Wednesday 21 October 2020

Resident Evil: Retribution



Batter through the treacly violence and it becomes obvious that Resident Evil: Afterlife was a love letter to Milla Jovovich. Writer-director-husband Paul WS Anderson wore his affection proudly, disrupting a mundane action assembly to gaze longingly at his bride. Slow motion was relentlessly deployed in the film, freezing and cataloguing Jovovich's countenance at a scale that could be projected onto the side of a building. Resident Evil: Retribution goes one further, subsuming this adulation into the language of the film's storytelling. Close-ups of Jovovich's face are used throughout as an axis, the wide-eyed constant by which the film levers itself, departing from sleep and a place of safety into extreme, high-score chasing, mania. 

Set in an extremely flexible biological warfare simulation, Retribution is a series of resets and reiterations for Jovovich's Alice. Her consciousness and sense of place are repeatedly interrupted then diverted towards new scenarios that demand a fluent response. This jet-lagged quality brings a biographical dimension to Retribution, Anderson elevating a continent skipping lifestyle from a behind-the-scenes calculation to a full-on narrative conundrum. The ever-changing directorial demands placed upon an actress, or model for that matter, are transformed into an explicit dilemma for Alice. Retribution demonstrating that this psychological flexibility is not only vital for an assailed clone but is, in fact, a crucial aspect of female identity in general. 

These interruptions aren't always immediately deadly either. After tumbling off a flaming oil tanker, Alice awakens in a pastel coloured suburbia. The super soldier quickly changes tact, relaxing into the role of a mother, cooking breakfast and doting on her brand new daughter in a sequence reminiscent of Zack Snyder's take on Dawn of the Dead. Naturally, everything goes terribly wrong, prompting Alice to trade in her boot-cut jeans for towering heels and Kevlar corsets. Retribution's set-pieces, while not as sprawling as Afterlife's stereoscopic clangers, are still centred around a graceful depiction of human pulverisation. Umbrella's capital city dioramas - as well as apportioning some sense to the game series' The Mercenaries bonus mode - allow Anderson a lateral logic when staging atypical clashes, resulting in towering Axemen butchering a New York traffic jam and, best of all, Alice luring the mutated pedestrians of the Shibuya Crossing into a withering, white, kill corridor. 

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