George A. Romero's Resident Evil (2025)

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George A. Romero's Resident Evil (2025)

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(sparkling music)

(heavy rain falling)

(thunder cracks loudly)

(thunder rumbling)

(heavy rain falling)

(gentle music)

- [Narrator] A bizarre

incident had occurred

near the end of

the 20th century.

A German production company

called Constantin Film

had purchased the rights

to a bestselling video

game created by Capcom

with legendary director

George A. Romero

hired to write and direct.

One year later, he was

fired from the production.

The case was apparently closed

with the release of a

feature film in 2002

directed by Paul W.S. Anderson,

but questions regarding

Romero's unrealized film

and his removal were

far from answered.

(eerie music)

(crows cawing distantly)

(eerie music)

(crows cawing)

(footsteps on dead leaves)

(eerie music)

(footsteps on dead leaves)

(eerie music)

(deep growling)

(eerie music)

(deep growling)

(eerie music)

(footsteps on dead leaves)

(dog-like snarling)

(heavy panting)

(footsteps on dead leaves)

(crickets chirping)

(dog-like snarling)

(heavy panting)

(eerie music)

(wind howling)

(eerie music)

(dog-like snarling)

(footsteps approaching)

(key clicks in door)

(dog-like snarling)

(eerie music)

(eerie music)

(creaky footsteps)

In 1968, Image Ten unleashed

a visceral experience

upon the world

that shocked

audiences everywhere.

(woman screaming)

- [Movie Narrator] "Night

of the Living Dead."

The dead, who live

on living flesh.

The dead, whose haunted

souls hunt the living.

The living, whose

bodies are the only food

for these ungodly creatures.

- George Andrew Romero was

born in February of 1940

in Bronx in New York.

His father was a

graphic designer

and he used to make

posters for films

and for Broadway shows,

banners and the like like that,

so when George was growing up,

he was really in a household

that kind of celebrated film.

- He was one that

took that love of film

and actually acted on it.

He didn't say, "I just wanna

grow up and be a filmmaker."

He started making his

films at an early age,

and the famous story of

throwing the flaming dummy

off the building and getting

arrested at a young age.

- George came to Pittsburgh

to attend what was then

called Carnegie Tech.

It's now Carnegie

Mellon University,

and he came here to

be an art student.

Came, started taking

his art classes,

and eventually kind

of got rolled in

with some folks in

the drama department,

started doing theater,

and eventually they

kind of got swept up in

sort of emerging television.

(playful music)

Eventually they knew

that sort of this crew

with Latent Image, which

was sort of the company

that they had put together.

So you have George and Russ

Streiner and Jack Russo

and a couple of the Ricci folks

kind of all together

working to figure out

how they can kind of

navigate this space.

And eventually the idea

came to make a horror film,

that it'd be easier to get

funding for, it'd be cheap,

they didn't need

a lot of skills,

they kind of pull this off.

And they had a script that

was adapted by Jack Russo.

He had written this

"Night of Anubis."

It was the original title,

but it was this general

story that we know as

"Night of the Living Dead."

(dramatic music)

(glass shattering)

(woman screaming in fear)

- There was an aspect of

it that was very surreal

and sort of dreamlike.

I remember when the character

Ben is clubbing the zombies,

and the way he's hitting them

and the way the sound effects

are kind of off sync a bit,

and it's just kind of strange.

It feels like

you're watching it,

you're just slipping into

some kind of nightmare.

- They really learned how

to make a film together

sort of organically.

I think fans know that George

did not go film school,

neither did any of the

other folks in Latent Image.

They took their video

production skills

that they had learned from

television and applied it,

but they learned it sort

of in a different way

and on their own.

- Some of the ways

the characters speak

are a little funny.

"They're coming to

get you, Barbara."

It's kind of funny,

but then it like,

it gives you a sucker punch

and scares the shit outta you.

- And it's like, Roger

Ebert's original review

of "Night of the Living Dead,"

he said, "These kids were

dropped off in a matinee

thinking they're gonna see some

spooky Vincent Price movie,"

and of course they're

eating livers and stuff

and these kids were in shock!

- There's a pretty safe scene

where they're shouldn't

be anything of menace.

But then all of a sudden this

zombie comes out for no reason

and starts k*lling one of the

characters who you've just met

and you're like, "Wow.

What's going on now?"

I wound up going

to Scream Theater

and watching "Night

of the Living Dead,"

and you know, the dead are

alive to eat the living!

The weird thing is

they made references

to all these other places

that my family would camp in

when we'd go to Pittsburgh!

So it was utterly terrifying!

- I love that. I can't tell

if "Night of the Living Dead"

is an old or a modern film.

It just kind of splits

two eras down the middle.

- I'm 14 years old

and they're having a

convention in Monroeville,

and I see George Romero,

director of "Night of the

Living Dead" is gonna be there.

And I was like, "All right, I

wanna go meet this psychopath

that would make a movie

that would give somebody

nightmares like this."

Met George, got an

autograph from George,

realized George was one of the

nicest people on the planet.

And then me, this 14-year-old,

cornered George Romero,

literally cornered

him in the hotel

and was asking him question

after question after question.

And finally he just writes

on a piece of paper,

"247 Fort Pitt

Boulevard," the address,

and goes "Here, write me."

Then it was just,

we became pen pals

and I still have those letters.

- I just remember the immediacy

of the sequences

with the zombies

and how it felt

like you were under

a constant sense of

terror and foreboding.

- There were no R-rated movies

before "Night of

the Living Dead,"

and "Night of the Living Dead,"

of course, has no rating.

- [Narrator speaking]

- That really made a big impact

because at the time it

was released, of course,

on the news, you're seeing

worse stuff in that every day,

people being burned

with flame throwers

and you all the

Vietnam with the napalm

and the skin falling

off and shit.

And so suddenly the horror

movies were not that horrific

because what you saw on the news

was a lot more frightening.

(zombie groaning)

(intense dramatic music)

(loud thud)

(g*nsh*t firing)

(zombies groaning)

(woman screaming)

(intense music)

(woman's screams echoing)

- I think George

really took things

to the next level on that.

One of the most memorable scenes

is when the truck is burning

and there's flames

flying everywhere

and somebody's taking a

piece of flesh and gnawing.

We hadn't seen anything

like that on camera.

- [Narrator] After "Night

of the Living Dead,"

the definition of

zombie would change.

No longer inspired by

misconstrued Haitian folklore,

the zombie would now be your

neighbors, your friends,

your family, the

reanimated corpses

of the recently

dead, seeking flesh.

- Yeah, they're dead.

They're all messed up.

- [Narrator] And

while slow moving,

could only be stopped

by destroying the brain,

- [Interviewee] Beat

'em or burn 'em.

- Of course, it famously set

the rules for zombie film.

How zombies work, how

the brain is the zombie,

you sh**t the

brain, you k*ll it.

And that's been the

common trope ever since.

- They didn't try to go

back to New York City,

they didn't try to go to LA,

they didn't go to Chicago,

they did it here in Pittsburgh.

The fact that we still

have a film industry here

is because of the work they did.

- This is probably

the most inspiring

independent film of all time.

- [Narrator] For Romero,

attempts to branch out

into other genres were met

with less enthusiastic results.

So in 1973, he returned to

horror with "The Crazies"

about a chemical w*apon

unleashed upon the population

of Evan City, Pennsylvania,

turning them into

violent psychopaths.

And "Martin."

- My name is Martin.

I'm 84 years

- The 1977 Classic

about a serial k*ller

that believed he was a vampire.

But it was his next film

that cemented George Romero

in the minds of

audiences worldwide.

- [Movie Narrator]

"Dawn of the Dead."

- Meet me on the

roof at nine o'clock.

We're getting out.

- But I don't believe it.

- We've gotta get

out in the chopper.

- [Narrator] The film

followed four survivors

of the zombie apocalypse

that barricade themselves

within a shopping mall

as the world around

them falls apart.

- [Movie Narrator] "Night of

the Living Dead" has ended.

(person screaming)

"Dawn of the Dead" is here.

- [Narrator] Filmed

at the Monroeville

Mall near Pittsburgh,

- [Narrator] Filmed

at the Monroeville

Mall near Pittsburgh,

the 1978 film became

an instant hit

and the mall itself

became a monument

for Romero fans to visit

in the decades to follow.

- The movie opened up

and they knew right away

that they were sitting

on a big hit film.

"Dawn of the Dead" really

turned Romero's career around

and it was a massive hit.

It was released unrated

because they were afraid they

were gonna get an X-rating

because of the v*olence in it.

- In 1977, when Tom Savini

asked me to do a role

in "Dawn of the Dead," we did

the makeup, head castings,

and when I got onto

the set at the little

Harold Brown Airport,

the Monroeville Airport,

that's when I first got

to see and meet George.

And he was in the

middle of directing,

but I could tell just

by the way he moved,

and sometimes you go by

your first impression,

and that first impression

I think was pretty solid

in terms of he was

very gregarious, he

was very friendly,

he was very open and receptive,

and at the same time,

he knew exactly what

he wanted to do.

If somebody had a

slightly better idea,

well, let's hear it, maybe

we can bring that in.

- [Narrator speaking]

- Tom was behind the boxes

ready to pump the blood

as somebody was ready to yank

the top piece of my head off.

The apparatus that is,

not my actual head.

And that timing

was pretty precise.

We did everything in one take.

George was smiling,

he looked at it.

He said, "This was just great."

- I discovered George Romero

through my brother Taso,

who was going to Carnegie Mellon

University with Tom Savini,

who was just at

the time becoming

sort of known as the

special effects guy

because he had done a film

of George called "Martin,"

and then Taso worked with

him on "Dawn of the Dead."

They both did a lot of

stunts and acrobatics

and stage combat at CMU.

And so they became the

stuntmen on "Dawn of the Dead"

in addition to Tom doing

all the makeup effects.

And so Taso plays several

zombies and also gets k*lled,

but as a kid, this is

really like impressive shit!

Like, you know, your

brother's in a movie!

He's on the magic side of

the screen now, you know?

I grew up as steeped in that,

so that was my Holy Trinity

was Taso, Tom, and George.

- I got to meet George again

at a place in Pittsburgh

called the Pittsburgh

Mattress Factory.

They showed "Night."

Afterwards, there was

questions, and George just...

George was George.

He would come through

the front door.

There was no special treatments,

there was no anything like that.

And I'm just like...

I can't remember.

My mother's standing

behind me and she goes,

"He makes movies too."

She just told George

Romero that I make movies.

And so with just

stupidity, I went, "Oh!"

And smashed my face into

this brick wall by accident.

And after he checked on me, he

goes, "What I want you to do

is write down all

your questions, come

down to the office,

and spend an afternoon with me."

I had my list of questions.

We sat down in Georgia

Romero's office

and spent the afternoon, and

he answered all my questions.

And when it was done, he

goes, "I'm making this movie

about these knights

that ride motorcycles.

I would love you for you

to be my apprentice."

Yes! Absolutely!

And so did he inspire me?

Oh, hell yes, he inspired me.

- [Narrator] Romero

returned again for a third,

and at that time, final entry

in this "Living Dead" series

with the 1985 film

"Day of the Dead."

- On my 21st birthday, I

got into the different scene

and we ended up k*lling Rhodes.

I remember George

looked at me and I go,

"It's my 21st birthday."

And he's like,

"Why are you here?"

And I'm like, "Where

else would I wanna be?

This is the greatest

birthday ever!"

Because I'd hung out with

Tom Savini and all them,

they trusted me with some stuff

so they put a blood

pump on my back,

had it running down my arm,

and I had Joe Pilato's legs.

And so I pumped blood

while we were dragging it

and then the intestines

that were unrefrigerated

because someone had

pulled out a plug.

- Choke on 'em!

Choke on 'em!

- They were just, the smell

is exactly what everyone says.

I mean, it was awful.

- Hold it! Don't sh**t!

- You're crazy!

- [Narrator] Romero's

films frequently placed

the zombie concept

into a larger context

within the narrative.

"Night of The Living

Dead" was a story

about a group of strangers

surviving the night

in a farmhouse, assaulted

by ravenous ghouls.

But beneath the surface

boiled social commentary

on the Civil Rights movement

and the treatment of African

Americans in American society.

- You can be the boss down

there, I'm boss up here.

- You b*stards!

- Having this strong

Black character

who then is just k*lled by the

vigilante hunters at the end.

- All right, Vince,

hit him in the head,

right between the eyes.

(loud g*nsh*t)

(sudden thud)

- [Ben] It was part of that

zeitgeist to understand.

- Good shot.

Okay, he's dead.

Let's go get him.

That's another one for the fire.

- There's this sort

of racial commentary

that was going through

in reflection of the

turmoil of the '60s.

- [Narrator] "Dawn of the Dead"

focused on over consumerism,

greed, and America's

fascination with materialism.

- We're in, now the hell

are we gonna get back?

- Who the hell cares!

Let's go shopping first!

(both laughing)

- [Narrator] Later films

would challenge sexism.

- Let him go, g*dd*mn it!

Or I'll cut you in half.

- [Narrator] Class

warfare, the w*r On Terror.

- We don't negotiate

with t*rrorists.

- [Narrator] Tribalism.

- [Character Voiceover] All we

were looking for was a place

where there was no them.

(loud g*nsh*t)

(glass shatters)

- [Narrator] And

detached voyeurism

while witnessing

acts of v*olence.

- We become immune

too. Inoculated.

- [Narrator] These core concepts

made George Romero's films

feel raw, relatable, and real,

that we could be

these characters

in that very same predicament.

- I think George touched on

a lot of universal

themes with his movies,

and I think that's

why so many people

were able to relate to them.

Because it was the every man.

I mean, you would

see the military

and you would see other people

that we weren't used to

seeing in our everyday lives,

but he really focused

on real people

caught in real situations.

- I think that is his

biggest social critique,

was that he just didn't

have a lot of faith

that humans could put

aside their differences

and work together when they

really, really needed to.

- [Narrator] All zombie media

after "Night of the Living Dead"

owed a debt of gratitude

toward the work

of Image Ten and George Romero.

And without George Romero,

there would not be...

- [Game Narrator]

"Resident Evil."

- [Narrator] In 1996,

Japanese game developer Capcom

unleashed a new horror

experience on the world.

(glass shattering)

(dog snarling)

"Biohazard."

One week later, the game

released in the United States

as "Resident Evil,"

a bestselling title

for the Sony PlayStation

that launched Capcom to

new levels of success.

For over 25 years,

"Resident Evil"

has been a sales juggernaut

with over 140 million total

games sold across the franchise.

Part of that success came

from an immersive experience

where players felt like

protagonists in a horror film.

Not surprisingly,

its inspirations were

deeply influenced

by horror cinema.

In 1993, a senior Producer

at Capcom, Tokuro Fujiwara,

desired to remake a video game

he directed four years earlier

for the Nintendo

Famicom, "Sweet Home."

[Narrator speaking]

(characters speaking Japanese)

Based on the 1989 Japanese

horror film of the same name,

Fujiwara crafted a

survival role playing game

with the player controlling

the five characters

from the movie,

each with their own

unique abilities.

The player was tasked with

exploring the spooky manor

to solve various puzzles,

all while trying to survive

against a menagerie

of monsters and traps

that could permanently

k*ll the characters

for the remainder of the game.

Fujiwara believed a new game

based on the gameplay

of "Sweet Home,"

but utilizing new hardware

could entice an audience.

"Biohazard" was intended to

be a remake of "Sweet Home,"

but because "Sweet

Home" was based on

a Japanese movie property,

Capcom did not have the ability

to use that license

for their new game,

so they decided to go with

something original instead.

And in terms of the development

of the original "Biohazard,"

it started sometime around 1993

when it became increasingly

clear that 3D video games

would become a technical

and a creative possibility.

The original creator of the

"Sweet Home" video game,

Tokuro Fujiwara, was a Producer

at Capcom at that point.

So at Capcom, Producers often

have the greatest ability

to get projects green lit.

Even after "Sweet Home,"

even though they were able

to create it and release it,

it didn't do very

well for Capcom

and it was never even

released outside of Japan,

which was another reason

why it didn't really garner

the sales numbers

or the awareness

that Fujiwara was hoping for.

But with the next

game, "Biohazard,"

they were trying to

aim for something

a little more worldwide

in its approach.

They wanted it to be accessible

and something that

would showcase

this new upcoming

era of 3D gaming.

- [Narrator] He found a young

employee named Shinji Mikami,

whose recent games "Goof

Troop" and "Aladdin"

were well received, and asked

him to lead development.

[Narrator speaking]

(Kenichi speaking Japanese)

- I think the most iconic

thing about "Resident Evil"

is pressing start and you

hear that, "Resident Evil".

It just puts you in the game.

And walking into that mansion

and just the sound design

and the creepiness factor,

going and exploring each room.

And the great thing about

the old PlayStations

is when you had to

walk up to the door

and you go through it,

you didn't know what was

gonna be on the other side!

It would sometimes

be a surprise,

and that's what I

loved about the game.

- It was the first time I

experienced that level of gore

in video games, and

it definitely helped

ramp up the horror.

- [Movie Narrator] Bizarre

m*rder cases have recently

occurred in Raccoon City.

There are outlandish

reports of families

being att*cked by a

group of about 10 people.

Victims were apparently eaten.

- [Narrator] This

cinematic inspiration

book ended the gaming experience

through live action sequences

filmed to look like

they were pulled

straight from a horror film.

- It was quite a long time ago,

but I do have a fairly

strong recollection

of the day where we were

sh**ting the outdoor scenes.

It was kind of outside

of the center of Tokyo

near the Tama River.

It was a hot night, there

was lots of mosquitoes

and they were using

smoke machines.

There were some

really cool props

of the dogs and the hand

that's holding the g*n.

And I recall running

around in the grass,

they would then just give

us some direction, like,

"Look this way. sh**t your g*n."

There wasn't a rehearsal,

it was all just kind of done

by the seat of our pants.

But it was a lot of

fun, the crew were fun

and I think we all just,

we didn't really know

what we were getting into

until we got there

and we got into it.

- No! Don't go!

- [Narrator] It was almost

like "Resident Evil"

was a video game based

on a horror film,

albeit one that

didn't actually exist.

The gameplay consisted

of action sequences

with emphasis on

exploration, puzzle solving,

and resource management,

all while combating

the horrific enemies

within its environment.

The player chose

between two characters;

Chris Redfield or

Jill Valentine,

members of an elite

police task force,

The Special Tactics and

Rescue Service, or S.T.A.R.S,

as they investigated

gruesome murders

in the mountains

outside Raccoon City.

(Kenichi speaking Japanese)

Trapped in a sinister mansion

infested with zombies,

giant spiders, and other

nightmarish creatures,

the two uncovered that

the mansion harbored

an underground laboratory

with illegal viral experiments

conducted by the

pharmaceutical company

Umbrella Incorporated.

(Kenichi speaking Japanese)

In the end, Chris and Jill

discovered that their leader

Captain Wesker to be a traitor,

battled the ultimate

w*apon Tyrant,

and narrowly escaped before

the mansion exploded.

- The game that I was in

was pretty cutting

edge for its time.

I think it was really neat

that they had the live

action cut scenes in it.

It wasn't just a

sh**t 'em up game,

you had to solve puzzles.

It kind of ushered in a

whole new kind of video game.

- It's a w*apon.

It's really powerful, especially

against living things.

Better take it with you.

- In 2007, I would meet Shinji

Mikami for the first time

and he would tell me that the

voice acting was done in Japan

and recorded

intentionally in a way

such that Japanese

people could understand,

even this level

of simple English.

- This house is dangerous,

there are terrible demons.

Ouch!

- The idea was to make it

palatable for Japanese people

rather than

international audiences,

which I thought

was a fascinating

and ultimately an

understandable decision.

- I see. Well, it's

not your fault.

This place is crazy!

- All of us, I think we

just didn't really know.

All we knew is that

it was a video game,

something that we

didn't know much about.

I didn't even know until

20-some years later

that I was part of

"Resident Evil,"

because they called

it "Biohazard."

- [Narrator] "Resident Evil"

sold over 2.7 million copies

worldwide after it was

released on March 22nd, 1996.

An expanded version of the game,

"Resident Evil:

The Director's Cut"

sold an additional

2 million copies.

- It was just so

different for games

that I played at the time

that it was the most immersive

way to experience horror.

It was a brand new way

to experience horror

other than film.

- It was a an

immersive experience

that I was not used

to with video games.

And the thing that I noticed

the most about "Resident Evil"

is just how f*cking

creepy they were.

The sound effects and

the fact you couldn't see

all the way down the halls,

and "What the hell was that?"

Your mind would start

playing tricks on you.

(Kenichi speaking Japanese)

- Most people at

Capcom at the time

thought that the

company was done for,

heading into the second

half of the '90s.

And when "Biohazard" came out

and surpassed anybody's

sales expectations,

I think that that

revitalized Capcom's business

and gave them another hit to

kind of move forward with.

According to Yoshiki Okamoto,

one of of Capcom's

other Producers,

that was one of the first

million selling titles

on the original PlayStation.

- [Narrator] "Resident Evil"

was an expl*sive sleeper hit

and Capcom now had

one clear goal:

Create a franchise.

- That's a testament

to Shinji Mikami

and all the people at

Capcom that developed it.

- [Narrator] While a

sequel entered development,

Capcom sought interest in

their newest hit video game

to be brought to the big screen.

- They got started on the sequel

very quickly in early 1996,

but once the

original "Biohazard"

was obviously going to

be a a great success,

they assembled the team

to go make the next one.

(clock ticking)

(loud whirring)

(heavy breathing)

(pen sliding over paper)

(heavy breathing)

(pen snaps)

- [Narrator] In January,

1997, Variety reported

a German film production

company, Constantin Film,

purchased the film

rights to "Resident Evil"

with Alan B. McElroy,

at that time known for

"Halloween 4: The Return

of Michael Myers,"

hired to write the screenplay.

[Narrator speaking]

By the mid '90s,

Constantin Film was known

in the United States

primarily for producing "The

NeverEnding Story" in 1984,

and for an unreleased adaptation

of the "Fantastic Four" in 1993.

Made for $2 million,

"Fantastic Four" was produced

in conjunction with Roger

Corman's New World Pictures.

Constantin Film,

having had the rights

to the property

for several years,

were on the verge

of having the rights

revert back to Marvel Comics

if a film wasn't put

into production by

December 31st, 1992.

Principal photography commenced

three days before the deadline.

Recounted by the film's actors

and even Stan Lee himself,

the film was never

intended for release.

Critics point to the film

as an embarrassing

example of greed,

but the truth was

that Constantin Films

stood to lose on their

initial investment,

an investment that later paid

off when 20th Century Fox

produced their own

"Fantastic Four" film

and paid Constantin

as part of the deal.

Alan McElroy delivered his

first draft in May, 1997.

The script changed major

elements of the game.

The characters were no

longer an elite police unit.

Instead, a ragtag group

of military veterans

each with personal problems

exploited by Albert

Wesker to recruit them.

Absent was the iconic

mansion of the game.

Instead, the action took place

within a top secret laboratory

built within a mountainside.

As McElroy submitted

his first draft,

Capcom confirmed

their partnership

with Constantin Film

through interviews

during the Electronic

Entertainment Expo event.

Capcom showcased

upcoming titles,

including the highly

anticipated "Resident Evil 2."

The movie was expected

to film shortly

with a release near

the end of 1998.

But for Capcom, a sequel

to "Resident Evil"

that surpassed the original

was the primary focus

for the company.

Capcom earned

nearly $200 million

in sales from the original,

and the new director,

Hideki Kamiya,

felt intense pressure

for the sequel

to live up to its predecessor.

[Narrator speaking]

The original build

was scrapped entirely

after the team couldn't

match the quality expected

not only by Capcom Executives,

but also their own expectations.

Now rebuilt from the ground up

with a script written

by Noboru Sugimura,

"Resident Evil 2" was

delayed to January, 1998.

With increased hype

surrounding the game,

Capcom planned and

ambitious marketing campaign

unheard of for a video

game at that time

and committed $1.5 million

on a live action commercial

to advertise the

upcoming sequel.

There was only one man

they had in mind to direct.

- That was kind of a big deal

'cause it was the first time

George had opened

a lens on anything,

especially something

involving zombies for years.

And so that was big news. It

made the cover of "Fangoria."

- We do have some

materials that relate

directly to the commercial

for "Biohazard 2,"

as it was known in Japan,

what he was hired to

direct commercial for,

"Resident Evil 2" in

the United States.

And it's some of the

storyboards for this commercial,

some of the character designs,

and some of the kind of artwork

that would've been

used to inspire this.

A lot of information

for him really

about who the characters are,

what the storyline of this was

so that he could

kind of effectively

make this commercial.

He himself was not a gamer

so he was not familiar

with these games,

so some of this was to give

him this background info.

- [Narrator] Shot

over several nights

in downtown Los Angeles at

the Lincoln Heights Jail,

an empty and often

used filming location

for movies, TV,

and music videos,

the building was

dressed to resemble

the Raccoon Police Department,

a location from the

upcoming "Resident Evil 2."

- I wound up as a zombie in

a George Romero commercial.

I'm still marveling about that.

I mean, as a horror nerd,

that's one of the great

moments of your life.

I was sent in for a commercial

and the request was there'd

be heavy prosthetics makeup.

- [Narrator] Not only

was legendary director,

George A. Romero, directing,

but the production was

filled with top level talent

both in front and

behind the camera.

- I said, "Geez, I feel like

I'm in a George Romero movie."

And the makeup

artist says to me,

"Didn't you see George

standing out there?"

The amazing thing

is the production,

the call sheet listed the

director as I. Kambara,

and that was a Japanese

artist, Tai Kambara,

and Tai Kambara had

just passed away.

And George Romero had

always skirted the unions.

He always stayed away from

the DGA and everything.

So what they did is George

Romero had a pseudonym

to direct this commercial.

We're at Lincoln Heights Jail.

I remember when I pulled

up to Lincoln Heights,

it said Raccoon City

Police Department

and there was a zombie

leaning on the sign

smoking a cigarette, which

was kind of the weird

introduction to the world.

They didn't call

it "Resident Evil,"

they called it by

the Japanese title,

which was "Project Biohazard 2."

When Romero came towards us,

Romero was in flip flops,

wearing an open collar shirt

and baggy shorts.

He was, he was not

dressed for October,

the September/October

California weather.

He was dressed like he was

going to the beach in June

and I remember his

assistant was fretting,

"George, can I get you a coat?"

And he goes, "Nah, I'm

good! I love it, I love it."

He goes, "If feels like-"

I think he said, "It feels

like August in Pittsburgh."

He just looked so comfortable.

He pointed out to several people

he had his lucky scarf on.

- [Narrator] Brad Renfro

played Leon Kennedy,

one of two protagonists

in "Resident Evil 2."

Brad had a massive following

in Japan with teenagers,

but his restrictive agreement

barred the commercial

from being played outside Japan.

Adrienne Frantz played

Claire Redfield,

sister of the original

games, Chris Redfield,

and the other

protagonist for the game.

Peter Deming was the

director of photography,

a cinematographer

on iconic films,

"Evil Dead II" for Sam Raimi,

"Lost Highway" for David Lynch.

And "Scream 2" for Wes Craven.

The makeup effects

were accomplished

by veteran special effects

artist, Screaming Mad George,

with prior work on films, "A

Nightmare on Elm Street 3,"

"Predator," and "Bride

of the Re-Animator."

- It was incredibly

fulfilling to work

with a professional like

Screaming Mad George,

and he was such a great artist,

And just to see the day

to day work progression

and the way it developed

and to see how people

brainstormed ideas,

I could tell he really wanted

to give it a different take

on the traditional zombie movie.

So as you can see down here,

there's a lot of the

original prosthetics.

And then this is

a shoulder piece

that was for an

exposed shoulder.

So a nice meaty looking piece.

It would be right here and

then it would be revealed

up from underneath clothes,

maybe the shoulder

would be torn away.

George really wanted to take

it to a different level,

especially since George Romero,

I understood at the time,

was talking to

him about possibly

having him work on the movie.

- [Narrator] The heavy

levels of blood and gore

that Screaming Mad

George was known for

were explicitly prohibited for

the expected release format.

Even still, the zombies had

their own unique appearance

despite the restrictions.

Dried blood, torn

clothing and patchy skin

were still visually impressive,

invoking the work of Tom Savini

and Greg Nicotero's work

on "Day of the Dead."

- I'm sitting in

the makeup chair

and they couldn't show blood.

They were using black

as a dried blood.

And I said, "Hey, this

is a zombie thing.

Why don't we have blood?"

The Japanese company

that was doing it

was a little leery about blood.

They didn't want to emphasize

red blood in the commercial,

so everything was fairly dark.

It was more like we've

been in the grave a while.

That's why the blood

would pool in our fingers

and our fingers are black.

- [Narrator] The scale of the

commercial led the production

to film a "Making Of" feature.

Japanese press were

brought to the LA set

to interview the cast and crew.

Perhaps due to Brad Renfro's

contract restrictions,

non-Japanese journalists

were prohibited from the set

except for a sole Canadian-born

journalist working in Japan.

Norman England was

granted complete access

to the production

and Romero was more than pleased

to share his excitement

with the journalist

about working on a project

within the genre he

had helped create.

- Capcom flew me

over to Hollywood

to be involved with this sh**t,

and it was really

fantastic experience for me

because I was not a part of

the film world at the time.

I was very fascinated

by the film world.

I was there for

all their meetings.

We go over to Screaming Mad

George, big makeup artist.

He worked on Carpenter

movies, whatever,

so many Brian Yuzna films.

They made two spots.

They made a 15 second

spot and a 30 second spot

I was told was a million

and a half dollars.

And I asked George

that on the set,

I said, "Tell me

about this budget."

And he goes, "Well, it's

the most money I've ever had

on a second per second basis."

- Every makeup artist in

town came by to kiss the ring

'cause George Romero was there.

So it was a who's

who of Hollywood

special effects

and makeup artist.

Matt Rose, who did "Hellboy"

brought 30 "Dawn of the Dead"

from every different country

posters for George

Romero to sign.

The KNB guys were

there to see George.

As someone who knows every

one of these makeup artists,

it was just really exciting

to watch them come one by one

to pay tribute to the king.

- We were done with

the commercial.

George got his reel from Japan.

He screened it for

quite a few employees

on different occasions,

and at one time he brought

out the commercial reel

and we watched the short cut.

There was a 15 second,

there was like a 30 second,

and there was this two

minute long trailer.

And then he said to us all,

"Would you like to see

the long version of it?"

And we were like, "Oh wow,

there's a longer version

than the two minutes?"

And he was like,

"Sure, watch this."

And we watched this

basically a short film

directed by George Romero

of "Resident Evil,"

and I really believe

that was George Romero's

and Screaming Mad

George's calling card

to show that they could

do the feature film.

- [Narrator] The

"Biohazard 2" commercial

released in Japanese

theaters and on television

with the "Making of

Biohazard 2" commercial

available to rent on

VHS in Japan as well

all ahead of the game's

release in January, 1998.

(helicopter whirring overhead)

(helicopter whirring overhead)

- You could tell

he had misgivings

about doing a zombie

project for someone else.

I heard him say once

at least to the DP

and two or three times just

observing to himself out loud,

he goes, when he was

directing the zombies,

he goes, "I really feel like

I'm ripping myself off here."

And everybody on the

crew kept saying,

"George is gonna direct

the movie version."

And I remember three or four

hours into it I thought,

"No, he's not."

You could see he was

starting to have misgivings.

He would set up a shot and go,

"Boy, this really

feels familiar to me."

- [Narrator] As part of its

North American campaign.

Capcom USA added a special

contest for American fans;

Capcom USA added a special

contest for American fans;

a chance to win an appearance

in the upcoming film.

- In my opinion, it

absolutely encapsulated

what "Resident Evil"

was at the time,

and it just made me

want a live action

"Resident Evil" movie so bad.

- [Narrator] While

considered a gamble,

Capcom's marketing campaign

proved highly successful.

"Resident Evil 2" released

to record breaking sales,

selling almost 400,000 copies

and earning more than $19

million within 72 hours.

The game had broken the record

held by previous best

selling video games,

"Final Fantasy VII"

and "Super Mario 64,"

and would go on to sell over

6 million copies worldwide.

- "Biohazard 2"

right out of the gate

outsold the original game,

which was a tremendous

feat at the time.

In Japan, it sold over a million

copies in its initial week,

which at that time I

believe only two franchises

in Japanese gaming had ever

done those kinds of numbers

right outta the gate,

and they were "Final

Fantasy" and "Dragon Quest."

- [Narrator] The "Resident

Evil" franchise was born.

And with hype surrounding

the series at a fever pitch,

getting the film into

production was now the priority,

and Capcom had their hopes

in the Godfather of the Dead

to make that a reality.

When Alan McElroy was

hired to adapt the game,

"Resident Evil" was

only nine months old.

Through the writing process,

a sequel had been released

and rumors circulated

that Capcom now had

multiple sequels in development.

This didn't bode well

for the executives

at Constantin Film,

who quickly soured on

McElroy's screenplay.

Capcom had the answer:

Hire George Romero.

Word of Romero's commercial

leaked across the early internet

and rumors persisted he was

hired to direct the film.

"Fangoria" reached out to

George Romero for clarification,

but he would only comment

that he was interested.

The comment ignited the

fans and rumors continued.

Constantin Film announced

that Bernd Eichinger

would serve as

Producer on the film.

Eichinger, a renowned

German Producer

and co-owner of Constantin Film,

had recent success

with "Smilla's Sense

of Snow" in 1997.

In June, 1998,

PSM leaked details

from a revised draft

by Alan McElroy

dated January 22nd, 1998.

This would be the only time

information from the script

was made available

to the public.

While excited to

share the leaks,

unknown to the magazine

or its readers,

McElroy's scripts had

already been rejected.

[Rombie speaking]

- [Narrator] In July, 1998,

George Romero ended speculation

in an exclusive interview

with DVD Review.

During the Video

Software Dealers Expo,

Romero confirmed he

had signed an agreement

only the week prior

to write and direct

the "Resident Evil" film.

(low growling)

The truth is, Romero had taken

months to negotiate a deal

and make a decision.

At some point prior

to July, 1998,

the decision was made

to drop Alan McElroy

and Romero took

over writing duties.

- Back in the late

'90s and early 2000s.

HomepageOfTheDead.com

was the absolute best

message board for

anything George Romero.

That's where I spent

a lot of my time

and I remember reading

a lot of posts that,

"Hey, George is making

'Resident Evil'."

And I'm like, "Okay,

I'm down for that."

The rumor mill at the

time on that internet,

it wasn't very rampant.

You got one or two

bits of information

and you kind of hung

on that for a while.

In a way, that,

"Oh, George tackling

one of my favorite video games?

How could this not be a win-win?

How is this not going

to be a blockbuster?"

- [Narrator speaking]

- Coming off of the

excitement I had

of the "Resident Evil

2" live action trailer,

at that time, there was

nothing more I wanted

than a live action

"Resident Evil" movie.

When it was first

announced, I was so excited.

- [Narrator speaking]

- And the Capcom

people themselves,

I mean, they were

very, very happy

to have George on the film.

And they didn't hide the fact

that "Biohazard" the games

were inspired directly

by George Romero's films.

If they didn't exist, there

would be no "Biohazard."

- [Narrator speaking]

During online chat sessions,

Romero divulged to fans

that certain elements from the

game were planned to change

and explained his process

for writing the screenplay.

- But it really

does sort of follow.

It's much more like

horror and action script

than I think than

we see in the film

that was originally released.

- [Narrator speaking]

In a six week period,

Romero, along with his

Producer, Peter Grunwald,

had written an initial

10 page treatment

and three drafts of the script

dated September 29th,

October 5th, and October 7th.

- And so we see the treatment

and then we have sort

of three scripts.

They're very congested

in their timeframe.

So he wrote this

treatment in August of '98

with a full script in September

of '98, September 29th,

and then we see October

5th and October 7th

is the revision drafts.

- [Narrator] Throughout

the writing period,

the story remained unchanged,

though a variety of minor

alterations and edits occurred.

- The variances between the

scripts is pretty scant.

There are not a

whole lot of editing.

Here's an example

of the minor edit

from the October 5th to

the October 7th draft,

where even just something simple

where there's just

a change in dialogue

to say from a Scud to Stinger.

So I do think that

October 7th one

really is the final one

that got handed over.

Even the October 5th one

just has minor edits,

mostly about dialogue

and some grammar

that were cleaned up

for the October 7th one.

And so that feels like

the most polished one

that was handed off.

The other big piece

of it that was edited

out of that last final one

is it's the only version

in which there is

no note in the end

for a title card of, "Coming

soon, Resident Evil 2."

It just, the screen goes black.

The treatment and all of

the other two versions

promote and advertise that there

will be a "Resident Evil 2"

kind of right off the bat, that

we're gonna get a franchise.

- [Narrator] George

contacted friend

and special effects

artist, Greg Nicotero

if his company KNB

FX could provide

these special

effects for the film.

Of concern was the game's

climactic boss monster,

the Tyrant.

Nicotero contacted

legendary horror artist,

Bernie Wrightson, known for

his work on "Swamp Thing,"

"Cycle of the Werewolf," and

the comic book adaptation

of George Romero's "Creepshow"

and commissioned him

to sketch designs.

- My dad's collaboration

with George Romero

essentially began with a call

that came from Stephen King,

whom I believe he had already

had a working

relationship for then

on "Cycle of the Werewolf."

Stephen was a fan of my dad's

and obviously my

dad a fan of his.

He got the call about this

project explaining like,

"George Romero and I

are basically doing

our rendition of an EC

Comic horror anthology.

Would you be interested in doing

the actual comic book tie-in

that goes with the movie?"

So of course he was interested.

This would've been

about '98 or '99,

he got his first phone call

from the guys at KNB FX

for this untitled Kevin

Williamson project

that Robert Rodriguez

was gonna direct,

which ended up

becoming "The Faculty."

From my understanding, Greg

Nicotero read the script

and read this giant

sea creature alien

that they had to build for

it and thought to himself,

"We need a Bernie Wrightson

creature for this project."

And so they contacted

him out of the blue,

approached him

about this project.

He was still living in New

York state at this point

and yeah, was basically

doing his illustrations

and sending them via fax.

At this point, he had

already been planning,

at least in his mind, the

idea of transitioning away

from doing predominantly

comic book artwork

and trying to get more creature

and character design

work for film.

So after "The Faculty,"

he was prompted

to basically move from New

York state to Los Angeles

to further his prospects

working in film.

Contacted Greg about

any follow-up projects,

and that's how he got

involved with "Resident Evil."

He's like, "Yeah, George

Romero is gonna be

directing this adaptation

of this video game."

Is he familiar with it?

Not really, but he knows

what to to go off of.

And so that's how he came about

doing the character

design for the Tyrant,

which to my understanding

is the only character

that he was designing.

- [Narrator] After

multiple revisions,

Romero submitted

his first draft.

Now he would wait for

Constantin Film's approval.

The February, 1999 issue of

"Electronic Gaming Monthly"

published an extensive

four page interview

with George Romero, though

the actual interview within

had been conducted

months earlier.

While the interview left

fans excited for the film,

the EGM article

marks the final time

George Romero remained

positive about "Resident Evil."

In May, 1999,

Gamespot interviewed

senior Capcom producer,

Yoshiki Okamoto.

[Narrator speaking]

And with that statement,

all hell broke loose.

Rumors circulated.

PSX.IGN threw

gasoline on the fire

with an unverified story

from an unknown source

that in retrospect sounded

more like a smear campaign

against the director.

[Narrator speaking]

- I was very aware and

actually I'd been contacted

by George's assistant.

"We're planning to come to Japan

and George really wants

to meet up with you,"

and I was very happy about that.

And then suddenly the

plug was pulled on this

and it was very disheartening

that they would do that.

- [Narrator] George

Romero moved on

to prep his next film "Bruiser,"

but any chance fans had to ask

about the "Resident Evil" movie,

George was just as confused.

[Narrator speaking]

[Narrator speaking]

Between May and September, 1999,

Constantin Film had either

failed to inform Romero

he had been fired,

or were retaining him until

his replacement was secured.

Websites, news articles,

and fan speculation

continued to spread rumors

that Romero was indeed

still attached to direct

and confusion continued.

[Narrator speaking]

The months gave way to rumors

of new writers and directors

attached to the film,

but still no official statement

for Romero's termination

and no update on

the film itself.

Would there even be a movie?

After more than a year of

speculation and rumors,

Variety reported

that Constantine Film

had found its new writer and

director of "Mortal Kombat,"

"Event Horizon," and

"Soldier," Paul W.S. Anderson

had signed with Constantine Film

to write and direct the

"Resident Evil" movie.

- [Narrator] The plot

synopsis caused revolt

among fans of the series.

[Narrator speaking]

- [Narrator] Anderson previously

pursued the film rights

after playing the video

games, but discovered

Constantin had already

purchased them years prior.

Not to be dissuaded, Anderson

wrote an original treatment,

dubbed "The Undead."

If Constantin Film passed on it,

he planned to shop the

project to other studios

as an original zombie film.

Unknown to the public

or Paul Anderson,

years of development on

the "Resident Evil" movie

had taken its toll.

The rights were set to expire

and Constantin Film prepared

to abandon the project.

Anderson pitched "The Undead"

and asked French

producer Samuel Hadida

to pay for the

renewal of the rights.

Eichinger loved the concept

and hired Anderson

to write and direct.

[Narrator speaking]

After the announcement,

a leaked casting call

revealed most of the plot

through its character

descriptions,

confirming the script would

indeed be an original story.

Fans became confused

and irritated

at the idea of a film

based on "Resident Evil,"

lacking few connections

to the actual games.

- [Rombie speaking]

- [Narrator speaking]

- [Rombie speaking]

- [Narrator] Following

Anderson's announcement,

a review of George

Romero's screenplay

appeared on the website,

Ain't It Cool News.

- [Rombie speaking]

- The characters themselves

are actually the

characters from the game.

So we see Jill and Chris as

being the main characters,

we have Wesker as the

sort of main villain,

none of which find their

way into the Anderson film.

And it does feel a little

bit more like a game.

- [Rombie speaking]

- The social commentary

in it is the sort of,

both the military group

and of course the

Umbrella corporation

are not to be trusted,

that they created

a bio warfare thing

that was immediately

gonna be used for ill.

(dramatic music)

(loud g*nf*re)

(low growl)

(loud expl*si*n)

That there was no

capacity for them

to have made these experiments

and have done something

that could be used

in any positive way.

And in particular when the

military got their hands on it,

that it would absolutely be used

for its worst possible way

in weapons and warfare.

And so I think that

directly comes from the game

to an extent, but I think as

also part of Romero kind of,

if we kind of go back and

look at some of the commentary

that we see in

"Day of the Dead,"

is this sort of critique

of over militarization,

this sort of melding between

the military and politics

and corporations sort of have

this sort of fascist theology

that we see kind of emergent,

and I think that he sees

that this is another

story to tell that;

that ultimately when a new

w*apon is going to be developed,

we can't really trust it not

to be used for maximum harm,

that it wouldn't be used

in a way that's defensive,

but it would be used in

a way that's offensive

and would immediately

get out of control.

I think that some of the other

ways that things were changed

about whether characters

were in the military or not

I think were done

to dramatic effect

to kind of compel the

story a little bit more.

It gave an interaction

between Chris and Jill

that's very different.

They're lovers, they don't

know entirely how much

they can trust

about one another,

so it kind of leads to

this dramatic interaction

between the two of them

as it moves forward.

But I think really it's just

that Wesker is that sort of,

embodies all of this critique,

that he's lying to everybody,

he's leading them all

on a false mission

just so he can monetize

and ultimately exploit

these these weapons.

And I think that that

kind of goes, again,

that people just aren't

going to be able to get along

with one another when needed.

Rather, they're gonna just

further the apocalypse.

- [Rombie speaking]

[Rombie speaking]

- It has a lot more in

common with the game

than the Anderson film does.

I think there's also a lot more

Easter eggs in this probably

that are better for

fans of the game,

like the zombie sharks.

There's a couple of scenes

where the character's like,

"Oh, I can't open that door."

And the person's like,

"Well, I have the green key.

You just have the blue one,

so I can get through this."

Which feels very

much like video games

where you have to wander around

and go find the

different colored keys

or items or whatever

to open different

passages through the game.

- [Rombie speaking]

George Romero

was a pioneer in his field,

not just in horror movies,

but in horror pop culture.

Having him involved in

the series so early on

I think would've had

the potential for him

to leave a blueprint

that could have been

a massive presence in video

game to movie adaptations.

- I think that a lot of

times he wrote these sort of

longer treatments to kind

of get out of his head

the story he wanted to tell,

particularly with

an original idea.

Just get all this out

and then maybe start to

fit it into a script form,

start to think about how

it can be dramatized,

how you can kind of

fit it into scenes

and sort of do this so it's

not told in the prose style.

And many of his first

drafts are a little rough.

They're good and usually

just need sort of that work

because I think it

is just sort of,

he has an idea and he

needs to get it out.

I think "Resident Evil,"

there's very little substantive

edits between the drafts.

It's some dialogue

that's fairly minor,

it is changing around

a couple of scenes

or sort of the progression

of how something happens

as they go between maybe one

level of the lab to another.

The only real

significant differences

is kind of about some

of the foreshadowing,

about the BOW bio

weapons and the Tyrant.

The first draft has

some allusions to it

that kind of foreshadow or give

away what these things are,

and then those are

sort of omitted later

to sort propel that

there's more suspense,

you don't really

know what's going on,

you're following the story

and getting the

info revealed to you

as the characters are also

having that information

revealed to them.

I mean, I think you would be

surprised to find any filmmaker

that writes one

draft of something

and then they're done with it

- [Narrator] A year later,

website Resident Evil: A New

Blood transcribed the entirety

of George Romero's

October 7th draft

after months of circulation

within private groups.

Fan reactions remained divided.

- I remember reading

it in a PDF format,

scrolling all the pages,

sitting on the computer

screen, reading it.

And I kept thinking, "This

would be an amazing movie. Why?

We love the video

game. We love George.

George is the master

of the zombies.

How did we not get this?"

And ultimately, I think

it's one of the biggest

missed opportunities in the

last 20, 30 years of movies

that we didn't get a George

Romero "Resident Evil" movie.

- [Narrator] After

more than five years

since its announcement,

"Resident Evil"

starring Milla Jovovich

and Michelle Rodriguez

released in theaters

on March 12th, 2002,

earning more than

$100 million worldwide

off an estimated

$30 million budget.

Critical and fan reception

remained mixed however,

and with each new sequel, the

same question would be asked:

Would George Romero's

vision for the film

have been better than the

film we ultimately received?

- I went to the theater

the day it released.

I could not wait to see it.

And I remember the

excitement I had

kept me going through that film,

but I just remember there

was scenes where I was like,

"Where's more zombies?

Where's this from the games?

Where's that from the games?"

And I was young and I didn't

understand at the time

that they were trying

to do a retelling of it.

And I think for the

most part, they did

a well job with the first

"Resident Evil" movie,

but there was a

part of me that just

was a little disappointed

that we didn't get to see

a lot of the things that

we'd seen in the games.

A lot of the creatures that

we'd seen in the games.

And I was excited, I enjoyed it,

but I was a little disappointed.

- [Narrator speaking]

Romero further explained

that while he seemed to connect

with Producer Robert Kulzer,

his frustrations were

with Bernd Eichinger.

[Narrator speaking]

but I don't think

they knew what it was.

- It is an extremely

gory script,

an extremely violent script.

And Romero is noted,

fair and unfairly,

for having that kind

of throughout his work.

I think because of the way

some of the gore was employed

in "Dawn of the Dead"

or "Day of the Dead,"

it doesn't feel very gory,

it feels campy almost.

But there's so

much more going on.

There's a lot of

great zombie gore.

He had great special

effects teams of course

with Savini and Nicotero

that we see this stuff,

but this film just

feels so much more gory,

so much more violent,

and so much more angry.

And I don't know if

it's because he felt

that was the source material,

I don't know if it

was just sort of

where he was at in

his head in the '90s

and at this time that

he was writing that,

that this is sort

of what came out.

- [Narrator speaking]

but not a big event movie."

From Constantin's perspective,

the extreme v*olence and

gore in Romero's script

left Producers struggling

how to market a film

they envisioned as an event

film for a wider audience.

- I think this was

another reason maybe

that we didn't see

this come to fruition

was that the '90s were fairly

conservative in a lot of ways,

and I think this

would've been a film

that would've been

rated NC-17 or R,

and we already had a few NC-17

films come out in the '90s

that were absolute

bombs at the box office

'cause not enough people

could go see them.

Horror fans love

to go see an R film

'cause we know it's

gonna be really gory,

but the studios

wanted kids to come in

and they wanted that demographic

of 13 to 18 buying tickets.

- [Narrator speaking]

(person screaming)

(zombie groaning)

(g*nsh*t fires)

(loud screaming)

(flesh ripping)

(pained screaming)

(person groans)

(blood splattering)

(loud g*nf*re)

(flesh ripping)

(person groans)

- It probably wasn't gonna be

right for that time period.

It was not going to be

able to be widely released

in theaters with

the level of gore

that was gonna be

required for it.

- [Narrator] If Eichinger stance

wasn't made explicitly

clear, he further elaborated

when he was interviewed by

German digital magazine,

Spiegel Online, when

the movie released.

[Narrator speaking]

- It's a mean-spirited market

that is mostly

controlled by people

still that have no

affection or affinity

for not only this genre,

but for movies in general.

They think that when they

give you their million

that they're buying you.

- I guess you could

say it was so upsetting

that you have the godfather

of the zombie horror genre,

the person who inspired

the "Resident Evil" series

lined up to make a movie who

has already proven himself

countless times with his films,

with the "Resident

Evil 2" trailer,

this guy knew "Resident Evil."

So when I found out

he wrote the script

and it never came to be,

it was very upsetting.

(somber music)

- No!

- I feel like if

anybody was going to do

the "Resident Evil"

Series justice,

it would've been George Romero.

Again, he's the godfather

of the zombie horror genre.

- Romero's kind of

famously had bad luck,

I hate to say it.

He's been unlucky

in a lot of ways.

He's very independently minded.

He doesn't like to

deal with nonsense.

He has a very low

tolerance for nonsense.

And in Hollywood

has got a very huge,

thick layer of nonsense.

So the most successful

directors in Hollywood

are the one that

can manage that,

and George just was not

that type of person.

He would not sell his soul

just to get a film done.

- He understood how

zombies should behave.

He understood storytelling.

He understood all of

the fear and terror

and tension that "Resident

Evil" is known for.

So no better guy to do

it than George A. Romero.

- So we have a

treatment, a September,

and two October

drafts in the archive.

Whether anything

else was ever written

is a little hard to say,

but one thing that the

archive does very well

is document his

creative history.

There are huge gaps in

production histories,

but his writing is

very well documented

And so I think that we can say

that this is what he wrote,

that there aren't missing

drafts and missing versions.

So I do think that we

can confidently say

that he really worked on this

for a little over a month.

- [Narrator] Bernd

Eichinger personal campaign

against extreme

v*olence and gore

conflicted with George

Romero's passion

to match the tone

of the video game.

This creative dispute resulted

in George's dismissal.

Perhaps the biggest

crime of all,

the "Resident Evil" film

resulted in a renaissance

of the zombie horror genre

with hundreds of new

zombie movies released,

while the Godfather

of the Dead himself

became less relevant as

the new millennium wore on.

(contemplative music)

Is it no wonder his later films

failed to garner attention

when the industry was already

oversaturated with zombie media?

Romero would return to

the series he created

with his long and

development sequel

"Land of the Dead" in 2005.

Romero directed

two more entries,

"Diary of the Dead" in 2007

and "Survival of

the Dead" in 2009.

[Narrator speaking]

- He was later in

life a little bitter

about the course that

his career had taken.

But personal note, I mean, I

really respect his life choices

and the way he really

stuck to his g*ns.

- [Narrator] By then,

Capcom already felt

zombies were a tired trope

and sought to

reinvigorate the series

with new horrific creatures

to keep players returning.

"Resident Evil 4" released in

2005 to overwhelming praise

with sales exceeding 12

million copies worldwide.

The series shifted focus

to action horror gameplay

until returning

entirely to horror

with the release of

"Resident Evil 7" in 2017

and "Village: Resident

Evil 8" in 2021.

Combined, the two games

sold over 19 million copies.

Capcom also remade older

entries in its series

with updated gameplay

for modern audiences.

In the past decade, "Resident

Evil" games averaged

10 million copies

sold per release.

Capcom's survival

horror franchise had

never been stronger.

Constantin Films

released six films

with Paul W.S. Anderson,

with combined box

office earnings over

$1 billion worldwide.

Constantin rebooted

the film series

with "Resident Evil:

Welcome to Raccoon City"

directed by Johannes

Roberts released in 2021

to underwhelming

reviews and box office.

In Netflix's series simply

called "Resident Evil"

released the following year

received far better with

critics and audiences,

Netflix canceled a TV

series a month later.

Rumors persist of a new

film in development.

- The movies are always

going to be unique

in that they're based

on the video game

that was inherently based on

movies, or a genre of movies.

And there's always going to

be a logistical challenge

and a creative challenge to

replicate the kind of impact

that movies and TV

series aspire to have,

but without any of the cliches

or the the shortcomings

or the differences

for that matter

that video games

bring to the table.

So I don't think there

has been a perfect

rendition of "Biohazard" on

movie theaters or TV screens,

but I'm enthusiastic that if

they can find the right talent

and they can see

more recent examples

of successful video game movies,

also more recent just

horror movies in general,

I think if they

can focus on that

we can definitely see a good

"Biohazard" live action

interpretation in our lifetime.

- [Narrator] As the

21st Century wore on

and hundreds of zombie

films consumed by audiences,

one fact became

absolutely clear;

every single one were

indebted to the work

of Image Ten and

George A. Romero.

- What do you think

about these offshoots

or tributes or ripoffs

of the Dead movies,

specifically "Return

of the Living Dead,"

and of course now

"The Walking Dead?"

(audience chuckles)

- In four words,

it pisses me off.

(audience laughing)

(audience applauding)

- And I'm sure it seemed like

an easy idea at the time,

but it changed the world.

"Walking Dead," I mean,

there's zombie emojis

on your phone now!

Why? George, Jack, Russ.

Those three guys.

- [Narrator] In 2009,

Spike TV's Scream Awards

honored George Romero

with the Mastermind Award

given by director

Quentin Tarantino.

During his speech,

Tarantino stated that the A

in George A. Romero stood for...

- A (beep) genius!

(audience cheering)

- He was someone that every

time you would tell him,

"Your movies changed my life,"

you could hear the man

just blush and just-

And he would say, "Oh, I

don't know about that."

- [Narrator] Despite his age,

Romero remained productive

with attempts to adapt the novel

"The Zombie Autopsies" to film,

a seventh entry of his

"Living Dead" series

called "Road of the Dead,"

and began work on a

novel set in his universe

called "The Living Dead."

Romero would never

finish these projects.

- When I saw George, this was

in March of 2017, as I recall,

maybe April, somewhere

in the spring.

And I walked up to his table,

and when I saw him, a part

of my brain kind of panicked

because he would

look very frail.

Very gaunt, very frail.

And that was, I'd never

seen him quite like that.

And it was just-

But that part, it was like,

it's like the guys from

that movie "Inside Out,"

one guy noticed it and

the other guys told him

to shut the hell up.

"No, don't even look.

Don't even think about that."

So I noticed it, but I went,

"Nope, not gonna

think about this.

Nope, not gonna

think about this."

But he was still just as

warm and engaging as ever.

And we went out to

dinner later that night

with his wife Suz, and we

were just sh**ting the shit

about the news and

politics or whatever,

hardly talked about

movies at all.

And then we drove him back

over across the street

to his hotel, and he

got out and I said,

"George, I'll see you around.

I'll see you at the next one."

And he just turned and

he went, "All right."

And that was the

last time I saw him.

- I grabbed my phone and I

was scrolling through Twitter

and I saw a tweet

from a friend of mine

that had said he had

heard that George passed.

And I kind of stopped

because in this day and age,

you see that stuff.

And I kept scrolling

and I saw another one.

And at this point I

started to get worried.

So I picked up the phone

and I texted his manager,

and I just remember

putting, "Is it true?"

And he replied, "Yeah,"

- I get a phone

call from a friend,

and she goes, "Did

you hear yet?"

And I was like, "No, what

are you talking about?"

She goes, "George

Romero's dead."

And I went, "Nah."

And...

(George choking up)

Yeah, so then I looked it up

and I saw this article

and that article,

and George was dead.

And I sat on my

bed and I sobbed.

I f*cking sobbed.

- When I heard that

George Romero passed away,

there was a profound sadness

because it seemed like a lot

of the joy, the camaraderie,

and the unity that he brought

to the filmmaking community,

and all of the actors and crew,

everybody involved in his

films had felt together.

And it just felt like there

was going to be a loss.

And maybe that would

just kind of...

I hoped not, but I kind of

thought maybe it would diminish.

- [Narrator] On July 16th, 2017,

George Andrew Romero

passed away in his sleep

after a battle with lung cancer.

His wife Suz Romero and his

daughter Tina were by his side

all while listening to the score

of one of his favorite

films, "The Quiet Man."

The outpouring of grief

and loss was worldwide,

not just from friends, family,

and people that

worked with George,

but also from the

wider film community.

- When Variety talked

about his passing,

I knew my circle of people

knew who George Romero was.

I knew the horror fans

knew who George Romero was.

I knew Fangoria, he was

a god in Fangoria, right?

But the outside world,

the real filmmakers,

the Academy Awards and stuff?

Variety knows who

George Romero is,

and a big piece on George

and how he was so great

and talented and

amazing, you know?

And it's just like, "Holy

hell. He wasn't just George."

He was George f*cking Romero.

- [Narrator] Three

months after his passing,

George Romero was added to

the Hollywood Walk of Fame.

His widow, Suz, accepted

the star on his behalf

with guest speakers Edgar

Wright, Greg Nicotero,

and Malcolm McDowell present.

- You wake up the next day

and you start thinking like,

"Okay, he's not

here. What do we do?"

'Cause George was always here,

George was always

gonna give an interview

or he was gonna be

at the next show

and we were gonna talk to him

about what he was working on.

And we didn't have him anymore.

- [Narrator] Suz Romero founded

the George A. Romero

Foundation the following year,

citing a responsibility

to not only preserve

George's legacy,

but also celebrate pioneers

in the film industry

and inspire a new

generation of filmmakers.

- The way she tells

it is sort of on,

as he was beginning to fade,

towards the end of his life,

she said to him,

"How do you feel?

How do you feel

about your legacy

and the films that you've

made, this body of work?"

And he said, "Eh,

nobody gives a shit."

She said, "What are

you talking about?

You have millions of people

that love you and your moves."

He says, "Yeah, but..."

I guess he didn't really feel

validated as a filmmaker.

Suzanne was determined after

he passed to prove him wrong.

She said, "I'm

just gonna show you

that you are in fact

a worthy filmmaker

worthy of being remembered."

Of course, he made his

mark on movie history,

but he never felt validated

as a real filmmaker,

even though the stories were

coming out that he had now,

he and Scorsese had been renting

the same print of

"Tales of Hoffmann."

Some kid from Brooklyn

rented it out!

And the kid from Brooklyn says,

"Who the hell's got this now?"

Some kid from the

Bronx rented it.

Never met, but they were renting

the same movie

from this archive.

- And I think they do

a lot of great work

of trying to help figure

out how to inspire

the next generation

of filmmakers.

- [Narrator] As an initiative

to preserve George's work,

the George A. Romero

Archives was created

at the Hillman Library within

the University of Pittsburgh.

- The Romero Archive

is quite large,

a little over a hundred

boxes of material,

and most of this is paper.

So when you think

about boxes of paper,

that's a lot of material.

It's really a testament

of his creative history.

He did struggle, and that he

did wasn't always successful.

And I don't think that

that's a critique.

I think that that's instructive.

That he is considered

one of the greatest

horror filmmakers of all time,

he's had this mass of influence.

He's always hailed among

these biggest directors,

most important

directors in horror,

and yet he didn't get

everything he ever wanted made.

And I think that's good for

aspiring writers and filmmakers

to understand and to see,

that just because

you wrote something

and you sent it off

and it got rejected,

doesn't mean you're not

going to be successful.

You'll just have to keep trying.

- [Narrator] And hosted

at the Monroeville Mall

where "Dawn of the Dead" was

filmed nearly 50 years ago,

Living Dead Weekend

honors the work

and legacy of zombie cinema,

primarily the films

of George Romero.

Each year, thousands

travel to the mall

to meet the cast and

crew of his films,

partake in guest panels,

and tour filming locations.

On July 4th, 2021,

the Monroeville Mall

held a special ceremony

in what was once the

Clock Tower Court

and renamed it Romero Court

with a bust crafted by

Christian Stavrakis.

George A. Romero's legacy

continues to live on

through a foundation

that honors his legacy,

through millions of fans

that celebrate his work,

and through those that

still love and miss him.

- George's films

literally changed

the face of horror

as we know it.

- Romero is a legend.

We miss him.

What he did for

zombies, for horror,

and for film in general,

he'll never be forgotten.

- There's so much more

that he wanted to tell us.

There's so many more stories

that he was so creative

and so prolific.

We can have this

understanding of him now,

and it's a shame

that in some ways

we couldn't have understood

this while he was still alive.

- I really wish I had had

the chance to work with him.

- He was a great loss to

the filmmaking community

and to the world in general.

- The "Resident Evil" series

exists because of him.

My love for this series,

all the friends I've made

is all because of him.

- I would not be the man I am

if it wasn't for George Romero.

- I ran over and got

him to sign an autograph

for my brother Tom.

I remember he wrote, "To Tom:

When there's no

more room in hell,

I'll see you in Pittsburgh."

(Pat laughs)

- I don't know where my

life would be right now

if it wasn't for George Romero.

- It sparked a lot of

people's love of him

to be turned back up,

and we have so much stuff

going on in George's world now,

I wish he was here to see it.

- What he did was bring

all of those people

from all of those films

into one big family,

and all of the fans

all around that

are all part of that group too.

So that is his legacy.

It's not just the films that

he made that are on a shelf

or being watched at

a particular time.

It's that interconnection

between all the people

that he touched in his life.

- I just wanna thank

everybody again.

It's great to be here, and

thanks particularly to the fans.

I mean, I love you guys.

Thank you!

(audience cheering)

(loud applause)

(eerie music)

(wind howls)

(eerie music)

It's fabulous.

I love making the movies,

and it's great that

there's a game,

which is like a

flashback to that genre.

I can feel maybe a little bit

like I had some influence on it.

I feel very flattered.

(spooky music)
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