There is only one possible outcome when a driver takes their eyes off the road in a horror movie, and Bryan (Austin Abrams) is barreling straight toward it. It’s the dead of night in snow-dusted Colorado, and the simple-minded medical courier is distracted, as they always are, prompting us to grip our armrests and hold our collective breath. It’s a curious, reflexive response to a foregone conclusion, and Zach Cregger, the co-writer/director of 2026’s new-fangled Resident Evil, knows that the knee-jerk reaction is more powerful than sensible minds would like to admit. He’s so confident, in fact, that he’s chosen to get straight to it, unspooling the scene mere moments after the lights have gone down, withholding anything resembling a narrative foothold from his audience as they brace for the crash, lizard brains in full control. There’s no need to hold hands when knuckles are already white from strain.
As the eighth feature adaptation of a video game series that’s now entering its fourth decade of existence, Evil’s quasi-zombie mutations are already a known quantity to ticket buyers, an awareness that Cregger and scripting partner Shay Hatten are keen on weaponizing. They don’t omit the rudimentary building blocks of story, but they sure zoom through them; no sooner have we made Bryan’s acquaintance, dropping off a parcel at a nearby hospital before picking up another, than he’s right on the road, skidding straight into the aforementioned crash. Sure, there’s a character-building phone call along the way, a doomed exchange between the man-child and his unseen, pregnant girlfriend, but it’s over as soon as it starts. In its wake lies a twitching, blood-soaked woman, a nightgown-clad forbearer of the relentless carnage to come over the ensuing 80 minutes.
That runtime runs counter to the bombastic largess that most folks in Cregger’s position seem to take on as a prerequisite. Having seen his star rise and fall as a member of the comedy troupe The Whitest Kids U’ Know, Cregger pivoted to horror with his 2022 solo directorial debut, Barbarian, which was enough of a success for Warner Brothers to greenlight a follow-up. Said sophomore feature was last year’s Weapons, a surprise box office smash that won Amy Madigan an Oscar, and seemed to afford its helmer a blank check on his subsequent project. The assumed next step is something ambitious, bloated, and near to the heart, but Cregger is more of a bushwacker, charting paths that only he can see. Being willingly subsumed by Hollywood’s Intellectual Property machine may seem incongruous with chasing your muse, but downsizing from Weapons’ Jenga tower plotting and ensemble cast into something this lean, mean, and crowd pleasing is its own version of zigging where others zag.
Which is a truly terrible metaphor in the context of a flick that moves exclusively from left to right, and never dips below 100 mph. Fans of Cregger’s previous entries know that he can both set up and pay off a proper scare, but the primary appeal of both Barbarian and Weapons was their twisty, unpredictable narratives. His ability to mold something this purely kinetic was an open question, one that Evil answers in the thunderous affirmative. It’s a massive step up from a technical standpoint, powered by Dariusz Wolski drearily gorgeous cinematography, Hays and Ryan Holladay’s pummeling synth score, and Editor Joe Murphy’s virtuosic understanding of when to slow things down just a tick before reverting to mayhem. The movie is so deft in its visual and aural storytelling that it could almost be a silent film, but then you’d miss out on Abrams’ running commentary.
It’s mostly muttered, and splits its time between self-effacement and tossed-off boasting, the parlance of a true gamer. Much has been made of Cregger and Hatten’s abandonment of the characters and lore of the original games, but their fealty is to the experience of holding a controller, not the cut scene worldbuilding. Rather than adapting the yarn itself, they recreate those first fumbling hours before you’ve gotten a handle on what all the buttons do, and Abrams is an ideal conduit. He looks the greasy, unkempt part, and provides Evil with a perfect vessel for its steady stream of gallows humor, which somehow never undermines the jolt of the next great set piece. They leave that job to the special effects team.
Most of their work looks great, especially in the early goings, where the script only calls for practical effects. It’s only in the back half, when the film has ballooned in both scope and disgusting imagination, that the digital artisans take over; they do their best, but in a movie that’s so openly tracing the footprints of John Carpenter’s The Thing, it can’t help but be disheartening. At least if you like your affronts to common decency to be handmade, and one of Evil’s most clever gambits is making sure that every type of sicko gets to enjoy their abomination of choice. There are levels to this, literally, a slimy, tentacled picaresque that’s intentionally episodic, moving from abandoned farm house to war-torn city streets, from sewers to elevator shafts, from crumbling buildings to blindingly white laboratories. It gets bigger, but it never slows.
Those who cherish the poking of holes will have their material, pertaining to less-than-tactile CGI, an absence of dimensional characters, and forced loyalty (or the lack thereof) to the console entries. No one can stop you from being a spoil sport, but it’s hard to take those complaints seriously in light of something that’s so immediately gripping and raucous. What Cregger’s made here is vacuum sealed, an air-tight concoction that’s loath to include the annoying guardrails of backstory and exposition. Those looking for a more well-balanced cinematic meal will likely find it just one auditorium over; this one only has time for the good and meaty stuff. Spooky season has only just started, but we probably already have its big screen champion.

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