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Plot
Summary:
The
third and final installment of the $100 million "Resident Evil" hits, "Resident
Evil: Extinction" is again based on the wildly popular video
game series and picks up where the last film left off. Alice
(Milla Jovovich), now in hiding in the Nevada desert, once again
joins forces with Carlos Olivera (Oded Fehr) and L.J. (Mike Epps),
along with new survivors Claire (Ali Larter), K-Mart (Spencer
Locke) and Nurse Betty (Ashanti) to try to eliminate the deadly
virus that threatens to make every human being undead... and
to seek justice. Since being captured by the Umbrella Corporation,
Alice has been subjected to biogenic experimentation and becomes
genetically altered, with super-human strengths, senses and dexterity.
These skills, and more, will be needed if anyone is to remain
alive.
Adapting Resident Evil: Extinction
The third and final installment of the $100 million Resident
Evil trilogy, Resident Evil: Extinction is again based on the
wildly popular video game series. The first film established
the world of the Resident Evil film franchise; the second film,
Resident Evil: Apocalypse, found Alice (Milla Jovovich), L.J.
(Mike Epps) and a renegade Umbrella officer named Carlos Olivera
(Oded Fehr) escaping Raccoon City and Umbrella’s plot
to extinguish them. Resident Evil: Extinction finds them loose
in the Las Vegas desert, moving from place to place in an armored
convoy, outrunning and outgunning the throngs of Undead that
lurk in the wide, empty spaces that can no longer be called
civilization.
“I think the strength of the Resident Evil movies is that
they’re not just zombie movies,” says writer/producer
Paul W.S. Anderson, the creative force behind the Resident Evil
trilogy. “There are creatures in these films, more than
just the Undead. There are also a lot of science fiction concepts
in the movies, as well, so they’re bigger than just a zombie
movie.”
Constantin’s Bernd Eichinger, Robert Kulzer and Martin
Moszkowicz, who first envisioned the Resident Evil movie franchise,
are once again reunited with Davis Films’ Samuel and Victor
Hadida and Impact Pictures’ Jeremy Bolt and Paul W.S. Anderson.
“Paul has done something which is very unusual for a genre
movie,” says producer Robert Kulzer. “It feels like
a very epic movie, with story arcs that go across several movies
and combine again and get separated again. All of these characters
have taken on lives of their own. He’s so connected with
this franchise, and these characters and the world of the game.
I think this world really inspires his imagination.”
Taking
the director reins this time is Russell Mulcahy, who started
his career as a music video director before helming such seminal
films as Highlander and its sequel, as well as The Shadow and
Ricochet. “For my generation of filmmakers, Highlander
was a big thing,” says Anderson. “Russell pioneered
a very distinct visual style, a lot of moving camera and crane
work, lots of very fast cutting. He’s got a very cool eye
and sees great ways to shoot. His work certainly had a big influence
on me as a filmmaker and that’s why I was very excited
to work with him on this movie.”
“When we had our first meeting with Russell, he literally
came in with a book,” recalls Kulzer. “He had storyboarded
the entire movie, and he took us through it – shot by shot,
scene by scene. We were just blown away by this.”
“Horror films have always been a great passion of mine,
so it’s great to get my hands on such a fantastic script,” says
Mulcahy. “Visually, Resident Evil: Extinction is different
from the previous two films. The first one was quite claustrophobic;
the next one was outside on wet night streets, and now, we take
them out into the desert. It has a very western feel but is futuristic,
crazy and creepy.”
“We took a lot of inspiration from another genre of films
that I grew up with, which is the post-apocalyptic movie, of
course, Mad Max and The Road Warrior being the best of them,” Anderson
adds. “There’s a whole audience of people who don’t
know how cool seeing armored trucks blast through these desert
landscapes can be.”
Where
the first two films unfolded in tight, contained spaces, the
third film’s large scale action sequences take place
amid post-apocalyptic landscapes in broad daylight. “What’s
terrifying is not necessarily that which goes bump in the night,
but that which whispers at mid-day,” says Mulcahy. “In
some ways it’s even more terrifying. We do have our dark,
spooky scenes, but we have a wonderful visual contrast of this
blasted sand and stormy desert landscape, such as Las Vegas covered
in sand. And then you go underground to the Umbrella Corporation,
which is all blue and cold and steel. It’s quite a refreshing
and surprising look, a very visceral look, without taking away
any elements of the game, which is very important. We’ve
been very adamant about keeping true to the spirit of the game.”
As
with the previous Resident Evil films, Extinction resonates
with the contemporary zeitgeist. “In this movie it’s
very much about the shortage of oil, the shortage of supplies,
and how the desert has taken over civilized land,” notes
Kulzer. “Even though it’s a science fiction action
film, there are nuances about it that reflect the world we know,
the one we live in right now.”
Resident
Evil: Extinction is an original story, but one that unfolds
in a world that fans of the game will recognize. “It’s
all part of trying to deliver a movie going experience that satisfies
the fans of the game but also provides a fun cinematic experience
for a broader audience that has never played a Resident Evil
game,” says Anderson. At the heart of the terror in Resident
Evil are the ever-present zombies unleashed through T-Virus mutation.
While the concept of the Undead remains the same, the stakes
have once again been raised. “The game has progressed and
broadened out, and we thought we should change as well,” explains
Anderson. “So, we’ve introduced the Super Undead,
which are a result of Umbrella experimenting with the Undead
and attempting to give them back some of their reasoning power,
some of their intelligence and a little of their humanity. Unfortunately,
these experiments don’t quite work and the side effect
is the Super Undead, which are Undead that are faster, stronger
and more cunning… a really fearsome foe.”
But
mindless flesh-eaters aren’t the only predators the
characters have to fend off. “We’ve also included
the Tyrant, which is a big favorite of a lot of fans of the game,” says
Anderson. “It’s certainly one of my favorite creatures
from the game. And we’ve brought back some old favorites,
like the dogs. We’re using the crows properly for the very
first time – there’s an amazing sequence that has
these mutated crows in it.”
While
sticking to the spirit of the games, Anderson has injected
the story with fresh concepts and Mulcahy has brought the whole
enterprise into the light. “To simply copy the games would
not be a good movie going experience because you would know exactly
what’s going to happen and which characters would live
and die,” Anderson notes. “That’s one of the
big challenges: to stay true to the games but also break the
rules a little bit.”
About The Story
Resident Evil: Extinction picks up three years after the second
film ended. “It’s set in the desert, so there are
very few buildings, very few people,” comments producer
Jeremy Bolt. “It has an atmosphere of isolation and desolation.
What’s most striking about these landscapes is that there’s
just nothing there three years after the apocalypse, apart
from our band of survivors, and the evil Umbrella Corporation.”
“The third movie is set pretty much after the end of the
world,” says Anderson. “The world has been wiped
out by the T-Virus and only a small microcosm of humanity is
left. It’s kind of the proto-family of the future – this
band of survivors who are part of an armored convoy that stays
on the move continually, to try to stay out of trouble and stay
ahead of the Undead.”
Some
of the survivors have now formed a group of roughly thirty
people, including adults and children, transported by a convoy
of vehicles, “which includes a school bus, an ambulance,
a news truck and a gas tanker,” Mulcahy describes. “They
basically go from town to destroyed town trying to find food
and water, and just to keep surviving. But they’re getting
desperate.”
Acclaimed
actress and one of cinema’s foremost female
action stars, Milla Jovovich once again reprises the role of
Alice, an experiment of the Umbrella Corporation whose DNA bonded
with the T-Virus, giving her unprecedented power and independence.
Since her escape from The Hive and Raccoon City, Alice now answers
only to her will to survive and protect the last vestiges of
humanity. “They’re desperate, and Alice hears radio
broadcasts of people in distress, but she keeps her distance.
Her thought is that whenever she’s near people, people
die. So, she’s got this standoffish quality about her.”
“Alice, since the last film, has definitely changed,” Jovovich
explains. “She's a loner now. She doesn't really know what
is going on with these new powers and weird things keep happening
to her. If she falls asleep and has a nightmare, things start
exploding. It’s pretty crazy.”
Afraid
that her mutations and genetic link to Umbrella will be a liability
to the human survivors she wants to protect, Alice shadows
them undetected through the desert. “It’s
a pretty lonely position,” says Jovovich. “She doesn't
have anybody to lean on; she's very much by herself. She's definitely
a bit sad, but at the same time, she's got a mission and her
priority is to make sure that these people are safe, and hopefully
try and take down Umbrella at the same time.”
“Umbrella is using her and she knows it,” adds Anderson. “She
knows that Umbrella has been tracking her and can potentially
see through her eyes, and use her as a spy. So, she has isolated
herself and stayed away from the others. She also knows that
she’s infected with the T-Virus and it’s causing
mutations within her. She’s developing new powers, which
we saw at the end of the second movie, but they have become much
greater now and are out of her control, so she’s terrified
of what she can do. She stays away from the others because she’s
scared that she may cause them harm.”
Jovovich’s evolution in the skin of the Alice character
has formed the heart of all the movies. “We put Milla through
an awful lot in these films,” says Anderson, “and
she always has a good sense of humor about it and always delivers.
One of the things that makes the action scenes good in Resident
Evil is her intention; you see it in her face, she believes everything.
That’s really important in a movie like this because you
can only believe the horror, and you can only believe the action
if the actor does. If she’s terrified, so is the audience.
And that’s what Milla gives these movies – she gives
a hundred and ten percent commitment.”
The
convoy is a family, led by Claire Redfield, a character from
the game. “She’s basically the general, leading
the pack,” says Mulcahy.
At
the core of the Resident Evil films are strong female action
heroes, and Claire is no exception. To embody a figure that would
have the strength and compassion to lead a pack of survivors,
the filmmaker brought in Ali Larter, the central figure in the
blockbuster Final Destination series and one of the human superheroes
in the hit TV series, Heroes. “She’s a very committed
actress,” says Anderson. “She gives a great performance
and knows how to handle a gun. I’ve really enjoyed working
with her.”
“Claire Redfield is the leader of the convoy making its
way across the Nevada desert,” describes Larter. “They
travel in a chain of trucks – an ambulance, a Hummer, a
gas truck, a bus where people sleep. Everybody’s just holding
on. You can’t stop for too long. The only things that matter
are the basic things you need to survive: food, gas, water, weapons.
So, they’re just in a constant state of motion, trying
to stay alive.”
In
addition to being the leader, Claire assumes different roles
for the survivors in her convoy, all of whom have lost family,
friends and the lives they knew. “She’ll be a mother
to someone, a best friend, a buddy, anything that her people
need,” Larter explains. “We’re at the end of
the earth and she’s just trying to be a guiding force to
these people.”
When
Alice is driven to join Claire’s convoy, she steps
into a world in which Claire is the leader and Alice is only
a spectator. “At first people are apprehensive,” says
Anderson. “There are scenes where people like take one
look at Alice, when she’s wandering in the camp, and start
wondering whether she’s this devil woman. A line in the
script says, ‘The kids talk about you like you’re
Dracula or something.’ Everyone takes a step back at first.”
Returning
from the second film is Carlos Olivera, played by Oded Fehr. “Carlos was very much a corporate guy,” explains
Kulzer. “He was part of the Umbrella Corporation, but at
one point, he realized that Umbrella is not as good a place as
he thought it was. I think he became doubtful of the morality
of it when he realized that Umbrella was ultimately responsible
for the demise of civilization.”
“Carlos used to work for the Umbrella Corporation as a
hired gun,” says Fehr. “In the last movie, he realized
what he’d been caught up in and joined forces with the
good guys. So, he’s a soldier and a bit of a loner, and
he’s very much in love with Alice.”
Though
when the film begins, Alice and Carlos are separate, their
reunion brings hidden feelings to the surface. “They
have a lot of respect for each another, and this attraction,” says
Jovovich. “So, when they meet again on this film, it’s
a big relief for Alice. She’s so strong and so independent,
but he’s the only one that understands what she’s
been through. He’s not scared or intimidated by her. She
doesn’t have anybody like Carlos in her life, and there
is a great connection between the two of them. It was fun to
play with the boundaries between these two characters.”
“The Resident Evil films, certainly the first two, are
very female-driven movies,” comments Anderson. “In
the second film, Oded made a big impression when he was on screen.
The third movie brings him even more to the foreground, so I
think for the very first time, there’s a really strong
central male character in a Resident Evil movie. And Oded brings
real strength and wisdom to the role.”
Also
returning is L.J., played by Mike Epps, whose nature is to
bring light to even the direst situation. “L.J. started
out as just this fun character who knows his way around the place,” describes
producer Kulzer. “Now, we pick him up again and he’s
become an intricate part of this survival machine. People rely
on him. He’s still a funny guy, but he’s clearly
reached a point where he’s a much more responsible member
of this team.”
For
Epps, the opportunity to bring some realness and humanity to
his character was one the actor relished. “This film
is much more than your typical horror movie,” says Epps. “The
characters are a lot closer in this film. There’s more
emotion, and you connect with them.”
Knowing
Epps helped Anderson craft an arc in the third film that would
harness the actor’s natural comic abilities. “Mike
Epps is really funny,” describes Anderson. “He does
a lot of improv on-set. No two takes are the same with him. Having
worked with him on the second movie, I really got a chance to
write his character with his voice in my mind, as opposed to
casting him in the role as I did on the first film. So, I think
he’s really going to shine in this movie. ”
Anderson
also wrote a character specifically for an actor whom he had
worked with on his first American film, Mortal Kombat. Linden
Ashby plays Chase. “Linden Ashby was the lead in
Mortal Kombat, and I’ve wanted to work with him again ever
since,” says Anderson. “He’s a cowboy – he
lives on a ranch and has horses, so when I was writing this movie
I brought him in as a foil for L.J., because Mike Epps is so
urban, and to put him alongside Linden was perfect. The character
of Chase has been a real revelation in the movie. It’s
just been really fun to work with Johnny Cage again.”
The
convoy also bears two young women in its ranks – Nurse
Betty, played by musical artist and actress Ashanti, and a 14
year-old tough kid named K-Mart, played by up-and-coming actress
Spencer Locke.
Ashanti,
a fan of genre films, jumped at the chance to step into the
environment of the film. “Resident Evil is about
survival,” she says. “Our group is stationed in Las
Vegas, which is where the survival of the fittest ended up. They’re
running low on food, and they’ve picked up a lot of kids
along the way. Nurse Betty is there to help anyone who gets hurt,
especially if they get bit by one of the Undead. She’s
definitely tough, and walks around with her bullets and her pack
and band-aids. She’s all about business.”
K-Mart,
says Locke, contributes a sense of hope to the people of the
convoy. “KMart makes wire bracelets, which are like
her good luck charm,” says the 14-year-old. “I got
to pick what bracelets she makes, which was cool.”
While
the survivors fight to stay alive on the surface, they must
always stay on the move, searching for fuel and supplies while
fending off everything from the Undead to a virulent breed
of crows who have mutated by eating the infected Undead. “You
go through barren landscapes to strange TV stations where they
find people who are not zombies or Undeads; but they’re
backwards and frightening,” describes Mulcahy. “And
we have a very potent attack by the crows that is like Hitchcock
notched up ten times.”
But
beneath the blasted desert surface is a completely different
world. “The only place that is still up and running are
these underground hives of Umbrella,” says Jovovich.
“You’re outside the old, beaten-down weather station,
which is all caged with ten thousand Undead trying to get in,” describes
Mulcahy. “And you come down to the Umbrella Corporation,
which is the metal blue, where these scientists are living. So,
there’s this great contrast visually of going up and down
between these two worlds that exist parallel to each other.”
Running
the Nevada station but subject to the authority of the Umbrella
Chairman is Dr. Isaacs, a returning character once again played
by Iain Glen. Dr. Isaacs is obsessed with recreating Alice
from a series of clones farmed in glass tubes within the complex. “He
is responsible for trying to recover the situation because the
T-Virus has wrecked the human population,” says Glen. “And
he thinks he knows how to find the key to unraveling it using
Alice’s blood to form an antidote. Dr. Isaacs is a very
arrogant man, and when he is overruled by the powers above him,
he doesn’t much like it, so he decides to go off on his
own to find Alice, whom they all believe is dead.”
So,
while Alice has the Undead above-ground to contend with, her
most formidable foe is underground in the lab. “She’s
dealing with quite a keen intelligence and he has a certain power
over her,” says Glen. “He knows her well - in some
ways, he created her -- so it’s a different sort of enemy.”
Dodging the ever-watchful eye of the Umbrella satellites, Alice
pledges her help to the convoy when they find a diary which points
to a possible safe haven far north of them, in Alaska. With most
of the gas stations in the desert dry as a bone, they realize
their best hope lies within the sand-covered remains of Las Vegas.
But
when Dr. Isaacs spots Alice among the convoy, they find themselves
hopelessly in Umbrella’s sightlines and must
fight their way through a new breed of Super Undead to stay alive.
“We try and play with the conventions of the genre and
set up a scene that everyone’s familiar with and then pull
the rug from underneath them a little bit,” Anderson explains. “I
think then you can take people by surprise and deliver some really
satisfying and exciting action scenes. People will be shocked
at how this story plays out, and what happens to the characters
they have gotten to know in these films. We wanted to keep things
in the realm of the unexpected, and I think this film really
delivers in turning some genre conventions upside down.”
About The Production
To realize the expansive vision of Resident Evil: Extinction,
production ventured south of the border to Mexicali, Mexico,
where long stretches of empty desert provided the ideal canvas
for the daylight-set terror in the film. “We wanted to
take it out into the desert, have these awesome desert landscapes
and create a Las Vegas that’s buried in the desert sands,” Anderson
describes.
Acclaimed
production designer Eugenio Caballero, who earned an Oscar® for his work on Pan’s Labyrinth, was charged
with creating a number of weathered, sun-and-sand- blasted environments
in the desert that would contrast the sleek inner workings of
Umbrella’s underground labs.
“For me, it was a very new thing to make a zombie movie
in the daylight,” says Caballero. “That’s a
huge opportunity for design because you can play with textures
and colors you don’t usually see in this kind of film.”
Working
in Mexicali, where temperatures soared to over 130 degrees
Fahrenheit, Caballero supervised a crew that would need to
take precautions to offset the effects of such extreme heat
and winds not only on his crew but on the sets themselves.
The construction crew was required to carry emergency kits
for dehydration and heat effects, and also worked very early
mornings and late afternoons to avoid the hottest hours of
the day. “In Mexicali, we
had great locations, and we wanted to incorporate the elements
of those landscapes into our designs,” he comments. “But
working there, the sun and the temperatures were amazing. We
also faced the challenge of keeping those sets in place against
the wind, so we made huge scaffolding structures to hold the
sets in place.”
One
of the most exciting sets for the production was the post-apocalyptic
Las Vegas that the desert sands had reclaimed, which they set
in Algodonez. “You’ve got a bit of the Statue of
Liberty sticking out; you’ve got abandoned casinos sticking
out of the desert,” Anderson describes. “Eugenio
he has done an extraordinary job on the sets.” “We
physically built part of a Realto Ponte, a beautiful architecture
piece,” Caballero says. “Also, part of the Eiffel
Tower and some exteriors of casinos, so these are all the images
you see on the Strip emerging from the sand.”
“Seeing something like Las Vegas destroyed and half-buried
in sand, it’s just so epic,” comments Milla Jovovich. “It’s
bigger than life. The crew worked so hard to make it real, so
it was pretty inspiring.”
This very real practical location was further enhanced through
visual effects.
“Everywhere you look you want to see a casino,” comments
visual effects supervisor Evan Jacobs. “You’re in
the middle of this canyon of buildings. So, using the ‘hero’ structures
built on-set we were able to add to that using the natural ‘blue
screen’ of the desert sky, which was always blue. So, we
were able to put casinos at the tops of these sand dunes.”
An
80 X 40 foot miniature of the post-apocalyptic Las Vegas Strip
was created by New Deal Studios in Los Angeles. “Then
we did a big motion control pullback on that set and ultimately
used it for backgrounds for other pieces of the scenes,” Jacobs
adds. Another sequence involved a motel in the middle of the
desert with a gas pump in the front. “We built everything
because to give the sense that these huge sand dunes were moving
little by little to cover our sets,” says Caballero.
The
third important set involved the weather station that is constantly
swarmed just outside the reinforced fence by Undead. Caballero
set his sights on a natural dry lake bed called La Pintata. “It’s a beautiful black mountain with a
flat line of sand along the bottom,” Caballero describes. “It’s
a very magical, almost lunar landscape. It was like being on
Mars.”
To
create the interiors for the underground Umbrella facility,
production found an ideal home at Mexico City’s sprawling
Churubusco Studios. The underground complex as designed by Caballero
is bigger and more complex than The Hive depicted in the first
Resident Evil film. “They’re some of the biggest
soundstages I’ve ever seen in the world,” says Russell
Mulcahy, “so I’m really pleased that we’re
shooting here because it has allowed us to build these very big,
very elaborate sets.”
In
designing the labs, Caballero took some references from the
first two films but worked with the filmmakers to integrate a
new aesthetic into the design to represent the progression of
the corporation underground. “We decided to go with concrete
walls to look like a bunker,” he describes. “They’re
protecting themselves from what’s happening on the surface
in this bunker. And we played with a lot of shiny surfaces, with
glass, with aluminum and incorporated light into the architecture.
The idea was to make this interior world high tech but soulless.”
Because
of its origins, Caballero worked with the filmmakers to integrate “easter eggs” for fans of the game and
the previous films into the design for the labs. “For example,
instead of having jars full of fluids, we put things like red
herbs and green herbs in the set dressing of the laboratory,” comments
Caballero.
A
fun aspect of the production design was creating the vehicles
themselves, which would need to function together like a moving
fortress for the band of survivors. “We had a lot of fun
making the cars,” Caballero remembers. “It’s
one thing to draw them, but when we were making them, we really
enjoyed it.”
The
first consideration would be what the convoy would need – water,
protection from the weather, defenses from the Undead, etc. “From
the extreme rusty decadence of the exterior to the high tech
materials on the interiors, we wanted to give the idea that these
vehicles belong to this world but are patched together from different
aspects of it,” he says.
Referencing
the script, Caballero created designs which he supplied to
the transportation coordinator. “He did a great job
getting cars that were similar to the ones I designed,” says
the production designer. “So, in a very short time, I had
a very good team working really hard to custom-make those cars.
It was like being in a huge warehouse with lots of toys to play
with.”
With
the commencement of production, cast and crew got a taste of
the extreme conditions experienced by the construction crew
in Mexicali. “You’re taking a bunch of people on
an adventure, to achieve a certain goal, and therefore, the harder
the environment, the more adventures you’re likely to have,” says
producer Bolt. “So, it’s more interesting. We have
the greatest respect for the Mexican crew who shoot in this environment
regularly. We have an international crew on this film, and they
all definitely became closer and bonded because of the harshness
of the shooting environment.”
Everyone
in the company participated in poolside barbecues and bonded
as a result of the difficult conditions. “In the
film, you’ve got people that have more of a connection
to each other because they support each other and love each other,” comments
Jovovich. “All of us in the cast and crew experienced some
form of that kind of bonding. It was a tough shoot, but we all
believed so much in what we were doing. I think our experience
off-set really found its way into the performances.”
“It’s one of the hottest places in the world,” says
Ali Larter. “And people gave one hundred and ten percent.
I think it helped me as an actor because you don’t have
to pretend. You’re totally feeling it.”
“During pre-production, I was always wary of how the chemistry
was going to work off-camera, but everyone seemed to get along
as a team and just bunker down and get on with it,” says
Mulcahy. “They’ve been very good at that. I had a
fantastic cast and crew, who just worked their tails off. As
soon as we arrived, we were shooting within fifteen minutes and
we just blast.”
In
a film with heavy, non-stop action and a naturalistic aesthetic,
the challenge of stunt coordinator Rick Forsayeth was to build
stunts that would be believable in the sci-fi setting of the
film yet reflect tangible, visceral reality. “There’s
a lot of wire work,” says Mulcahy. “There’s
crashing and bashing and bullets through heads and heads chopping
off. Rick has been terrific. He’s an actor as well as being
a stunt guy, and we used him to play three different characters
in this film.”
Forsayeth,
and his associate David Harcourt, dreamed up sequences that
would benefit from wirework – to reflect the superhuman
capabilities of Alice and some of the Super Undead she would
combat. Working with an actress like Jovovich, with so much stunt
experience already under her belt, was a pleasure. “What
was amazing to all of us was how quickly she could pick up and
adapt to each thing,” comments Forsayeth, “while
also throwing in her own ideas, which you also have to implement.
It just makes the whole experience so much smoother because it’s
always best to use the actor as much as possible.”
“Rick was awesome to work with,” comments Jovovich. “He
gave me the opportunity to do some really great wirework and
really cool stunts that are believable. There is a bit of realism
to this; you can imagine that it’s really happening. It’s
very vicious fighting.”
“Rick said to me, ‘You know what? Milla stops being
an actor and can become a stuntwoman any time she wants,’” adds
Anderson. “He loves blocking fight scenes with her because
for him it’s just like working with a stunt performer,
and that really helps the scenes. It makes them very convincing
because obviously if you have to use too many stunt doubles,
you get locked into using tight close-ups of the actor, wide
shots of the stunt double and you can tell the difference. Even
when it’s not important, even when we could get away with
using a stunt performer, it’s quite often Milla because
she insists on doing it.”
In this film, Alice wields a pair of highly sharp blades called
Kukris that would require a separate training regimen for her
to learn how to handle them. Kukris are the national knife of
Nepal, an ancient, superior blade that can be used both as a
combat weapon and as a tool.
“These are real weapons that were used by the Nepalese
Gurkhas against the British at the turn of the century,” enthuses
Jovovich, “but they only used one, where I use two, which
is pretty cool because they’re big weapons and very vicious-looking.
I had done some training in the past with weapons, so it wasn’t
that difficult for me to assimilate these knives.”
A
number of sequences in the film, most challengingly in the
Weather Station assault, scores of extras would be required
to be made up like zombies surging from every direction through
the blowing sands. “The characters are living right on
the edge of survival,” says Anderson. “It’s
a really difficult life for them. And I think filming in really
difficult conditions has helped that. It’s been tough making
this movie but the life of these survivors is tough, and I think
that realism has found its way onto the screen.”
One
of the most challenging elements for special makeup effects
designer Patrick Tatopoulos – the acclaimed veteran of
such large-scale productions as I, Robot, Independence Day and
Pitch Black – was designing and creating prosthetics for
the desert Undead, desiccated creatures subsisting on very little
in the unforgiving wastes of the desert. Multiply that by 300
extras and a picture of a highly trained and productive makeup
crew emerges. To maintain continuity, Tatopoulos and his team
kept an album full of Polaroid photos of the creatures which
the filmmakers could constantly refer back to. “Bruce [Spaulding
Fuller] and Richard [Redlefsen], my two key makeup artists onset,
had to deal with sometimes hundreds of desert Undead, and we
used every traditional technique,” comments Tatopoulos. “You
actually create maybe half-dozen different faces, chest pieces,
and parts of the body that give you a patchwork of elements that
you can play with. It allows the director on set to come up with
some creative take on whichever Undead he wants to see at a given
moment.”
Working
with Mulcahy and Anderson, Tatopoulos sought to design creatures
that would keep with the general vision of the first two films
but deviate in strange and exciting ways. “There
are two types of Undead in this film,” he explains. “The
desert Undead and the Super Undead. The desert Undead were very
shriveled, more like mummies. And the Super Undead are extremely
powerful and very fast. They are the new generation of Undead,
if you will, and are more defined, glistening creatures. So,
it was fun to create these two classes of Undead.”
For
physically embody the desert Undead, Tatopoulos worked with
a crew of stunt people, dancers and actors to achieve the specific
movement styles and looks they required. “You have to create
a look of someone that’s truly emaciated,” Tatopoulos
explains. “So, you’d start by having an actor that’s
as thin as you can get, you emphasize all the bone structure
and create a look that gives you a sense that the skin has been
tightened against the body. Beyond that, obviously you can use
CG effects to enhance it even more.”
Some sequences involved only a handful of Undead, but for the
huge Weather Station sequence, involving 300 dressed extras,
filmed in extreme heat, Tatopoulos and his team had their work
cut out for them.
“People sweat, and after a couple of hours of shooting,
the sweat disconnected the glue from the appliances,” he
remarks. “So, we were constantly touching them up and making
sure the director was getting what he wanted.”
To
magnify this sequence in terms of sheer numbers, visual effects
supervisor Jacobs worked with Tatopoulos and Mulcahy to map out
the digital enhancement these mass-Undead sequences would need. “We
have thousands and thousands of CG Undead outside the rim of
that compound,” says Jacobs. “So, on top of the 300
practical Undead, it would be that much more overwhelming.”
The
same technique applied for the sequences involving murderous,
infected crows. On-set, the production had four live, trained
crows, and Tatopoulos created a number of artificial crows using
taxidermy birds that were either mechanized or fitted with rods
which his team of puppeteers could manipulate as they interacted
with the actors. “What you see in extreme close-up were
done practically,” he says. “But in the foreground
and background you have this overwhelming image of thousands
of flying birds, so our mechanical birds became excellent lighting
and movement references for the CG birds that were added later.”
Once
again using the natural blue screen of the desert sky, Jacobs
and his team at the Canadian effects house Mr. X, were able
to black out the skies with birds on practically shot plates. “We
shot a lot of crows out on location in the sky, so we got as
many elements as we could that way,” Jacobs explains. “And
then we went to our computer-generated crows to create these
huge flocks just filling up the sky. And we used artificial intelligence
simulations to give them some individuality in their actions.”
One
of the Resident Evil franchise’s most memorable and
menacing foes are the Undead dogs, which have been present in
each installment in the trilogy. For Extinction, the filmmakers
deviated from the Doberman Pinschers of films past and brought
in the highly trainable breed of Belgian Malinois. “They’re
a whole new breed this time,” comments Jacobs. “Belgian
Malinois are great, aggressive dogs that are extremely trainable.
They’d sit there like the nicest puppies you’d ever
met. Snap your fingers and they would just go really hard.”
Tatopoulos
created special prosthetics that would give the dogs the Undead
look without affecting their natural comfort or equilibrium. “The
suits were leggings and chest pieces,” he describes. “And
we had the dogs wear them for a month prior to shooting so they
could get used to it. Most of the big mass of the body was created
as a sculpted piece glued onto a spandex suit that the dogs wore.
We also worked on a little extra make-up for the face, but nothing
that would alter their movement. You’ll see a lot of ribcage
and bone when they run.”
But
perhaps the most exciting effects challenge was the creature
called the Tyrant – Alice’s final enemy (or “boss” in
game-speak) – which would continuously morph throughout
its sequences. These ambitious visuals would require a close
collaboration between Mulcahy, Tatopoulos, Jacobs and the actors
and stuntmen that would embody the creature. “He is an
expanded crazy version of the Super Undead,” Tatopoulos
explains. “The whole concept was that this creature was
coming from inside the person and bursting out. Every time they
showed the creature, some part of his body would expand and change.
The wounds would open and tendrils would come out of it and resolve
themselves.”
For
his part, Tatopoulos created one general suit for the creature
and additional add-on pieces that were sculpted separately to
be attached as the Tyrant changed. The transitions would need
to be partially practical and part CG. “These weird tendrils
that would come out and shove themselves together, those would
be moments of extreme CG,” Tatopoulos explains. “And
then it hardens, and that would be an appliance. This effect
was a good mix for CG and practical where the two worlds create
something interesting, but the actors have something to interact
with during production.”
Despite
the difficulty of working on-the-fly, as opposed to having
everything laid out in advance, the effects team relished the
freedom of Mulcahy’s off-the-cuff style of creative
decisions. “He’s an extremely creative director,
and sometimes we’d want to see something different,” says
Tatopoulos. “So, we always had to be ready with different
pieces to accommodate what he wanted for a given scene.”
Jacobs
echoes the sentiment, “Russell’s style of
filmmaking is to have multiple cameras running at any given time.
He always wanted to get a lot of energy in the shot, which means
the visual effects had to roll with it and provide him with a
lot of flexibility in the filmmaking.”
Throughout
the production process, the company found a hearty and enthusiastic
leader in director Mulcahy. “Russell has
a very strong vision of how this movie should look,” says
Jovovich. “He’s really captured this very spooky,
creepy quality in the daylight. When the dailies started coming
back of these incredible shots, we were blown away. There’s
so much happening in every shot. And he’s like this little
fireball on set. His passion and his enthusiasm are extraordinary.
And he’s so much fun to work with.”
“He’s unlike any director I’ve ever worked
with,” adds Iain Glen. “He’s got a brilliant
visual eye and a wonderful energy. He and Paul have got different
strengths and styles, but they combine brilliantly.”
For
his part, Mulcahy feels the film delivers on the promise of
the first two Resident Evil films but ratchets everything up
a notch. “Expect to be surprised, to be shocked, to
be thrilled,” says Mulcahy. “The film’s full
of scares and action. It’s very fast, and it’s got
a whole lot of new dynamics in this one, which I think make it
quite original. It’s a great ride.”
Completing the final film in the trilogy is particularly satisfying
for Anderson.
“I’ve been very lucky in seeing my vision of the
Resident Evil films come to fruition,” he comments. “In
six years we’ve made three movies, so it’s been great
to see such a broad vision come to the screen. These are very
different landscapes that the characters have moved through – from
the tight claustrophobia of a chamber piece horror to the broad
expanse of a movie set in a darkened city to the expanses of
the desert. It has been tremendously exciting for me to experience
as a filmmaker, and as a fan of zombie movies as well.” |