Vol.
2, Issue 4
November 30, 1999
Its
not...just a wind thats passing through. -Night
of the Living Dead
ombie
films are the dark princes of horror. Not having the mass popularity
of vampires or ghosts, and therefore kept just to the left of
the commercial spotlight, zombies are nevertheless fiercely embedded
in the horror landscape. Something about them brings out a desperate
poeticism in filmmakers, a rancid artfulness. Perhaps because
the apocalyptic, almost elegiac tone of these films embodies the
ultimate fear at the heart of horror cinema, that of the world
rendered fatally unknowable. This isnt a confrontation of
delicate viciousness, the gentleman bloodsucker and the heroic
intellectual dueling it out in the pre-dawn light; the evil doesnt
float into your room and seduce you. There are thousands of them
ripping the house apart around you; moaning and shrieking like
crazed animals. Its a primal terror: flee or be consumed.
And yet zombie films also have mythic overtones, reconstructing,
as they do, the ancient drama of interacting with the dead, something
that accounts, perhaps, for the strange beauty to be found in
even the most grotesque exercises of cannibalistic exploitation:
aeneas in the underworld as imagined by Ray Harryhausen and George
Romero.
Surprisingly,
there has not been a huge number of cannibal zombie videogames.
Only recently have developers started digging into this previously
untapped goldmine, and the cause of this new interest can be summed
up in two words: Resident Evil.
The popular
series has returned with the third game in its zombie chronicles,
subtitled Nemesis. Once again we find Raccoon City under
siege from the living dead and one person charged with finding
a solution. These games are extensions of the underground love
of zombies, a culture that treasures works like Lucio Fulcis
Zombie and Ossorios La Noche del Terror Ciego
(english title: Tombs of the Blind Dead). There is an ever-growing
audience thristy for interactive zombie mayhem, raised on thirty
years of cannibal madness. The cinematics of Resident Evil
3: Nemesis testify to this obsession, drawing as they do on
zombie films of the past. This quoting, however, is
crippling, becoming more a crutch than a useful shorthand.
The piece
begins with a womans voice telling us to the story so far,
setting the scene of a city under the corrupting shadow of a fiendish
corporation and infested with the hungry dead. This woman is to
be our guide. The player watches her sitting alone in a shabby
room, a gun held in her hand. On the soundtrack, she wearily chastises
the populace whose ignorance has led to this take over. There
would be no forgiveness...it would be my last chance, my last
escape. Pretty standard pseudo-poetic tight lipped stuff
so far. Cut to helicopters in a red sky swooping over a burning
city. People flee before the zombies stumbling onslaught,
crying out in stunned horror. This is a war, the police and armed
forces trying to mow down the dead, treating them like so many
ragged terrorists. Its a fatal mistake, we soon discover,
as the zombies make short work of an entire squad of gun packing
would be heroes. The piece is short and to the point, and this
narrative brevity works in its favor. The creators know that most
of the viewers have already played the first two games, or are
at least familiar with the idea, and they waste no time getting
things started. The scenes themselves, however, are all too familiar.
One throw
away bit, zombies bursting out of a boarded up room, is straight
out of the beginning of Romeros Dawn of the Dead,
while the Im crackin up so let me start shooting
wildly bit has been done so many times over the past 15
years that its patently ridiculous now. Most glaring, though,
is the central moment of the piece, the stand off between police
and zombies.
The sequence
is literally taken right from Return of the Living Dead,
a mid-eighties side step sequel to Romeros original
Night of the Living Dead. Now, while I dont want
to take the piece too seriously, overanalyzing what is ultimately
meant to be nothing more than a quick introductory sketch, this
rampant borrowing is comically gratuitous.
When I
mentioned that the sequences brevity worked in its favor,
I was referring specifically to its emotional effectiveness: the
dramatics of a frontal attack. There is something bluntly effective
about even the silliest piece if it flashes by like a subway,
barreling the viewer over in a mad dash. Nemesis
cinematics last those few extra shots more that beg for an original
idea or two. The fact that the whole thing is just a quick intro
makes it all the more important that time is well spent. What
better opportunity to show off, and considering the popularity
of the Resident Evil series youd think that the creators
might spend just a bit more time coming up with a more original
jumpstart to the narrative. Resident Evil 2s cinematics
were epic in their own way, and while its true that here
there is less need to win the player over, the third installments
cinematics still seem amateurish and, worst of all, rushed.
Theres
nothing particularly inspiring about the images in the piece,
muddy colors and blocky shapes flashing by in the darkness. If
there had been just a bit more with that strange girl in the beginning,
if the creators had dug a little deeper into her motivations,
then the rest would not have felt so hollow. As it is, one gets
the feeling that the creators just tried to hit the right
buttons, those calculated to get the typical zombie fan excited
in the most artificial ways possible.
-
Joshua Vasquez is the resident film critic here at loonygames.
He also writes for the Internet film site Matinee
Magazine.