Released on Sept. 18, the newest video game movie “Resident Evil,” directed by Zach Cregger, has become the biggest opening in the franchise, grossing $108.3 million globally during its first weekend.

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Following a medical courier named Bryan, the film, unlike the other movies in the franchise, does not directly adapt a character, story or game. Rather, Cregger sought to make a movie that felt like playing a “Resident Evil” game.
Despite the film’s success, this creative choice divided fans of the original games.
“I think audience expectations are the biggest obstacle to overcome in adapting an interactive game to film,” said Gregory Golda, a film and animation professor at Sacred Heart University.
Golda said films are linear whereas games are interactive, and thus directors are “damned if they do, damned if they don’t” when it comes to making decisions on the story and what to include and exclude.
“You can’t please everyone all the time,” said Golda.
Golda described this issue as a “double-edged sword.” He said if an established fanbase is “feeling good” and anticipation is high, they might show up and help the film make money.
“The problem with video game adaptations of any kind is that they can alienate those unfamiliar with the IP,” said Golda, referring to intellectual property. “Many people may feel they don’t have an entry point into the world, or that they aren’t prepared to understand what’s happening.”
Keith Zdrojowy, a professor at SHU and Studio Manager of the broadcast studios at the Martire Center for the Liberal Arts, described his experience seeing the 2016 “World of Warcraft” film.
“It just had no heart to it,” said Zdrojowy. “It was a ‘that was a waste of our money’ kind of moment.”
Zdrojowy said the issue with game movies started when they were first being made in the 1990s, saying studios were only interested in using IPs to make money and did not consider what it would take to bring games to life.
“You have to follow the source material first and foremost,” he said.
Zdrojowy listed the grimy adaptations of Koopa Troopas and Goombas in 1993’s “Super Mario Bros.” as examples.
“It’s hard to make them believable. Like, where’s the stakes? Where’s the tension? Where’s the drama? Is it supposed to be funny? Is it supposed to be dramatic? It’s hard to do that,” he said.
Zdrojowy said that what makes a video game adaptation film successful is sticking to the details.
“Mario’s very campy. It’s tongue-and-cheek. We’re trying to save the princess, but we’re also doing silly things like putting ourselves in a raccoon suit so we can fly,” he said.
Both the new “The Super Mario Bros. Movie” and “The Super Mario Galaxy Movie” grossed more than $1 billion.
“They followed all the logic of the video games,” said Zdrojowy.
Sophomore and president of SHU’s Short Filmmakers Club Owen Telesmanick agrees with staying faithful to the original games, using the “Mortal Kombat” movies as an example.
“They were more faithful to the adaptation in the second one rather than the first. It still wasn’t great, but it was a lot better because they actually used the source material,” said Telesmanick.
Zdrojowy said there is more meaning to these adaptations nowadays, as the people making these films grew up playing these games.
Director Zach Cregger discussed his fandom with the outlet ComicBook in an interview during the initial announcement of his “Resident Evil” film.
“I love the games. I’ve played all the games. I played “Resident Evil 4” a hundred times through. I’m obsessed with it,” said Cregger.
“It’s when you have people that respect the source material and are familiar with it on an intimate level, that’s when it’s easier to bring to life,” said Zdrojowy.
