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Fed a steady diet of genre films
from John Wayne to John Carpenter, by the tender age of 6 Paul
W.S. Anderson already knew what he wanted to do; by 29, he achieved
it. On the heels of his debut film, the indie hit Shopping in
1994, the smash Mortal Kombat followed, and despite disappointing
returns for his next two genre efforts, Soldier, with Kurt Russell,
and the apocalyptic Event Horizon, the cult of Anderson grew,
with horror and sci-fi aficionados embracing his often tough,
graphic visions as one of their own. And then there was yet another
smash hit based on a popular videogame property waiting just around
the corner...
With the DVD release of Resident Evil due this week from
Columbia TriStar Home Entertainment, and plans already underway
for a big-screen sequel (not to mention another, more extensive
DVD release due next year), Anderson has become the man Hollywood
goes to when it wants the "videogame movie" done right.
We recently chatted with the amiable, highly energetic filmmaker
on getting gory, directing Milla with a gun, and just what Marilyn
Manson's music can do to a dog...
You're first foray into adapting a videogame into a film was
Mortal Kombat, which was wildly successful, and now you're back
with Resident Evil. It seems like you are the only guy in town
who knows how to turn a hit game into a hit movie. Is there something
in particular about videogames that appeals to you?
I play a lot of videogames and they are a big part of my life.
To be honest, I'm more likely to pick up a videogame and
say, "Wow, let's turn this into a movie!" than,
say, go to the theatre and think, "This is an excellent stage
play, it must be made into a movie!" That's just the
way I am and videogames have been a huge influence on my life.
Was the idea of adapting Resident Evil something you took
to Capcom (the producers of the game) and the studio, or were
you approached by them to helm the project?
It was funny what happened. I played the videogame and became
completely obsessed with it. Resident Evil 1, 2 and Nemesis, back
to back, and lost about six to eight weeks of my life. (laughs)
I just stayed home and that's all I did. And when I finished,
I called my partner Jeremy Bolt, who I have a production company
with, and said, "Get the rights to this game, and let's make
it into a movie!"
Then he discovered that the rights had already been picked up,
but they had been picked up by a company called Constantine Films,
who we were actually in the middle of buying half of my production
company, and at the same time they had the rights to Resident
Evil, but we were completely unaware of that. And it had kinda
of become stuck in their development list for a couple of years,
and they had a couple of filmmakers try and adapt it but it had
never worked.
So the stars aligned; I had wanted to make this movie, and it
just turned out that these guys had the rights and were struggling
to turn it into a film. And before I even knew they had the rights,
I had a take on how I wanted to approach the project. So when
I became involved, I hadn't read any of the earlier scripts,
because I already had a clear vision of what I wanted to do.
How much input or control did and does Capcom have over the
movie version?
Legally, they had no control over it. I could have run off and
done Resident Evil as an all-singing, all-dancing revue and there
wouldn't have been a thing they could have done about it. But
I'm a huge fan of the videogame, so the last thing I'm going to
do is make a movie they don't like or the fans don't like. And
also, all my friends play it, and they wouldn't talk to me ever
again if I made a bad Resident Evil movie!
Have you found it hard to attract top talent when you're making
a "videogame film?"
You now what, only if I wanted Meryl Streep in it. But we had
a young cast that loved the videogame and were very excited to
be in the movie. It was a very driven cast and crew. There was
nobody on the set going, "Oh, god, we're making a zombie
movie! I must shoot my agent!" The first time I met Michelle
Rodriquez, she said "Oh, man, I'll do anything to be in a
Resident Evil movie," she'd make sandwiches, do craft service,
just to be involved. Same with Milla. She has her own production
company, and had already gone out and tried to acquire the rights
to the videogame herself. So it was a very motivated cast who
loved the material.
Since the videogame as a medium is completely interactive,
and often non-narrative, how did you initially approach structuring
Resident Evil as a movie?
The first thing I did, literally, after the ink dried on my contract
was fly to Japan and meet the creator of the game and Capcom,
and discuss with them the concepts I had for the movie. I spent
three days in a room with translators pitching them the idea for
the film, getting their comments, then I went off and wrote the
script. We made more changes, we started shooting the movie, and
they came to the set. They offered some very good suggestions
that we worked into the script, and it was very collaborative.
But it wasn't like they were 100 percent involved, but they
monitored every step and ended up very happy with the end result.
Where you conscious at all of the similarities inherent in
the game with George Romeo's trendsetting "Dead" trilogy,
and did you have to adapt or change anything to avoid appearing
too similar in tone or concept?
One of the reasons why I made the movie is, when I played the
game, I thought it wore its cinematic influences on its sleeve.
You could tell. The first game I actually played was Resident
Evil 2, and within the first ten minutes, I was reminded of the
Romero trilogy, but it also had plenty of Assault on Precinct
13 in it, and the music is very John Carpenter. The cityscapes
were also very Escape from New York. And those are the movies
I grew up with, early Romero and Carpenter, so for me it was an
opportunity to pay homage to those influences. To do a true adaptation
of the videogame, my movie had to remind you of the Romero trilogy,
or I wasn't doing my job property. To me, Romero is God!
(laughs)
But I also think those movies were made at a different time for
different audiences. The last thing I wanted to do was to make
those movies again. They've already been done. So you're
always going to make something different, something current. And
what you could get away with then was different, too. What George
did then you could never get past the censors today
Did you have any concerns when you were conceptualizing the
project that you might have problems obtaining an R-rating?
When I became involved in the movie, I made it very clear that
I was going to make an R-rated film, and that I didn't want
any kind of experience where they were going to want to water
it down and make it PG-13. I felt this is Resident Evil, so you
gotta see zombies and insides of peoples heads and brains. We
gotta see it, or else we're making a pussy Resident Evil.
And fans would kill me.
It was always being made with the understanding that it was going
to be an R-rated picture, so I didn't have any problems with that.
The movie got the R without any cuts. And I think I part that's
because I had already made Event Horizon, during which I learned
to a great extent what you can and cannot get away with..
With so much emphasis, especially after 9-11, on violence
in cinema, do you ever censor yourself in terms of how far you'll
go?
I think that is what the rating system is there for. I think
if parent's choose to let their children go into R-rated movies,
that is there choice. Or if they let their kids play Grand Theft
Auto, then that is their choice, too. I think that the rating
systems that are in place work, and they are there for guidance.
But I also think that sometimes it is the job of movies, videogames
and books to go to far, and stir up the pot a little. But then
it is the job of the ratings system to remind us that we may have
gone to far, to be aware of this. I think ratings are good, censorship
is bad.
Did you have to trim or cut anything extensive to obtain the
R-rating, and if so, will we see an uncut or unrated version of
the film on video?
It's not like we shot a Verhoeven-style movie, where there is
tons of gore and then we get an R-rating only after cutting it
and cutting it. I always structured the movie to get the R-rating
and not the NC-17, so there is not a lot of gore in the movie.
Pretty much what we shot ended up on the screen. There was a few
bits, maybe, had a bit more gore, but not a substantial amount.
So there's no plans to go back and do some sort of uncut version.
Maybe I could shoot some more bloods and guts and brains? (laughs)
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