rain is bitten by one of
those Undeads, she turns increasingly grumpy, which
showcases Rodriguez's patented look-down-look-up glare
(where the whites of her eyes take over for the irises).
Perhaps worse, her skin tone turns undeader and undeader.
It's obviously gross, yet Alice just seems to grow
fonder of her new compatriot. And when Rain comes back from
what looks to be a for sure goner-snooze, Alice delivers
the film's most precious one-liner: "I'm gonna kiss you,
bitch!" Just then, she's distracted by some monster-action,
and the moment is lost. Such is the general rhythm of
Resident Evil, a series of good ideas -- the
screwed-up narrative, the amnesiac hero -- with too little
room to move.