Zach Cregger & Austin Abrams: The Vision Behind the New Resident Evil movie, Between Horror & the Possibility of a Sequel 🎞️
In an exclusive interview with The Playlist, director Zach Cregger and lead actor Austin Abrams discuss their vision for Resident Evil, the creative process, fan skepticism, and the possibility of expanding the universe:
🔸 Crafting the Project: The Story Before the Script
Q: You mentioned during the Q&A that you already had the entire story in your head. Did you write the screenplay on spec without the studio knowing?
Zach Cregger: "I had the story in my head of what this movie should be. I knew the beginning, the middle, and the end. I knew everything about this story. Then I went to Constantin, which had the rights to Resident Evil, got a meeting with them, and said, 'Here's what I would do.' I basically told them the story. But I didn't write it because I knew they had to bless it, or it wasn't going to exist. There was no point in writing the script. I pitched it to them pretty thoroughly, and then they said, 'Yeah, let's do it.' So then I wrote it."
🔸 Austin Abrams: The Lead Chosen While Shooting Weapons
Q: That happened around the time of Barbarian, well before Weapons. Did you know while making Weapons that Austin was the right actor for Resident Evil?
Zach Cregger: "Yeah. While we were shooting Weapons, I knew he was the guy. Then I was in New York editing Weapons when Resident Evil started gaining traction and looking real. It was really fun to text Austin out of the blue and say, 'Read the script.'"
Austin Abrams: "I thought he just wanted notes or my thoughts. Genuinely."
Zach Cregger: "That was fun. He was like, 'Great, man. No notes.'"
Q: Austin's part in Weapons was smaller, but it really popped. Was this a case of watching him on set and in the editing room and realizing you wanted to see him do more?
Zach Cregger: "Exactly. It was definitely in the editing bay, but it was also on set. We had such a good vibe, and I knew what he was doing was special. That scene where his character breaks into the house, finds the kids, and runs for his life — he was nailing everything. Everything he was doing was what I needed from my lead in Resident Evil, so I started thinking about him for it while we were on set. There was never really a decision. I didn't go through a list of other actors. By the time Resident Evil became real, it was just, 'Let's go.'"
🔸 Creative Chemistry Between Director and Actor
Q: Austin, what makes Zach a filmmaker you want to continue working with?
Austin Abrams: "I love his work and his vision. He's great all around. I really couldn't ask to work with a better director. His vision, creativity, and ability to collaborate are such a great combination. It's wonderful to have a director who really sees what he wants and can explain it to you. Eventually, it reached a point where he didn't even need to explain that much anymore. I would know what he was talking about."
Zach Cregger: "We're wired very similarly. I think we have similar tastes. There are some actors where you have to map everything out and draw them a map. With Austin, I can say, 'A little more of this,' and he knows what I mean."
Austin Abrams: "Also, his humor really makes me laugh. It makes a lot of people laugh, obviously, but it really makes me laugh. I think we have a similar kind of humor."
🔸 Comedy & Horror: Two Sides of the Same Coin
Q: What is the connection between comedians and horror filmmakers? You and Jordan Peele both seem to have cracked it in a way that feels fresh.
Zach Cregger: "With comedy, you're always trying to imagine the surprising turn you can take. All humor comes from an element of surprise in some way. You're exercising that muscle: How can I zig when they're expecting me to zag? That gives you a good foundation when you move into horror, because horror is also a surprise-based medium. Laughing and screaming are strangely similar. They're both involuntary physiological reactions triggered by timing and tone. Often, I'll watch a horror movie and hear people laughing at something that isn't necessarily funny because they have too much energy, and it has to come out somewhere."
🔸 Stripping Away the Score to Amplify Fear
Q: This movie is also more linear than Barbarian or Weapons, and you use considerably less music. Were you deliberately giving yourself different cinematic challenges?
Zach Cregger: "It's funny that you picked up on the reduced score. In Barbarian, I laid the score on thick. I did that at the beginning of my edit on Resident Evil. Then, when we reached the final mix, I kept saying, 'Pull all that score out. Let's see what it feels like with nothing.' Inevitably, I felt everyone leaning in more. It became fun to let the scenario be the scenario and not feel the need to hold the audience's hand as much. I think it feels more confident. When you're not holding their hand, they feel like anything could happen. A score is often a filmmaker steering your emotions toward where he wants them to be, and that can be great. I do it all the time. But with tension, letting the audience sit wherever they are can increase the unease."
🔸 Will There Be a Sequel?
Q: You already have other projects taking shape. Would you want to remain in the Resident Evil universe after this film?
Zach Cregger: "I can't help thinking about other places this story could go. I've got ideas, but this movie hasn't even come out yet. Let's see what happens."
Q: Do these movies naturally start generating other possibilities for you?
Zach Cregger: "With Barbarian, I've never entertained the idea of a sequel or another movie in that universe because that story is, at its heart, so foul. What makes Barbarian interesting is the unfolding of the narrative, not the subject matter. I don't think I want to write another story about what that movie is about. But this is different. I want to talk about the ending of this movie so badly because there is a big aspect of it that's worth discussing. This is a different situation."
🔸 Addressing Fan Skepticism: "See the Movie"
Q: You're clearly a major fan of the games, but there's still a contingent of the audience saying, "This isn't Resident Evil." How do you navigate that skepticism?
Zach Cregger: "I feel like I've been on somewhat of an apology tour. I feel like I'm running for office, trying to get these people not to call me a LARPer. Now, I'm just like, 'You know what? See the movie.' If you still feel the same way after you've seen it, then whatever you think is fair. You're going to decide if I'm an actual Resident Evil fan or a fake. What can I say? I think the movie is going to speak for itself."
#ResidentEvil #ZachCregger #REBHFun #ResidentEvilMovie
The first zombie, which became one of the most iconic images in survival horror, is now available as an adorable plush toy for the Resident Evil 30th Anniversary exhibition 🧟
#REBHFun#REBH30th#ResidentEvil
More details on Subject 11-K, the mutated dog from the Resident Evil movie 🐶
The official Resident Evil account has posted a classified Umbrella Corporation document revealing details about Subject 11-K, a failed experiment featured in Zach Cregger's film. The post, accompanied by the message "𝚃𝚑𝚎 𝚜𝚞𝚋𝚓𝚎𝚌𝚝 𝚒𝚜… 𝚌𝚑𝚊𝚗𝚐𝚒𝚗𝚐."
Document details:
• Species: Canis familiaris — Subject 11-K
• Institution: Umbrella Corp Bio Research — internal use.
• Record: Failed Experiment No. 18312
• Recorded anomalies: Tracheal deformation and excessive mandibular tissue overgrowth.
• Final result: Massive failure.
The image is a lateral skull X-ray showing the specimen's bone and tissue deformation, one of the dangers lurking in Raccoon City. The film arrives in theaters on September 18th, filmed for IMAX. Get tickets now.
#ResidentEvil #ZachCregger #ResidentEvilMovie #REBHFun
Double Nintendo Direct: Zelda Special on September 8 and General Presentation on September 9!
Nintendo has confirmed two back-to-back streams next week: a special celebrating the 40th anniversary of The Legend of Zelda and a Nintendo Direct focused on Nintendo Switch 2 games coming this winter.
Dates and Times:
🔹 The Legend of Zelda 40th Anniversary Direct — September 8 (~30 min) 🇺🇸 7:00 AM PT | 🇲🇽 9:00 AM
🔹 Nintendo Direct 9.9.2026 — September 9 (~45 min) 🇺🇸 7:00 AM PT / 10:00 AM ET | 🇧🇷 11:00 AM BRT | 🇪🇺 4:00 PM CEST | 🇯🇵 11:00 PM JST
Following the Nintendo Direct on the 9th, Nintendo Treehouse: Live will air, featuring gameplay from the titles presented.
• Rumors About Capcom’s Participation
Unconfirmed reports are circulating suggesting possible announcements from Capcom: Mega Man: Dual Override, Mega Man and Proto Man amiibo, Ace Attorney 7, and Monster Hunter Wilds for Switch 2. There is also speculation about ports of the Resident Evil 2, 3, and 4 remakes. Nothing has been officially confirmed. Capcom will hold its own Capcom Spotlight on September 16 and have a strong presence at the Tokyo Game Show.
#NintendoDirect #Zelda40th #NintendoSwitch2
New TV spot for the Resident Evil movie with more never-before-seen scenes 🎥
Sony Pictures Spain has released a new TV spot featuring never-before-seen footage from Zach Cregger's film, shot at Raccoon City General Hospital. Resident Evil arrives in theaters and IMAX on September 18, 2026. Tickets are on sale now.
#ResidentEvilMovie #ZachCregger #ResidentEvil #REBHFun
A mug featuring the Resident Evil 30th Anniversary illustration is now available ☕
Capcom has unveiled an official Resident Evil 30th Anniversary mug, decorated with a commemorative illustration created by designer Hinanana that brings together Leon, Claire, Chris, Jill, Grace, and Ada. The mug is designed for everyday use, allowing fans to incorporate the series’ universe into their daily lives.
• Price: 1,980 yen.
• Material: Ceramic.
• Capacity: Approx. 350 ml.
• Dimensions: 96 mm high × 82 mm in diameter.
• Usage: Microwave-safe; not dishwasher-safe.
• Shipping begins: October 15, 2026; available at the official E-Capcom store.
The mug joins the extensive collection of 30th-anniversary products available at Capcom Store locations, which also includes stationery, teacups, bathroom items, bags, and much more.
#ResidentEvil #REBHFun #RE30th #バイオハザード
Artwork by Leon Kennedy from Resident Evil Requiem for the countdown to the 2026 Kaitori Daikichi Fukuoka Men’s Asian Volleyball Championship 🏐
As part of the official collaboration between Capcom and the Japanese national volleyball teams, special artwork featuring Leon S. Kennedy, the protagonist of Resident Evil Requiem, has been unveiled for the occasion.
#ResidentEvilRequiem #REBHFun #ResidentEvil #LeonKennedy
Capcom's Key to Success: Resident Evil, the RE Engine, and the Golden Age That Transformed the Industry 🧬
Summary of the extensive report published by The Ringer analyzing Capcom's spectacular resurgence over the last decade, a period of unprecedented success in which Resident Evil has been the centerpiece of a strategy that transformed the company and led it to its most brilliant moment in its 43-year history.
🔹 From Decline to Rebirth 📉
During the 2010s, Capcom went through a deep creative and commercial crisis. Titles like Resident Evil 6 (2012), which attempted to encompass too many styles and audiences at once, ended up satisfying no one, and the company even lost 73% of its profits in 2009. Masachika Kawata, a veteran producer of the franchise since 1995, sums it up frankly:
"If someone from the outside looks and thinks, 'Wow, Capcom is on a real hot streak,' it’s only happened because Capcom has failed a lot".
The turning point came in 2017 with Resident Evil 7: Biohazard, the first game to use the RE Engine, the internal graphics engine that would become the backbone of all its subsequent successes. The title marked a bold return to the roots of survival horror, embraced the first-person perspective, and boosted both sales and the company's stock price, which soared from around 375 yen per share in 2017 to over 5,400 yen in 2025 (an increase of approximately 14 times). As analyst Serkan Toto notes, "Capcom has never been bigger than it is now."
🔹 Resident Evil as a pillar of the current strategy 🏆
• Resident Evil Requiem, released in February 2026 as the ninth main installment, was another milestone, bringing Leon Kennedy back to Raccoon City and combining action and survival elements that celebrate the franchise's legacy. Kawata acknowledges that the team was "aware that it was launching less than a month before the franchise's 30th anniversary," so they sought to incorporate elements that would delight longtime fans.
• Remakes have been fundamental: Resident Evil 2 (2019) and Resident Evil 4 (2023) became the best-selling remakes in the series' history. Next up is Code: Veronica. Toto emphasizes that "every additional unit they sell from their back catalog is pure profit," making remakes a constant source of revenue.
• The franchise has also allowed them to subsidize and take risks on new IPs: "Resident Evil and Monster Hunter are the elephants in the room but they use them to subsidize smaller, riskier games. Dragon’s Dogma was a risk. Pragmata was a risk," notes critic Will Borger.
🔹 The recipe for success 📈
The article highlights that there isn't a single cause, but rather a combination of factors that transformed the company:
• The RE Engine, which allows for the creation of photorealistic worlds more efficiently and simultaneous releases on PC and consoles with visual parity. More than 60% of Capcom's current sales are on PC.
• Fewer games, higher quality: The strategy of releasing dozens of titles was abandoned in favor of focusing on more polished experiences. The average review score rose from 70.4 (2007–2016) to 83.1 (2017–2026).
• Balance between legacy and new ideas: Remakes that respect the original while also updating it, alongside new IPs and the promotion of young talent within the company.
• Global perspective: Hiring international talent, integrating localization from the start of development, and a multiplatform approach from day one.
"But, really, there isn’t a single reason for the success." — Masachika Kawata, producer of Resident Evil Requiem and Pragmata
🔹 The Future Beyond Games 🎬
The franchise is now expanding into film with Zach Cregger's movie, which premieres on September 18, and into television with the Devil May Cry anime on Netflix, demonstrating the potential of its universes on other screens. Kawata looks to the future with confidence:
Veteran producer Kawata is asked about Capcom's future through the lens of Resident Evil: "There’s still things about the series that Capcom hasn’t yet decided. We’re still investigating, exploring in a multitude of ways," Kawata states. "Within the bounds of respecting and treating the world of Resident Evil very carefully, I’m most interested in where the next generation is going, what kind of games they will make."
The article concludes that Capcom's true secret has been learning from its failures, trusting its franchises, and giving space to new generations of creators, with Resident Evil at the heart of that evolution for over 30 years.
#ResidentEvil #Capcom #REBHFun #ResidentEvilRequiem
@kathyanhy "There’s still things about the series that Capcom hasn’t yet decided. We’re still investigating, exploring in a multitude of ways," I hope they go ahead with a remake of Resident Evil Revelations.
Capcom's Key to Success: Resident Evil, the RE Engine, and the Golden Age That Transformed the Industry 🧬
Summary of the extensive report published by The Ringer analyzing Capcom's spectacular resurgence over the last decade, a period of unprecedented success in which Resident Evil has been the centerpiece of a strategy that transformed the company and led it to its most brilliant moment in its 43-year history.
🔹 From Decline to Rebirth 📉
During the 2010s, Capcom went through a deep creative and commercial crisis. Titles like Resident Evil 6 (2012), which attempted to encompass too many styles and audiences at once, ended up satisfying no one, and the company even lost 73% of its profits in 2009. Masachika Kawata, a veteran producer of the franchise since 1995, sums it up frankly:
"If someone from the outside looks and thinks, 'Wow, Capcom is on a real hot streak,' it’s only happened because Capcom has failed a lot".
The turning point came in 2017 with Resident Evil 7: Biohazard, the first game to use the RE Engine, the internal graphics engine that would become the backbone of all its subsequent successes. The title marked a bold return to the roots of survival horror, embraced the first-person perspective, and boosted both sales and the company's stock price, which soared from around 375 yen per share in 2017 to over 5,400 yen in 2025 (an increase of approximately 14 times). As analyst Serkan Toto notes, "Capcom has never been bigger than it is now."
🔹 Resident Evil as a pillar of the current strategy 🏆
• Resident Evil Requiem, released in February 2026 as the ninth main installment, was another milestone, bringing Leon Kennedy back to Raccoon City and combining action and survival elements that celebrate the franchise's legacy. Kawata acknowledges that the team was "aware that it was launching less than a month before the franchise's 30th anniversary," so they sought to incorporate elements that would delight longtime fans.
• Remakes have been fundamental: Resident Evil 2 (2019) and Resident Evil 4 (2023) became the best-selling remakes in the series' history. Next up is Code: Veronica. Toto emphasizes that "every additional unit they sell from their back catalog is pure profit," making remakes a constant source of revenue.
• The franchise has also allowed them to subsidize and take risks on new IPs: "Resident Evil and Monster Hunter are the elephants in the room but they use them to subsidize smaller, riskier games. Dragon’s Dogma was a risk. Pragmata was a risk," notes critic Will Borger.
🔹 The recipe for success 📈
The article highlights that there isn't a single cause, but rather a combination of factors that transformed the company:
• The RE Engine, which allows for the creation of photorealistic worlds more efficiently and simultaneous releases on PC and consoles with visual parity. More than 60% of Capcom's current sales are on PC.
• Fewer games, higher quality: The strategy of releasing dozens of titles was abandoned in favor of focusing on more polished experiences. The average review score rose from 70.4 (2007–2016) to 83.1 (2017–2026).
• Balance between legacy and new ideas: Remakes that respect the original while also updating it, alongside new IPs and the promotion of young talent within the company.
• Global perspective: Hiring international talent, integrating localization from the start of development, and a multiplatform approach from day one.
"But, really, there isn’t a single reason for the success." — Masachika Kawata, producer of Resident Evil Requiem and Pragmata
🔹 The Future Beyond Games 🎬
The franchise is now expanding into film with Zach Cregger's movie, which premieres on September 18, and into television with the Devil May Cry anime on Netflix, demonstrating the potential of its universes on other screens. Kawata looks to the future with confidence:
Veteran producer Kawata is asked about Capcom's future through the lens of Resident Evil: "There’s still things about the series that Capcom hasn’t yet decided. We’re still investigating, exploring in a multitude of ways," Kawata states. "Within the bounds of respecting and treating the world of Resident Evil very carefully, I’m most interested in where the next generation is going, what kind of games they will make."
The article concludes that Capcom's true secret has been learning from its failures, trusting its franchises, and giving space to new generations of creators, with Resident Evil at the heart of that evolution for over 30 years.
#ResidentEvil #Capcom #REBHFun #ResidentEvilRequiem
Dino Crisis 2 is coming to the PlayStation Plus Classics catalog this year 🦖
During State of Play, PlayStation officially confirmed that Dino Crisis 2, the Capcom classic originally released in 2000, will be added to the PlayStation Plus Premium/Deluxe Classics catalog later this year, available natively on PS4 and PS5. An exact date has not yet been revealed, but it is expected to include modern features such as rewind, quick save, and graphics filters, just like other retro titles on the service.
Capcom’s sequel, originally released in 2000, shifted the focus from the claustrophobic survival horror of the first game to a fast-paced, dynamic action experience. With larger stages, a vast arsenal, and the “Extinction Points” system that rewards chaining together dinosaur takedowns, it has become one of the most beloved titles of its era. Its arrival on PlayStation Plus has reignited fans’ hopes for a future remake or a new entry in the franchise.
In addition, Mega Man X: Command Mission and the original Ratchet & Clank are also joining the catalog.
#DinoCrisis #DinoCrisis2 #PlayStationPlus #Capcom #StateOfPlay
Resident Evil - Exclusive Clip: In Theaters September 18 | PlayStation 🎬
Sony kicked off its State of Play with an exclusive trailer for the new Resident Evil movie directed by Zach Cregger, showcasing scenes from Raccoon City complete with sound design and special effects.
In theaters September 18 (September 17 in some markets). Tickets are now on sale.
#ResidentEvil #StateOfPlay #ResidentEvilMovie #REBHFun
Today marks the 16th anniversary of Resident Evil: Afterlife 💥
It premiered in Tokyo on September 2, 2010, and was subsequently released on different dates in other regions.
The film is the first in the series to be released in 3D and is the fourth installment in the Resident Evil film series written and directed by Paul W.S. Anderson and starring Milla Jovovich. Elements from Resident Evil 5 were incorporated into the film.
Alice searches for a place called "Arcadia" and rescues the remaining survivors of the T-Virus pandemic in Los Angeles, who unite against Albert Wesker, the head of the Umbrella Corporation.
#ResidentEvil #ResidentEvilAfterlife #REBHFun #ClaireRedfield #ChrisRedfield
Silent Hill: Townfall Heads to PAX West with a Themed Booth and Pre-Launch Panel 🌫️
Konami will bring Silent Hill: Townfall to PAX West 2026, taking place September 4–7 at the Seattle Convention Center, as part of the pre-launch promotion for the game, which is scheduled for September 24.
🎪 Themed Booth in the Arch Expo Hall
The space recreates the Scottish town of St. Amelia, the game’s setting, and offers an interactive experience where visitors can decipher clues, take photos, and receive exclusive event giveaways while supplies last. Konami will also share the stage with Castlevania: Belmont’s Curse and Metal Gear Solid: Master Collection Vol. 2.
🎙️ Panel Discussion — September 4, 4:00 PM PT
On Friday, September 4, at 4:00 PM PT, the development team and special guests will host a panel discussion in the Main Theater of the Summit Building. Those unable to attend can watch it live via PAX’s official channels on Twitch and YouTube.
#SilentHillTownfall #SilentHill #PAXWest2026 #Konami
The Resident Evil movie is off to a strong start in advance ticket sales and is on track for a record-breaking opening of $60–80 million 🎬
Advance ticket sales for Resident Evil, the new film by Zach Cregger, have gotten off to an impressive start, prompting analysts at Global Box Office to raise their opening weekend projection for the U.S. and Canada to a range of $60 million to $80 million. The momentum stems primarily from the large number of screens in premium formats (IMAX, ScreenX, 4DX, and PLF), which have driven demand sky-high.
This forecast far exceeds the most conservative estimates from just a few days ago (40–50 million) and, if confirmed, would not only mark the best opening in the entire film franchise—surpassing the record set by Resident Evil: Afterlife (26.6 M in 2010), but also the biggest debut of Cregger’s career, far surpassing Weapons (43.5 M).
This marks the second consecutive time Sony has released a blockbuster in September: last year it was Demon Slayer: Infinity Castle, which opened with 70 million and set a milestone for animated films.
The figures remain preliminary after just a few days of sales, but the strong start confirms the public’s enormous interest.
#ResidentEvilMovie #ZachCregger #REBHFun #ResidentEvil