Review: Resident Evil (dir. by Zac Cregger)


“I’ve only used a gun in video games.” — Bryan

Resident Evil is a smart, tense, and surprisingly faithful reinvention of Capcom’s long-running survival-horror series—not because it tries to copy a single game beat for beat, but because it understands what makes the games unnerving in the first place. Written and directed by Zac Cregger, the film uses the world of Resident Evil as its foundation while telling a new story during the Raccoon City outbreak. Its main character is Bryan, played by Austin Abrams, an ordinary medical courier whose attempt to complete a delivery to Raccoon City General Hospital drops him into the early stages of a biological disaster. He is not a S.T.A.R.S. officer, a government agent, or a pre-established franchise hero. He is simply a guy trying to finish a job and survive a night that becomes more horrifying, chaotic, and impossible with every block he crosses.

That basic setup proves to be one of the movie’s smartest choices. Resident Evil has no shortage of iconic protagonists, from Chris Redfield and Jill Valentine to Leon S. Kennedy and Claire Redfield, but Bryan gives the film a fresh perspective on its apocalypse. He is not entering Raccoon City with a gun, years of training, or inside knowledge of Umbrella. He starts as someone who does not understand why parts of the city are suddenly locked down, why emergency rooms are overwhelmed, or why ordinary people are behaving with terrifying violence. That makes him a natural audience surrogate, but he is not just a blank stand-in. Austin Abrams gives Bryan a nervous, tightly wound energy that fits someone constantly trying to keep pace with a situation that has already moved beyond anyone’s control.

The decision to center an everyman is also a strong way of translating the vulnerability of the games. In a great Resident Evil game, the player might eventually find a shotgun, healing items, and enough ammunition to handle a dangerous enemy, but the first hours are defined by instability. There is never quite enough ammo. There is never a guarantee that the room ahead is safe. You learn the layout of a location because you have to, not because exploration is relaxed. Cregger’s movie cannot reproduce the exact tension of an inventory screen or the anxiety of deciding whether to use a green herb now or save it for later, but it captures the emotional logic behind those mechanics. Bryan makes choices with incomplete information, moves through increasingly hostile spaces, and keeps going even when every instinct tells him to turn around and run.

What makes the film especially interesting is that it does not adapt any one game in the series. This is not a straight retelling of the Spencer Mansion incident from Resident Evil, Leon and Claire’s first night in Resident Evil 2, or Jill’s escape from Nemesis in Resident Evil 3. Instead, Cregger uses the games as backdrop and inspiration for an original story set in the franchise’s universe. The film takes place alongside the Raccoon City outbreak associated with Resident Evil 2, but Bryan’s journey is separate from the established storylines that fans already know. That may disappoint viewers who want an exact cinematic recreation of every familiar character and location, but it is ultimately the movie’s greatest advantage.

A strict adaptation would have to navigate an almost impossible set of fan expectations. If the movie directly followed Resident Evil 2, viewers would be waiting for the exact arrival at the Raccoon City Police Department, the exact early meetings between Leon and Claire, the exact role of Ada Wong, the exact appearances of William Birkin and Mr. X, and the exact descent into Umbrella’s underground facilities. A direct version of the original Resident Evil would carry the same burden with the Spencer Mansion, the S.T.A.R.S. team, the laboratory, and the Tyrant. That approach can quickly make a movie feel less like a story and more like a checklist. Cregger avoids that trap by taking the series’ atmosphere, visual identity, rules, and mythology, then building a new nightmare around them.

That freedom restores a sense of uncertainty. Even viewers who know Resident Evil 2 inside and out cannot assume they know where Bryan’s route will take him, who can be trusted, or when the next threat will appear. The film can nod toward familiar Resident Evil concepts without making them feel like obligatory fan-service stops. A locked facility, an Umbrella insignia, a contaminated corridor, or the emergence of a more elaborate biological threat carries weight because it serves the story first. The pleasure comes from seeing the franchise’s DNA interpreted in a fresh way, not from watching the movie pause so the audience can recognize a collectible reference.

Umbrella is treated as much more than a logo or a few bits of background lore. The company remains the central force behind the horror, and that gives the film a more specific personality than a typical zombie outbreak story. Umbrella is terrifying because it represents private power with no moral limit: a corporation able to hide experiments, manipulate information, weaponize biology, and treat ordinary people as expendable collateral. Its infected victims and bio-organic weapons are not random monsters wandering into the story. They are products. Someone designed them, approved them, tested them, and determined that whatever potential value they offered was worth the risk. That is the darker edge of Resident Evil: the monsters are terrible, but the systems that created them are worse.

Cregger understands that this corporate horror needs to feel physical. A zombie is frightening because it is a person reduced to a violent, decaying shell. A more advanced creature is frightening because it reveals experimentation that has pushed life beyond recognizable limits. The body horror works best when it does not feel ornamental. It should make the audience imagine the research process behind the mutation, the human cost of the experimentation, and the awful combination of arrogance and indifference that allowed it to happen. Resident Evil does not need to constantly escalate into larger monsters merely for spectacle. Its creatures matter when they feel like increasingly disturbing evidence of what Umbrella has been building in secret.

Cregger’s background makes him an unusually strong fit for this material. Barbarian worked because it transformed a familiar location into a space of escalating dread. The house at the center of that film is not just a setting; it becomes a trap, a maze, and a place with its own buried history. Cregger knows how to make architecture feel dangerous. He understands that a corridor, a basement, an unlit stairwell, or a locked door can generate more tension than an explosion if the audience believes something might be waiting just outside the frame. That is basically the visual language of Resident Evil.

The games have always relied on locations that feel compromised. The Spencer Mansion in Resident Evil, the Raccoon City Police Department in Resident Evil 2, and the ruined streets in Resident Evil 3 turn places that should represent order, security, or civilization into traps. A police station becomes a fortress that cannot protect anyone. A hospital becomes a source of infection. A laboratory becomes proof that the disaster was not an accident. Cregger’s film channels that environmental fear well. Bryan’s path through Raccoon City is not just a string of monster encounters. It becomes a worsening descent through spaces that are failing one after another, with every new location offering a possible route forward while also revealing another level of the catastrophe.

The basic premise involving Bryan’s medical delivery gives the movie a focused sense of movement without spoiling the larger story. He has a practical objective, but each step toward completing it pushes him deeper into Raccoon City’s outbreak. The film lets the audience learn alongside him through half-understood warnings, panicked strangers, sealed-off areas, fragments of information, and signs that the official story does not add up. Cregger does not rush to explain every piece of Umbrella’s involvement immediately. He lets the mystery build around Bryan’s immediate need to survive, which is exactly how the strongest Resident Evil games turn scattered notes, hidden rooms, and locked pathways into part of their storytelling.

The influence of Weapons is especially clear in that willingness to let confusion and dread hang in the air. Cregger has shown an interest in narratives where the audience slowly pieces together a larger horror from incomplete perspectives and disturbing details. Resident Evil applies that instinct to a world built around secrecy. Umbrella does not announce itself with a complete explanation. Its presence is felt through the consequences: infected civilians, closed facilities, experiments that have slipped into the open, and the growing realization that Raccoon City’s crisis has roots much deeper than a random medical emergency. That approach turns exposition into suspense. The audience wants answers, but it also understands that every answer is likely to lead somewhere worse.

The film’s tone is another area where Cregger’s sensibility helps. Resident Evil should be scary, but it should not pretend that the series is grounded, ordinary horror. The franchise has always mixed genuine survival dread with B-movie science fiction, action-movie intensity, melodrama, and moments of pure, glorious weirdness. The same series that can make a player afraid of opening a narrow hallway door can also introduce giant mutant reptiles, insects, experimental super-soldiers, and outlandish biological mutations. Cregger seems comfortable operating in that space. Barbarian showed that he can move between dark humor, disgust, shock, and legitimate tension without flattening the experience into parody. That balance is crucial for Resident Evil, which should be intense without becoming embarrassed by its own pulp imagination.

The film is strongest when it lets the strange material land through the characters’ reactions rather than making a joke of it. Bryan does not become an instant action hero who dispatches monsters with effortless confidence. His fear, exhaustion, and disbelief help ground the increasingly bizarre developments around him. When the story introduces threats beyond the initial infected, those moments work because they feel like the next horrible stage of Umbrella’s hidden program rather than a required entry in a franchise encyclopedia. Cregger understands that a recognizable monster or concept only matters if it changes the stakes for the character in front of it.

There is also welcome restraint in the scale of the movie. Raccoon City’s outbreak is huge, but Resident Evil keeps the experience close to the ground. It is not mainly about elite military units, globe-spanning conspiracies, or invincible heroes fighting through armies of infected. It is about one man trying to get through a city that has become a death trap. A blocked street becomes a serious obstacle. A working car becomes a lifeline. A few infected people can be overwhelming when Bryan has limited ammunition, no clear escape route, and no way to know who has already turned. That survival focus lets the film preserve the essential question behind every good Resident Evil scenario: not “How can the hero kill everything?” but “How can the hero make it through the next room?”

Cregger’s narrative choices will probably alienate a certain segment of the fanbase, and that is understandable. Some viewers will want a movie built around Leon, Claire, Chris, Jill, or another established character. Others will want a cleaner adaptation of a specific game, with its canonical set pieces, key relationships, and familiar story beats intact. Those are reasonable desires, especially because Resident Evil has such an enormous cast of beloved characters and such a rich backlog of stories that have never been adapted faithfully. Cregger’s movie is taking a chance by prioritizing an original protagonist and a separate narrative over direct adaptation.

But that risk is also what makes the film work. Fans who go in with open expectations may be surprised by how naturally it fits inside the Resident Evil universe. It does not need to repeat every event from the games to understand their identity. The movie has the oppressive spaces, the escalating survival pressure, the corporate conspiracy, the infection-driven horror, and the feeling that any new revelation will only lead deeper into a nightmare. Bryan’s story feels like a side route through Raccoon City’s catastrophe—a story that could exist in the margins of the games without contradicting the dread, danger, and bizarre biohazard logic that define them. The film asks fans to accept that it is not trying to replace the games they love. It is trying to tell another story that could only happen in this universe.

Ultimately, Zac Cregger’s Resident Evil succeeds because it recognizes that the franchise’s appeal is not limited to familiar names, costumes, creatures, or Umbrella logos. It is about the sickening feeling of being trapped in a hostile place with too little information, too few resources, and no guarantee that the person beside you will still be alive—or human—by the next scene. By making Bryan an ordinary medical courier caught in an outbreak, Cregger gives the audience a vulnerable and compelling guide through Raccoon City. By using the games as inspiration instead of adapting a single title word for word, he gives the story space to surprise viewers who already know the series inside and out.

As a fan of the games, the film more than hits the mark of what a Resident Evil movie should feel like. It has the oppressive locations, slow-burn conspiracy, grotesque biological horror, corporate corruption, and sense of escalating hopelessness that define the series at its best. More importantly, it captures the survival-horror tension that has always been at the heart of the games: the dread of stepping into an unfamiliar room, the suspicion that supplies will not last, and the sinking realization that every answer leads deeper into Umbrella’s nightmare.

As a horror fan, Resident Evil also confirms that Zac Cregger is one of the best filmmakers currently working in the genre. After Barbarian and Weapons, this makes him three for three. Each film has its own identity, but all three display the same gifts: command of suspense, strikingly unsettling imagery, a feel for dark humor that never entirely breaks the danger, and the confidence to take an audience somewhere more disturbing than it expects. Resident Evil turns Raccoon City into a living maze of infection, secrecy, and panic, where every locked door feels like it might lead to an escape—or to the worst possible decision. It is not merely a strong video-game adaptation. It is another major win for Cregger, and a reminder that the right filmmaker can make even one of horror gaming’s most familiar worlds feel frighteningly new.

Review: For a Few Dollars More (dir. by Sergio Leone)


“When two hunters go after the same prey, they usually end up shooting each other in the back. And we don’t want to shoot each other in the back.” — Col. Douglas Mortimer

For a Few Dollars More is the moment Sergio Leone’s western style starts to feel fully formed: larger, stranger, more emotionally bruised, and far more confident in its ability to turn silence into suspense. Released in 1965, it serves as the second leg of Leone’s “Dollar’s Trilogy,” following A Fistful of Dollars and preceding The Good, the Bad and the Ugly. It shares the earlier film’s basic ingredients—dusty towns, morally compromised gunmen, crooked institutions, and Ennio Morricone’s unforgettable music—but it is not simply a bigger repeat. Leone takes the stripped-down revenge-and-gold framework of the first movie and gives it a darker emotional center. This is a western about obsession, damaged masculinity, and a world in which violence does not restore order so much as expose how little order existed in the first place.

Clint Eastwood returns as the Man with No Name, although he is called Manco here, and he is still the same lean, poncho-wearing opportunist viewers met in A Fistful of Dollars. He moves through the film with that familiar mixture of cocky calm and barely concealed menace. Manco is a bounty hunter, collecting rewards for dead criminals with an efficiency that makes his work feel almost casual. There is comedy in his early scenes, especially in the way he manages an absurdly large number of wanted men, but the humor has a sharp edge. Manco is not a conventional hero. He is charming because he is capable, because he has style, and because Eastwood knows exactly how little effort the role needs. A squint, a pause, or a hand resting near a gun does more than most full pages of dialogue.

The major difference is that this time Eastwood is not alone at the center of the story. Lee Van Cleef enters as Colonel Douglas Mortimer, another bounty hunter, and his presence gives the film its real dramatic charge. Mortimer is older, more formal, and more openly haunted than Manco. Where Manco seems motivated largely by money and survival, Mortimer carries himself like a man pursuing something much more personal. Their relationship begins as a rivalry, with both men circling the same targets and testing one another’s abilities. Leone gets a lot of mileage out of the contrast: Eastwood is loose and youthful, Van Cleef is rigid and calculating; one looks like he has wandered in from the wilderness, while the other has the manner of a retired officer who never truly left the battlefield.

Their eventual partnership is what makes For a Few Dollars More so satisfying. It is a buddy movie in the least sentimental sense possible. Neither man becomes especially warm or expressive, and their bond is built less on trust than on mutual respect for professional competence. They know the other is dangerous. They also know that the other may be necessary. Leone stages their alliance with a kind of deadpan amusement, particularly when Manco and Mortimer try to outdo each other with increasingly elaborate shooting demonstrations. Those sequences are entertaining because they are absurdly masculine, but the film never lets the spectacle become completely weightless. In this world, skill with a gun is not a sport; it is a qualification for survival.

The villain, Gian Maria Volonté’s El Indio, pushes the film decisively into darker territory than A Fistful of Dollars. Volonté had already played a memorable antagonist in Leone’s previous film, but El Indio is far more unsettling than Ramón Rojo. He is not merely greedy or power-hungry. He is psychologically ruined, driven by trauma and by a sadistic need to revisit it. His recurring pocket-watch motif, paired with Morricone’s chiming melody, becomes one of the film’s great inventions. The tune begins almost innocently, but Leone gradually turns it into a signal of dread. Every time El Indio opens the watch, it feels as though time itself has stopped and everyone nearby has been sentenced to wait for death.

The backstory tied to El Indio is where the movie reveals just how much more disturbing its narrative ambitions are. Leone and his screenwriters introduce subjects that are much uglier than the genre’s usual tales of outlaws and frontier justice: rape, suicide, and the lingering horror of sexual violence. The film does not handle these ideas with contemporary sensitivity, and it is not interested in exploring their victims with the depth they deserve. Still, their presence changes the atmosphere. El Indio’s trauma is not abstract; it is tied to a violent violation and the suicide that follows it. That history does not humanize him in any easy way, nor does it excuse him. Instead, it explains the repetitive, self-destructive pattern of his cruelty. He is obsessed with an event he cannot undo, and he converts that obsession into violence against everyone around him.

That theme of obsession runs through nearly every important character. Mortimer’s pursuit of El Indio turns out to be rooted in a personal wound that has shaped his entire life. His bounty-hunting career, disciplined exterior, and almost mechanical precision are revealed as part of a long-delayed act of vengeance. Manco, meanwhile, is obsessed in a different and less tragic way: with winning, with money, and with proving that he cannot be manipulated. Even the gang’s massive bank robbery has an obsessive quality. It is overcomplicated, theatrical, and clearly more about El Indio demonstrating power over his men than about securing wealth. Leone’s characters do not simply want things. They become imprisoned by them.

The plot itself is fairly direct, though Leone fills it with enough betrayal and shifting alliances to keep it lively. El Indio and his gang target the bank in El Paso, using a jailbreak as part of a larger scheme. Manco and Mortimer separately infiltrate the group, both pursuing the reward on El Indio’s head while working toward their own goals. From there, the film becomes a tense contest of patience. Leone is never in a rush to deliver a payoff. He lets scenes breathe, often lingering on faces, boots, hands, doorways, and empty spaces. In another director’s hands, this could feel slow. Here, it feels like the movie is daring the audience to notice every tiny movement before the gunfire begins.

That visual patience is one of Leone’s greatest strengths. For a Few Dollars More is full of faces that feel weathered by the landscape around them. The film’s close-ups are almost confrontational, catching sweat, stubble, suspicious glances, and flashes of fear. Leone makes the human face as important as the wide-open Spanish locations standing in for the American West. He also understands that scale works best through contrast. A showdown can begin with an extreme close-up of a man’s eyes, then pull back to reveal two tiny figures facing each other in a vast, empty space. The result is both operatic and intimate.

Morricone’s score deserves equal credit for making the movie feel larger than life. The music is less a background element than another character in the story. Whistles, bells, guitar, percussion, and that eerie watch melody give the film a sound unlike the traditional Hollywood western. It is playful in some moments and nightmarish in others. Most importantly, it makes the climactic duel feel like the culmination of everything the film has been building toward. The final confrontation is not just about who draws first. It is about memory, guilt, revenge, and whether a person can ever truly escape the worst moment of their life.

If A Fistful of Dollars was Leone proving that he could reinvent the western with attitude, For a Few Dollars More is him demonstrating that the formula could carry genuine darkness. It is still stylish, funny, and gleefully exaggerated. It still has impossible gunplay, swaggering antiheroes, and scenes designed purely to make the audience grin. But beneath all that is a colder film. Its violence is tied to trauma. Its men are defined by grudges they cannot release. Its most memorable villain is terrifying not because he is invincible, but because he is already spiritually broken.

Eastwood remains iconic, but Van Cleef is arguably the film’s emotional anchor. His performance gives the story weight without ever becoming melodramatic. Volonté, meanwhile, creates one of the great spaghetti-western villains: volatile, wounded, cruel, and unforgettable whenever that pocket watch begins to play. Leone would go even bigger and more ambitious with The Good, the Bad and the Ugly, but For a Few Dollars More may be the trilogy’s most focused character piece. It takes the sparse coolness of its predecessor and adds scars, grief, and a genuinely haunted sense of purpose.

Review: A Fistful of Dollars (dir. by Sergio Leone)


“When a man with a .45 meets a man with a rifle, you said, the man with a pistol’s a dead man. Let’s see if that’s true.” — Joe

When examining the films that fundamentally reshaped a genre, 1964’s A Fistful of Dollars stands as an undeniable cornerstone. Directed by Sergio Leone, this movie didn’t just accidentally stumble into creating a new genre; it grabbed the classic American western by the collar, dragged it into the mud, and spat on its shiny boots. This was the first leg of Leone’s “Dollar’s Trilogy,” and honestly, looking back at it now, it’s kind of crazy to think about how much of an underdog this production was. It was made on a shoestring budget, shot in Spain with a bunch of Italian and Spanish actors speaking different languages and then dubbed over, and it featured a lead actor who was mostly known for playing a lovable cowboy on a little American TV show called Rawhide. Nobody expected A Fistful of Dollars to become a massive international hit, but it did, and it permanently altered the cinematic landscape.

The story itself feels incredibly familiar today, but that’s only because it has been copied and homaged about a million times since. Unapologetically lifting the plot from Akira Kurosawa’s Yojimbo, the film follows a gritty, chain-smoking drifter who rides into a dusty, miserable border town called San Miguel. But the fun part about this cinematic lineage is that Yojimbo wasn’t entirely original either. Kurosawa openly borrowed the core concept from Dashiell Hammett’s hardboiled detective novels, specifically Red Harvest and The Glass Key. Both of those books featured a lone, cynical protagonist who manipulates warring criminal factions fighting it out for control of a corrupt town. So Leone was essentially taking a Japanese interpretation of an American noir trope, stripping it down, and repackaging it as a western. Once our drifter arrives in San Miguel, he quickly realizes the town is torn apart by two rival gangs: the Baxters, a family of American gun-runners, and the Rojos, a ruthless group of Mexican smugglers. Instead of playing the traditional white-hat hero who immediately picks a side and saves the day, our guy does the exact opposite. He decides to play both sides against each other, hiring himself out to the highest bidder, switching loyalties at the drop of a hat, and essentially bleeding the town dry for his own profit. It is a brilliantly cynical setup that completely subverted what western audiences were used to seeing at the time.

And then there is Clint Eastwood. Now, pop culture famously knows him as the Man with No Name, but that is actually the result of a very clever piece of US marketing. In A Fistful of Dollars, his character absolutely has a name: Joe. The American distributors thought the mysterious, anonymous angle sounded cooler for the posters, and the moniker stuck so hard over the decades that most people forget he literally introduces himself as Joe to the locals early on in the movie. Regardless of what you call him, when Leone cast Eastwood, American studios were apparently confused, wondering why an Italian director would want a TV actor to lead a movie. But Leone saw something in Eastwood’s squint, a kind of rugged, lazy menace that was perfect for this new brand of anti-hero. Joe isn’t a knight in shining armor. He’s greedy, he’s manipulative, and he kills people without losing a wink of sleep. But he has an undeniable coolness to him that is just magnetic. The costume design plays a massive part here too. The weathered brown poncho, the stubble, the short cigar clamped in his jaw, and that iconic hat all combined to create a look that felt lived-in and dangerous. Compared to the impeccably groomed, brightly dressed cowboys of the 1950s, Eastwood looked like he actually smelled like sweat, horse hair, and gunpowder.

Of course, a conversation about A Fistful of Dollars is totally incomplete without talking about the villains, because Leone knew how to cast bad guys who were genuinely terrifying. Gian Maria Volonté plays Ramón Rojo, the main antagonist, and he is absolutely phenomenal. Ramón isn’t just a cartoonish thug; he is smart, cold-blooded, and utterly devoid of mercy. There is a famous scene where Ramón is demonstrating the accuracy of his rifle by shooting at the heart of a man he has just murdered at long range, and Volonté plays it with such a creepy, casual indifference that it makes your skin crawl. The Baxters are mostly just pathetic pawns, but the Rojos feel like a legitimate, organized threat, which makes the stakes feel incredibly real. You genuinely believe that if Joe slips up even once, these guys will brutally torture and kill him without a second thought.

Visually, A Fistful of Dollars is an absolute masterclass in atmosphere. Leone was working with a limited budget, but he used what he had to create a style that felt massive. He employed these extreme, lingering close-ups of people’s eyes, sweaty faces, and flies buzzing around, which gave the film an almost unbearable tension. Then he would suddenly cut to these massive, sweeping wide shots of the barren Spanish desert, making the characters look like tiny, insignificant specks in a cruel, uncaring world. The violence was also shockingly graphic for the time. People didn’t just clutch their chests and fall over gracefully like they did in older westerns. They bled, they grimaced in agony, and the gunfights felt loud, chaotic, and messy. Leone stripped away the romanticism of the Wild West and replaced it with a gritty, dirty reality that felt much more authentic, even if it was entirely a fabricated Italian fantasy of America.

You also absolutely have to talk about Ennio Morricone’s legendary musical score. It is basically a character in the film itself. Before A Fistful of Dollars, western soundtracks were mostly made up of traditional orchestral arrangements and folksy songs. Morricone threw that playbook out the window. He used electric guitars, twanging banjos, screaming trumpets, whip cracks, choral chants, and even a bizarre, wailing coyote sound that sounds like a human having a mental breakdown. The main theme is so incredibly catchy and weird that it burrows into your brain and stays there for days. The music didn’t just support the action on screen; it told the audience exactly how to feel, ramping up the tension during the standoffs and giving Eastwood’s character a larger-than-life aura. Without Morricone’s score, the Spaghetti Western genre simply would not exist as we know it.

The pacing of the movie is something that modern audiences might need a minute to adjust to, but it is completely intentional. Leone was in absolutely no rush to get from point A to point B. He wanted to linger on the tension, letting scenes breathe and stretch out to almost uncomfortable lengths. When Eastwood is staring down a group of thugs in the street, Leone holds the camera on their faces for what feels like an eternity. You can see the sweat dripping, you can see the fear building, and by the time the first shot is finally fired, the release of tension is almost physical. It is a slow burn that requires a bit of patience, but it makes the eventual bursts of violence so much more impactful and satisfying. It is the exact opposite of the fast-paced, action-packed blockbusters we get today, and that deliberate slowness is a huge part of its strange, hypnotic charm.

Despite all of Joe’s outward greed and manipulation, there is a subtle emotional core to the film that keeps you totally invested. It comes in the form of Marisol, a woman who is being held captive by Ramón Rojo and used as leverage against her husband. When Eastwood sees the absolute misery of this family, his cold exterior cracks just a little bit. He risks his entire scheme, and his own life, to sneak Marisol and her son out of town in the middle of the night, giving them money to start over. It is a beautifully quiet, understated scene that proves there is still a shred of humanity left underneath all that grit and cynicism. He doesn’t make a big speech about it or ask for thanks; he just does it because it is the right thing to do. It gives the character a moral center without turning him into a traditional good guy, which is a really difficult balancing act that the film pulls off perfectly.

The climax of the film is where everything comes together in a spectacular display of style and sheer badassery. After getting brutally beaten by the Rojos, Eastwood escapes and returns for revenge, utilizing a makeshift iron chest plate hidden under his poncho. Watching him walk slowly down the empty street, taking bullet after bullet to the chest without flinching, while the electric guitar wails in the background is just pure, unadulterated cinema magic. He outdraws Ramón in a final, agonizingly tense standoff, proving that his wits and his nerve are just as deadly as his revolver. It is the perfect payoff to the slow build-up of the entire movie, cementing Joe as an absolute icon of pop culture.

And this endless game of cinematic telephone didn’t stop with Leone. Just as A Fistful of Dollars was heavily “inspired by Yojimbo“—which itself transplanted the 1920s pulp noir concept into the 1860 Edo period—it went on to inspire a whole new wave of imitators looking to put their own spin on the formula. The most obvious example is the 1996 action flick Last Man Standing starring Bruce Willis, which takes the exact same plot of warring factions and a lone drifter playing them against each other, but moves the action to a Prohibition-era Texas border town. It is wild to trace that DNA from a 1920s pulp novel to the 1860 Edo period, to a 1960s Italian western, and all the way to a 1990s Bruce Willis shoot-em-up, proving just how durable and universally cool this basic storyline really is.

Looking at A Fistful of Dollars today, it is easy to see the cracks in its foundation. The dubbing is notoriously clunky, some of the supporting performances are a bit wooden, and the fact that it is a direct rip-off of a Japanese masterpiece is impossible to ignore. But honestly, none of that really matters in the grand scheme of things. Leone took a great story and injected it with so much style, so much attitude, and so much raw energy that it became its own completely distinct entity. As the first leg of Leone’s “Dollar’s Trilogy,” it laid the foundational blueprint that he would later perfect with For a Few Dollars More and absolutely master with The Good, the Bad and the Ugly. But there is something special about this first outing. It has a rougher, scrappier, and more experimental vibe that is incredibly fun to watch. It is the movie that killed the old western and birthed the new one, and for that alone, it deserves every bit of its legendary status.

A chill in the air comes with Zach Cregger’s Resident Evil trailer!


Constantin Film really could use a win when it comes to the Resident Evil movies. Despite veering off the path of most Capcom’s video game franchise, their movies were both successful (to a degree) and enjoyable. Though I didn’t catch 2021’s Resident Evil: Welcome to Raccoon City, my cousin tells me it’s pretty awful. 

I woke up this morning to find Zach Cregger’s developed his own entry to the series, and his name alone is enough to spur a bit of excitement. As the director of 2022’s Barbarian and 2025’s Academy Award Winner (for Amy Madigan), Weapons, he has an idea of how to bring a bit of horror on the screen. Add to that, Darius Wolski (The Crow, Dark City, Alien: Covenant) is handling the cinematography. Maybe they’re on to something here? 

It looks like the film takes place in a snowy area, and I’m not entirely sure it has any real connection to the games (or prior films), but honestly, perhaps a fresh start is the way to go here. The film reunites Cregger with his Weapons star Austin Abrams (that tent fellow), along with Paul Walter Hauser (Fantastic Four: First Steps), Kali Reis (Mercy) and Zach Cherry (Amazon’s Fallout). We’ll find out when Resident Evil premieres in cinemas on September 18th. 

Load up with the trailer for Resident Evil: Welcome to Raccoon City


It looks like Sony released a trailer for Resident Evil: Welcome to Raccoon City, starring Kaya Scodelario (Crawl) as Claire Redfield, Avan Jogia (Starz’ Now Apocalypse) as Leon Kennedy, Hannah John-Kamen (Ant-Man and the Wasp) as Jill Valentine, Robbie Amell (The Babysitter) as Chris Redfield, Tom Hooper (The Umbrella Society) as Albert Wesker and Lily Gao as Ada Wong (Kin).

Director Johannes Roberts (The Strangers) looks like he’s bringing in elements from Capcom’s Resident Evil remake (originating back in 2002 on the Nintendo Gamecube), as well as Resident Evil 2. We have Lisa Trevor from the original and William Birkin (played by Band of Brothers & Ravenous‘ Neal McDonough), though it seems to be more of a mashup.

Resident Evil: Welcome to Raccoon City premieres in Theatres on November 24th.

Enjoy!

Guilty Pleasure No. 12: Pandorum (dir. Christian Alvart)


pandorum_posterSometimes a really bad film just does enough to push my buttons to actually make me like it. One such film was 2009’s scifi=thriller Pandorum.

The film was one of those that had some hype behind it prior to the film’s release. It had a nice marketing angle which included some very disturbing biomechanical imagery that harkened back to classic H.R. Giger artwork from both Alien and Dune. The film even had an interesting premise which was about a mental affliction caused by long exposure to space travel called “Pandorum”.

When the film finally came out to say that it bombed would be quite an understatement. While the ideas behind the film were interesting enough the overall execution of said ideas were haphazard at best and unimaginative at it’s worst. There’s nothing worst than a B-movie trying to stand out from the dregs and failing because it’s dull and boring. Yet, despite all that I’ve been fascinated by Pandorum ever since I’ve caught it on video.

German director Christian Alvart might be lacking some style in his direction of the film, but the cast itself manages to work their damnedest to make the film work. Ben Foster does his usual twitching performance where we don’t know if he’s about to go psycho on everyone around him or just curl up in the corner and start sobbing like a newborn. Dennis Quaid chews the scenery so much in every scene he’s in that his work in the film almost comes off as performance art.

Even the idea that people who were gentically-enhanced to adapt and evolve to their surroundings was a new one. The film even goes further by making the foundation of rapid evolution come from the ship itself. All the cannibalism involved just added that grindhouse touch to the proceedings.

The one thing that really brings me back to watching this film as one of my many guilty pleasure’s was this was the first film that introduced the world to Antje Traue. She’s better known as one of the few good things to come out of Man of Steel. Even in this first feature film for Antje Traue we already see examples of how much a badass she can be. It’s a shame that the film around her wasn’t better.

Pandorum never improves with each repeat viewing, but it doesn’t get worst either. It just straddles that fine line where one or two things changed for the better would’ve made it a good film. But for the life of me I have no idea why I like it and continue to watch it. Sometimes even bad films will push enough of the requisite buttons for people to like it and this film certainly pushed the right ones from me.

Trailer: Resident Evil: Retribution


The Resident Evil film franchise seems to be the franchise that just keeps on going and going. Like the undead which forms the bulk of the danger to the characters in the film, this film series just won’t die. It’s success has both confounded critics and audiences alike. It’s turned Milla Jovovich into an action star whether we like it or not. It’s also a series that despite some major flaws continues because it makes it’s studios money.

We now have the first teaser trailer for the 5th film in the series, Resident Evil: Retribution, and just like the 4th film in the series it will be in 3D. It will also have several characters from past films who we saw die make appearances in the film. Whether they come back as themselves in the film’s present storyline or in flashbacks has yet to be determined. The trailer itself looks like a major advert for Sony smartphones, PS Vita and tablet products. In fact, I’d say that almost 40% of this teaser is all about pushing Sony products.

If that’s the case then this trailer does teach me one thing: Sony products will lead to a global zombie apocalypse. I think this event would never happen if people bought iPhones and iPads.

Resident Evil: Retribution is set for a September 14, 2012 release date.