Zombies in Resident Evil

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Zombies (ゾンビ, Zonbi) are recurring antagonists within the fictional universe of Japanese video game company Capcom's multimedia franchise Resident Evil, known in Japan as Biohazard. First appearing in the 1996 video game Resident Evil, they are mutated creatures with cannibalistic urges and severe epidermal necrosis, and their origins are explained from a scientific perspective. In contrast to zombies in other horror and fantasy genre works where they are traditionally presented as corporeal revenants with mythological and supernatural origins, zombies in the Resident Evil series are usually created through the use of biological weaponry, genetic manipulation and/or parasitic symbiosis. Subsequent sequels have featured other types of zombie as well as related creatures which are presented as more agile, vicious, and intelligent antagonists.

The Resident Evil franchise's zombies and associated creatures, a staple feature in the video game series as well as film adaptations, are widely recognized as one of the most memorable video game depictions of horror themes, and represent an influential element of the survival horror genre which have inspired numerous works with similar themes.

Development[]

The director of the first entry in the Resident Evil series of video games, Shinji Mikami, cited The Evil Dead and The Texas Chain Saw Massacre as influences for his work within the Resident Evil franchise.[1] To explain the origins of zombies within the Resident Evil universe, Mikami chose a virus as the infectious agent or pathogen which turn humans into zombies; during an interview with IGN, Mikami recall "feeling excited by the new idea that a virus—a real enemy that can't be seen by humans—would cause tremendous fear in people".[1] Mikami chose a fixed camera perspective and the implementation of tank controls, which he conceded to be awkward in movement but nevertheless insisted that it was the only method he could think of at the time that could make a horror game work: he explained that in this way the player could not see a zombie coming, yet could still hear its footsteps without knowledge of its exact position.[1]

The depiction of zombie behavior changed greatly as the Resident Evil series expanded.[2] For Resident Evil 4, Mikami discarded tank controls which previously served the purpose of intensifying a scary experience, and introduced a new enemy type.[1] "Los Ganados" ("The Cattle" in Spanish), which have variously been described as "zombie-like non-zombies" or "very-zombie-like-but-not-officially-zombies" by video game journalists, represented a further evolution of the zombie archetype due to their intelligence and nimbleness.[3][1] In Mikami's view, the horror genre had since transitioned from a preference for direct, physical horror to quiet, psychological horror. He observed that while many players have since developed an immunity to physical horror and the idea of zombies as a scary experience from past decades, in his view nothing scares human beings more than themselves as well as their societies and cultures, which represents a certain horror element that is timeless.[1]

With regards to the primary enemy units of Resident Evil 7: Biohazard known as the Molded, producer Jun Takeuchi commented that their name infers that there may be a human intention to mould or create something as part of the backstory of these creatures, and that a deliberate creative decision is made by developers to move away from a virus as the source of mass infection, which leads to the biohazard incidents which play a core part of the narratives of previous titles.[4]

In acknowledgment of the high volume of gore depicted in the 2019 Resident Evil 2 remake, producer Tsuyoshi Kanda explained that the notion of "truly terrifying zombies" is one of the title's major concepts, and that the developers spent much time and effort to convey "damage impact that feels weighty and real" when player characters repeatedly shoot at zombies as they come at them relentlessly. Kanda noted that high-resolution visuals are rendered and designed in incredible detail, which are then used as the basis to create their "world of wetness and darkness".[5]

Appearances[]

Video games[]

Zombies are introduced in the first Resident Evil as primitive yet deadly creatures roaming the derelict Spencer Mansion.[3] They exhibit a shambling behavior similar to the zombie films of the 1970s, in particular George A. Romero's Night of the Living Dead film series.[6] They moan and relentlessly shuffle towards player characters with arms outstretched and little finesse, and while their slow movement speed offers ample time for players to respond, zombies may absorb nearly a full pistol clip before falling.[3] Unlike Tyrants, which are Bio Organic Weapons (B.O.W.) by design, zombies are often unintentional side-effects of humans who are infected by the T-virus, a name given to a series of Progenitor virus strains which causes death or drastic mutations to its hosts by the pharmaceutical conglomerate Umbrella Corporation, the primary antagonistic faction in the franchise's earlier games. Resident Evil 2 and Resident Evil 3 present a zombie apocalypse scenario where zombies appear in larger numbers, overrunning the entirety of the fictional Raccoon City which is located near the first game's mansion.[7] They are presented as more limber in movement, though they may be knocked down when they take enough damage and dismembered if players target a specific body part.[3][8] A popular tactic to dispatch zombies is with precise lined up shots to the head, while other players may opt to conserve ammo by waiting for the zombies to veer slightly off course and attempt to run past them.[3][7]

Zombie dog render from 1998's Resident Evil 2

Other zombie-type creatures in the series include domesticated canines infected with the T-virus, also known as the zombie dog (ゾンビ犬 zombi-inu).[9] Unlike the slower human zombies, zombie dogs retain much of their agility with a noticeable increase in durability and aggression. Zombie dogs are usually depicted with active necrosis, for example a visible eye bulge out of their otherwise savage but proportional facade, which makes for a fearsome appearance.[10] Most of the zombie dogs encountered in the early Resident Evil games are of the Dobermann breed: the reason for the frequency was due to Chief Brian Irons' suggestion to the K9 unit that the breed be used as the police dog for the Raccoon Police Department.[11] Later instalments introduced deadlier and more agile types of zombies: those who are not successfully dispatched by a head shot in the remake of Resident Evil may resuscitate as "Crimson Heads" resembling the Nosferatu creature, while Resident Evil 3 introduced unusually fast zombies that could sprint and lunge out towards player characters at a rapid pace.[3] Resident Evil Zero introduced zombies which are swarmed and infested by T-virus infected leeches, which require players to adopt a different approach to overcome in combat, and are similar in concept to the later "Ooze" zombie type introduced in Resident Evil: Revelations, both of which are visually and functionally distinct from the more humanoid traditional zombie.[3]

The Los Ganados of Resident Evil 4 are very different from the antagonists in antecedent titles: infected by body-altering parasitic lifeforms known as "Las Plagas", they retain some semblance of intellectual faculty and are capable of speech, utilizing combat tactics, and hurling weapons like axes and dynamite at the player character.[3] Luis Sera, a supporting character in Resident Evil 4, compared these creatures to three species of flukes that can influence their hosts' behavior: Dicrocoelium dendriticum, Galactosomum and Leucochloridium paradoxum.[12] The parasites may sprout from certain individuals who have been decapitated and attack the player character when in close proximity.[3] The Majini of Resident Evil 5 are similarly infected with the Las Plagas parasite, though they tend to be better armed with military grade weapons, which serves as the pretext for cover-based firefights as a gameplay mechanic.[3] Resident Evil 6 features two types of zombie-like antagonists created from the newer C-virus: shambling zombies created through indirect exposure to the C-virus that behave similarly to the nimble main enemies of Resident Evil 4 and Resident Evil 5 though with diminished mental capacity, and the J'avo, created through direct administration of the C-virus. When the J'avo experience dismemberment or are sufficiently damaged, they exhibit regenerative abilities which cause drastic mutations similar in concept to hosts of the Las Plagas parasite.[3] The spin-off title Resident Evil: Revelations 2 feature the Afflicted, which are insane human beings who have been severely tortured and bound in a mass of metal wire and spikes.[3]

Resident Evil 7: Biohazard feature the Molded, semi-morphous black goo-like anthropomorphic monsters spawned from a type of isotropic mould that feeds on dead bodies, as precursors for the zombies portrayed in the remakes of Resident Evil 2 and Resident Evil 3. By coagulating through cracks and crevices, they can seemingly appear from out of nowhere to shamble towards the player, and their heads bob awkwardly and arrhythmically from side to side which may prove problematic for aiming.[13] Resident Evil Village features the moroaică of Castle Dimitrescu, lumbering shackled creatures described as being very similar to the franchise's traditional zombies.[14]

Other appearances[]

Zombies have appeared in every live action Resident Evil film,[15][16] and animated films like Resident Evil: Vendetta.[17]

Reception and analysis[]

In his essay titled "How the Zombies Changed Videogames", Matthew J. Weise analyzed at length the presentation of zombies throughout the history of the Resident Evil franchise. He described the first Resident Evil game as the "Ur-Text", and that Mikami created a "zombie game" in the same manner as a zombie film, a "media artifact built solely around the figure", the zombie.[2] He formed a view that on retrospect, the zombies of Resident Evil represented a struggle to reconcile modern conventions of zombie behavior with certain video game conventions. On Mikami's choice to ground the franchise's antagonists from a scientific perspective, which involves an infectious pathogen, Weiss observed that the developers chose not to model the progression of zombie infection on the player characters, instead opting for conventional notions of health meter damage with considerations for marketable balance and player empowerment.[2] Weiss argued that the developers have essentially engaged in a process called "selective abstraction", where they picked and chose which video game conventions would be superseded by common zombie fiction conventions, and vice versa.[2] Weiss concluded that the franchise's biggest contribution to gaming aesthetics are its difficulty design and ability to instill a sense of vulnerability in players, as well as the depiction of its zombies to be as dangerous as their film counterparts, echoing the portrayal of the value of forethought versus panic within apocalyptic circumstances in Romero's films.[2]

Commentators have attributed the enduring popularity of the zombie archetype popularized by early Resident Evil games, in part, to the fact that zombie enemies are not expected to exhibit significant levels of intelligence, making them relatively straightforward to program.[18][19] On the other hand, Mielke opined that Resident Evil 4 was a successful attempt at adhering to a proven formula while changing its conventions, and that the move away from the Umbrella Corporation storyline and "proper zombies" was a welcome change for the series.[1] To Patrick Shanley from The Hollywood Reporter, Resident Evil 4 "nailed dread and had such a cool tweak on the classic zombie formula" which highlights the elasticity of the "zombie" term, and demonstrates other possibilities which can be explored with the creature archetype.[19] Shanley's colleague Richard Newby shared similar sentiments and suggested that the Las Plagas parasite introduced in Resident Evil 4 further broadened the zombie genre.[19]

The zombie dog has received particular attention from video game journalists with reference to its jump scare scene in the first game. IGN considered the scene to be the second most terrifying scare in video games, and that it sets a defining tone of "gnawing unease" for the rest of Resident Evil, particularly if the player character walks past another window.[20] Both The Guardian and Kotaku claimed that the zombie dog window scene in the first game is one of the greatest video games jump scares; Kotaku′s Cameron Kunzelman in particular emphasized it as the "original moment in frightening PlayStation users".[21][22][23] Destructoid called the window scene an "amazingly scary sequence".[24]

Aaron Potter from PCGamesN felt that Capcom have restored their signature zombies to the "threatening and unrelenting force" they once were with 2019's Resident Evil 2, following a period of time where the franchise's zombies are seen to have lost their scariness.[5] In particular, Potter said the idea of "wetness" as conveyed by Kanda sets apart the gore in 2019's Resident Evil 2 from the presentation seen in most other horror-themed video games, noting the "horrendous ways the human anatomy can be mutilated" and the gruesome displays of gore that follow whenever zombies are dispatched by players.[5] Robert Zak from GamesRadar+ formed a view that the Molded serve as a precursor to the zombies of the 2019 Resident Evil 2 remake, which was released two years after Resident Evil 7, and opined that this is an intentional design decision for players to rediscover the horror of confronting slow moving enemies within tight spaces, as the movements of both types of creatures seemingly parallel each other.[13]

Impact[]

Cosplayers portraying zombies who were Umbrella Corporation employees.

Various commentators, including George A. Romero and British actor Simon Pegg, credited zombies as portrayed in the Resident Evil series to be a major factor behind the revitalization and subsequent prevalence of zombies in early 21st century popular culture.[25][26][27][2][6] Jamie Russell in particular described the resulting cultural impact as the "Resident Evil effect".[2][28] The realistic, scientific approach for explaining zombie origins became a standard trope in popular fictional works released after the first Resident Evil video game.[29][28] Tim Turi from Game Informer formed a similar view that the varied depictions of zombies and related monsters throughout the history of Resident Evil are trend setting, in particular marking the zombie genre's shift from supernatural themes to scientific themes.[3] James Mielke from IGN commented that zombies as presented by Shinji Mikami and Capcom represented an evolution of the zombie archetype and are continually reinvented as a mass-market concern, the franchise setting the tone for the survival horror genre and achieving immense commercial success in a manner which its contemporaries did not achieve:[1] the video game series sold 100 million units worldwide by 2020,[30] and by 2011 the Resident Evil film adaptations was described by Guinness Book of World Records as the most successful film series based on video games.[31]

Kim Newman drew attention to the fact that many zombie films released after Resident Evil tend to dwell on a more action-oriented approach between protagonists and their zombie antagonists compared to films from prior generations, which Newman deduced as a significant influence from the video game genre.[32] Josh Levin from Slate credited the Resident Evil video games as among the sources of inspiration behind the mainstream popularization of a new type of zombie, the fast zombie or running zombie, since the early 2010's and mentioned the franchise's zombie dogs as a notable example.[33]

Further reading[]

  • Reuben, Nic, Why Resident Evil 2's City of the Dead scares us, Eurogamer, January 21, 2019
  • Fawcett, Christina; McGreevy, Alan (2019). Stephen J. Webley; Peter Zackariasson (eds.). The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay. Routledge. 6. Resident Evil and Infectious Fear. ISBN 9781351716512.

References[]

  1. ^ a b c d e f g h Mielke, James (June 4, 2020). "Resident Evil Creator Talks Zombies in 2020 and How His Games Will Change Post-Pandemic". IGN. Retrieved February 4, 2021.
  2. ^ a b c d e f g Christopher M. Moreman; Cory James Rushton, eds. (October 10, 2011). Zombies Are Us: Essays on the Humanity of the Walking Dead. McFarland. pp. 151–168. ISBN 97807-8648-808-7. Retrieved March 4, 2021.
  3. ^ a b c d e f g h i j k l m Turi, Tim (February 24, 2015). ""It's A Monster!" – The Evolution Of Resident Evil's Zombies". Game Informer. Retrieved March 4, 2021.
  4. ^ Hurley, Leon (December 5, 2016). "Resi 7 producer Jun Takeuchi explains the Molded, and why there isn't a scheming bad guy pulling the strings this time". GamesRadar+. Retrieved March 4, 2021.
  5. ^ a b c Potter, Aaron (April 29, 2019). "How Capcom created Resident Evil 2 remake's gore and "world of wetness and darkness"". PCGamesN. Retrieved March 4, 2021.
  6. ^ a b H.C., Luis (March 12, 2021). "How Resident Evil Re-Introduced Zombies to a New Generation [Resident Evil at 25]". Bloody Disgusting!. Retrieved March 12, 2021.
  7. ^ a b Reuben, Nic (January 21, 2019). "Why Resident Evil 2′s City of the Dead scares us". Eurogamer. Retrieved March 4, 2021.
  8. ^ Aniel, Alex (January 21, 2019). "How Resident Evil 2 fell apart, then became one of Capcom's biggest hits". Polygon. Retrieved March 4, 2021.
  9. ^ (in Japanese) BIOHAZARD CODE: Veronica Kanzenban Kaitai Shinsho. Enterbrain. p. 68.
  10. ^ Excerpt from BIOHAZARD CODE: Veronica Kanzenban Kaitai Shinsho, page 68: "ロックフォート島の訓練所や南極基地で飼育されていたドーベルマン種の軍用犬が、 T-ウィルスに汚染された飼料や生物を摂取することで二次感染したもの。肉体 の腐敗は進んでいるが、 緩慢な動きしかてきないヅンビと異なり、 生前と変わらぬ俊敏さで獲物へと襲いかかる。"
  11. ^ "Archived copy". Archived from the original on May 9, 2015. Retrieved December 8, 2019.CS1 maint: archived copy as title (link)
  12. ^ Koichi Hamamura, ed. (2006). Biohazard Resident Evil 4 Kaitai Shinsho Revised Ed Game Guide Book (in Japanese). Famitsu. ISBN 4-7577-2638-4.
  13. ^ a b Zak, Robert (May 23, 2019). "Resident Evil 2 was a fantastic throwback, but it's Resident Evil 7 that is pushing the series forward". GamesRadar+. Retrieved March 4, 2021.
  14. ^ Potter, Aaron (May 7, 2021). "Introducing the monsters skulking around Resident Evil Village". PCGamesN. Retrieved May 8, 2021.
  15. ^ "The 10 Most Ridiculous Action Sequences Of The Resident Evil Movies, Ranked". ScreenRant. July 23, 2019. Archived from the original on August 20, 2019. Retrieved December 8, 2019.
  16. ^ "Archived copy". Archived from the original on January 26, 2019. Retrieved December 8, 2019.CS1 maint: archived copy as title (link)
  17. ^ "Resident Evil: Vendetta Clip Takes The Series' Terrifying Zombie Dogs To The Next Level". WWG. Archived from the original on December 7, 2019. Retrieved December 8, 2019.
  18. ^ Barr, Matthew (July 17, 2019). "Zombies, Again? A Qualitative Analysis of the Zombie Antagonist's Appeal in Game Design". The Playful Undead and Video Games. pp. 15–29. doi:10.4324/9781315179490-2. ISBN 9781315179490.
  19. ^ a b c "A Discussion of Zombies and the Apocalypse in Video Games". The Hollywood Reporter. April 27, 2019. Retrieved May 31, 2019.
  20. ^ "The Most Terrifying Scares in Video Games". IGN. October 23, 2020. Retrieved December 15, 2020.
  21. ^ "Resident Evil's Window Dogs Set The Standard For Video Game Scares". Kotaku. Archived from the original on December 7, 2019. Retrieved December 8, 2019.
  22. ^ Kunzelman, Cameron. "The Window Dog And Other Tricks From The Resident Evil Series". Kotaku. Retrieved December 26, 2019.
  23. ^ Stuart, Keith; MacDonald, Keza (October 31, 2018). "The 13 scariest video game moments ever". Archived from the original on December 7, 2019. Retrieved December 8, 2019 – via www.theguardian.com.
  24. ^ "The Memory Card .07: Attack of the zombie dog!". Destructoid. Archived from the original on December 8, 2019. Retrieved December 8, 2019.
  25. ^ Barber, Nicholas (October 21, 2014). "Why are zombies still so popular?". BBC. Retrieved May 31, 2019.
  26. ^ Weedon, Paul (July 17, 2017). "George A. Romero (interview)". Paul Weedon. Retrieved June 2, 2019.
  27. ^ Diver, Mike (July 17, 2017). "Gaming's Greatest, Romero-Worthy Zombies". Vice. Retrieved June 2, 2019.
  28. ^ a b Russell, Jamie (2005). Book of the dead: the complete history of zombie cinema. Godalming: "A" FAB Press publication. ISBN 1-903254-33-7.
  29. ^ Jones, Tanya Carinae Pell (April 15, 2014). "From Necromancy to the Necrotrophic: Resident Evil′s Influence on the Zombie Origin Shift from Supernatural to Science". In Farghaly, Nadine (ed.). Unraveling Resident Evil: Essays on the Complex Universe of the Games and Films. McFarland & Company. pp. 7–18. ISBN 978-0-7864-7291-8.
  30. ^ Blake, Vikki (May 17, 2020). "The Resident Evil series has now sold 100 million units worldwide". Eurogamer. Retrieved March 4, 2021.
  31. ^ Reeves, Ben (December 30, 2011). "Guinness World Records 2012 Gamer's Edition Preview". Game Informer. Retrieved December 31, 2011.
  32. ^ Newman, Kim (2011). Nightmare Movies: Horror on Screen Since the 1960s. A&C Black. p. 560. ISBN 9781408805039.
  33. ^ Levin, Josh (December 19, 2007). "How did movie zombies get so fast?". Slate.com. Retrieved November 5, 2013.
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