{{Short description|Video game antagonists}} {{good article}} {{DISPLAYTITLE:Zombies in ''Resident Evil''}} {{Use mdy dates|date=September 2022}} {{Zombies}} '''Zombies''' (ゾンビ, ''Zonbi'') are recurring antagonists within the fictional universe of Japanese video game company Capcom's multimedia franchise ''Resident Evil'', known in Japan as ''Biohazard''. Introduced in the 1996 video game ''Resident Evil'', they are mutated creatures with cannibalistic urges and severe epidermal necrosis. The zombies are usually created by biological weaponry, genetic manipulation, or parasitic symbiosis, unlike the corporeal revenants with mythological and supernatural origins common in other works of horror and fantasy. The game's sequels and film adaptations have also featured other types of zombies and related creatures that are presented as more agile, vicious, and intelligent opponents.
The ''Resident Evil'' franchise's zombies and associated creatures are widely recognized as among the most memorable video game depictions of horror themes and as an influential element of the survival horror genre.
==Development== Director Shinji Mikami said ''The Evil Dead'' and ''The Texas Chain Saw Massacre'' influenced the first ''Resident Evil'' video game.<ref name="Icon"/> Mikami chose to have an infectious virus create zombies from humans. He told ''IGN'' that he recalled "feeling excited by the new idea that a virus—a real enemy that can't be seen by humans—would cause tremendous fear in people".<ref name="Icon">{{cite web |last=Mielke |first=James |title=Resident Evil Creator Talks Zombies in 2020 and How His Games Will Change Post-Pandemic |url=https://www.ign.com/articles/resident-evil-creator-talks-zombies-in-2020-and-how-his-games-will-change-post-pandemic |website=IGN |date=June 4, 2020 |access-date=February 4, 2021 |archive-date=February 4, 2021 |archive-url=https://web.archive.org/web/20210204224938/https://www.ign.com/articles/resident-evil-creator-talks-zombies-in-2020-and-how-his-games-will-change-post-pandemic |url-status=live }}</ref> Mikami chose a fixed camera perspective and tank controls, which he conceded were an awkward way to control movement but was the only method he could think of at the time that could make a horror game work: it meant the player could hear but not see a zombie coming.<ref name="Icon"/>
The depiction of zombie behavior changed as the ''Resident Evil'' series expanded.<ref name="Essays"/> Later titles presented an escalation of enemy types, introducing new creatures or reinventing pre-established ones. For example, ''Resident Evil 3'' introduced zombies that could sprint and quickly lunge towards player characters.<ref name="Informer"/> For ''Resident Evil 4'', ''Los Ganados'' ("The Cattle" in Spanish), which have variously been described as "zombie-like non-zombies" or "very-zombie-like-but-not-officially-zombies" by video game journalists, represented a further evolution of the zombie archetype due to their intelligence and nimbleness.<ref name=Informer/><ref name="Icon"/> In Mikami's view, the horror genre had since transitioned from a preference for direct, physical horror to quiet, psychological horror. He observed that while many players have since developed an immunity to physical horror and the idea of zombies as a scary experience from past decades, in his view nothing scares human beings more than themselves as well as their societies and cultures, which represents a certain horror element that is timeless.<ref name="Icon"/>
For the remakes of older ''Resident Evil'' titles, Capcom's developers could revisit and realize the potential of the original design behind enemies without the technical limitations of dated technology.<ref name=Reimagining/> In the 2002 remake of ''Resident Evil'', zombies which are not successfully dispatched by a head shot or incinerated may resuscitate as fast-moving "Crimson Heads" resembling the silhouette of Count Orlok from ''Nosferatu''.<ref name="Informer"/> In the original ''Resident Evil 2'', a specialized zombie called the Licker must first drop to the floor from walls or ceilings in order to engage the player character: according to producer Yoshiaki Hirabayashi, this is because the original game was presented with a fixed camera and tank controls which mandated a "stop-and-aim shooting system".<ref name=Reimagining/> In the 2019 ''Resident Evil 2'' remake, the camera is placed behind the player character, which gives the player more freedom to control the camera and aim at enemies.<ref name=Reimagining>{{cite web |url=https://www.ign.com/articles/2018/10/08/remake-remaster-or-reimagining-the-task-of-bringing-back-resident-evil-2 |title=Remaster, Remake, or Reimagining? The Task of Bringing Back Resident Evil 2 |access-date=July 1, 2022 |date=October 9, 2018 |work=IGN |archive-date=February 4, 2020 |archive-url=https://archive.today/20200204171433/https://www.ign.com/articles/2018/10/08/remake-remaster-or-reimagining-the-task-of-bringing-back-resident-evil-2 |url-status=live }}</ref> This enables the player to search for a Licker that is attacking from an elevated position, in accordance with the original design.<ref name=Nightmarish>{{Cite web|url=https://www.vg247.com/2018/10/08/resident-evil-2-remake-preview-lickers/|title=Lickers are as nightmarish as you remember in Resident Evil 2 Remake - hands-on|date=October 8, 2018|access-date=March 11, 2024|archive-date=July 27, 2021|archive-url=https://web.archive.org/web/20210727010958/https://www.vg247.com/2018/10/08/resident-evil-2-remake-preview-lickers/|url-status=live}}</ref> In acknowledgment of the high volume of gore depicted in the remake, producer Tsuyoshi Kanda explained that the notion of "truly terrifying zombies" is one of the title's major concepts, and that the developers spent much time and effort to convey "damage impact that feels weighty and real" when player characters repeatedly shoot at zombies as they come at them relentlessly. Kanda noted that high-resolution visuals are rendered and designed in incredible detail, which are then used as the basis to create their "world of wetness and darkness".<ref name=PCG>{{cite web |last=Potter |first=Aaron |title=How Capcom created ''Resident Evil 2'' remake's gore and "world of wetness and darkness" |url=https://www.pcgamesn.com/resident-evil-2/resident-evil-2-remake-pc-gore |magazine=PCGamesN |date=April 29, 2019 |access-date=March 4, 2021 |archive-date=January 25, 2021 |archive-url=https://web.archive.org/web/20210125234832/https://www.pcgamesn.com/resident-evil-2/resident-evil-2-remake-pc-gore |url-status=live }}</ref>
With regards to the primary enemy units of ''Resident Evil 7: Biohazard'' known as the Molded, producer Jun Takeuchi commented that their name infers that there may be a human intention to mould or create something as part of the backstory of these creatures, and that a deliberate creative decision is made by developers to move away from a virus as the source of mass infection that leads to the biohazard incidents in the narratives of previous titles.<ref name=Strings>{{cite web |last=Hurley |first=Leon |title=''Resi 7'' producer Jun Takeuchi explains the Molded, and why there isn't a scheming bad guy pulling the strings this time |url=https://www.gamesradar.com/resi-7-producer-jun-takeuchi-explains-the-molded-and-why-there-isnt-a-scheming-bad-guy-pulling-the-strings-this-time/ |magazine=GamesRadar+ |date=December 5, 2016 |access-date=March 4, 2021 |archive-date=May 6, 2021 |archive-url=https://web.archive.org/web/20210506134132/https://www.gamesradar.com/resi-7-producer-jun-takeuchi-explains-the-molded-and-why-there-isnt-a-scheming-bad-guy-pulling-the-strings-this-time/ |url-status=live }}</ref> In ''Resident Evil Village'', artist Tomonori Takano said the developers wanted to continue the same approach that started with ''Resident Evil 7'' in that they wanted to move away from simply using elements like zombies to scare players but created unique situations and characters that would create fear in new ways.<ref>{{cite web | url = https://www.ign.com/articles/resident-evil-village-capcom-interview-lady-dimitrescu-tall-vampire | title = How Capcom Designed Resident Evil Village's Lady Dimitrescu, and Why She's So Big Online | first = Matt | last = Kim | date = February 10, 2021 | access-date = February 10, 2021 | work = IGN | archive-date = March 22, 2021 | archive-url = https://web.archive.org/web/20210322215700/https://www.ign.com/articles/resident-evil-village-capcom-interview-lady-dimitrescu-tall-vampire | url-status = live }}</ref> The enemy mutant human species called lycans' are werewolf-like design was developed with the game's gothic horror setting in mind, with Sato explaining, "[They] very much spawned from the fact that we wanted to create an enemy that represented the village...We designed it very much where this is kind of the twisted outcome of a human being where we draw a lot of inspiration from werewolves, being able to tap into that gothic horror visual."<ref>{{Cite magazine|last=Stadnik|first=Alex|date=April 23, 2021|title=Resident Evil Village: A Deeper, Inside Look At The Lycan|url=https://www.gameinformer.com/exclusive-video/2021/04/23/resident-evil-village-a-deeper-inside-look-at-the-lycan-4k|archive-url=https://web.archive.org/web/20210423212428/https://www.gameinformer.com/exclusive-video/2021/04/23/resident-evil-village-a-deeper-inside-look-at-the-lycan-4k|url-status=live|archive-date=April 23, 2021|access-date=June 28, 2021|magazine=Game Informer}}</ref>
In ''Resident Evil Requiem'', developer Koshi Nakanishi said reimagining the zombies was "one of our main priorities". Nowadays, zombies are so common in video games that their flaws and actions have become predictable; for example, they are usually vulnerable to headshots. But the stress and worry are alleviated by that familiarity. He also stated that in this game, zombies still have some human instincts and intelligence. Some pick up weapons dropped by other adversaries to attack, while others replicate strange human actions obsessively. His goal was to turn zombies into dangers that constantly surprise players and make them nervous.<ref>{{Cite web|author= Sachie Kobari |url=https://blog.playstation.com/2026/01/29/resident-evil-requiem-interview-chainsaws-reinvented-zombies-fear-balancing-and-more/|title=''Resident Evil Requiem'' interview: Chainsaws, reinvented zombies, fear balancing, and more|date=January 29, 2026|website=PlayStation.blog|access-date=January 31, 2026|archive-date=January 31, 2026|archive-url=https://web.archive.org/web/20260131193059/https://blog.playstation.com/2026/01/29/resident-evil-requiem-interview-chainsaws-reinvented-zombies-fear-balancing-and-more/|url-status=live}}</ref>
== Appearances== ===Video games=== Zombies are introduced in the first ''Resident Evil'' as primitive yet deadly creatures roaming the derelict Spencer Mansion.<ref name=Informer/> They exhibit a shambling behavior similar to the zombie films of the 1970s, in particular George A. Romero's ''Night of the Living Dead'' film series.<ref name=Bloody/> They moan and relentlessly shuffle towards player characters with arms outstretched and little finesse, and while their slow movement speed offers ample time for players to respond, zombies may absorb nearly a full pistol magazine before falling.<ref name=Informer/> The pharmaceutical conglomerate Umbrella Corporation, the primary antagonistic faction in the franchise's earlier games causes the death or drastic mutations to its hosts. Unlike Tyrants, which are genetically altered organisms Bio Organic Weapons (B.O.W.) by design, zombies are often unintentional side-effects of humans who are infected by the T-virus, a name given to a series of a family of RNA virus strains called "Progenitor virus", which causes death or drastic mutations to its hosts. A popular tactic to dispatch zombies is with precise lined up shots to the head, while other players may opt to conserve ammo by waiting for the zombies to veer slightly off course and attempt to run past them.<ref name=Informer>{{cite web |last=Turi |first=Tim |title="It's A Monster!" – The Evolution Of Resident Evil's Zombies |url=https://www.gameinformer.com/b/features/archive/2015/02/24/quot-it-39-s-a-monster-quot-the-evolution-of-resident-evil-39-s-zombies.aspx |magazine=Game Informer |date=February 24, 2015 |access-date=March 4, 2021 |archive-date=January 17, 2021 |archive-url=https://web.archive.org/web/20210117015518/https://www.gameinformer.com/b/features/archive/2015/02/24/quot-it-39-s-a-monster-quot-the-evolution-of-resident-evil-39-s-zombies.aspx |url-status=live }}</ref><ref name=Euro/> ''Resident Evil 2'' and ''Resident Evil 3'' present a zombie apocalypse scenario where zombies appear in larger numbers, overrunning the entirety of the fictional Raccoon City which is located near the first game's mansion.<ref name=Euro>{{cite web |last=Reuben |first=Nic |title=Why ''Resident Evil 2''′s City of the Dead scares us |url=https://www.eurogamer.net/articles/2019-01-21-why-resident-evil-2s-city-of-the-dead-scares-us |website=Eurogamer |date=January 21, 2019 |access-date=March 4, 2021 |archive-date=November 8, 2020 |archive-url=https://web.archive.org/web/20201108011000/https://www.eurogamer.net/articles/2019-01-21-why-resident-evil-2s-city-of-the-dead-scares-us |url-status=live }}</ref> They are presented as more limber in movement, though they may be knocked down when they take enough damage and dismembered if players target a specific body part.<ref name=Informer/><ref name=Poly>{{cite web |last=Aniel |first=Alex |title=How ''Resident Evil 2'' fell apart, then became one of Capcom's biggest hits |url=https://www.polygon.com/2019/1/21/18187446/resident-evil-2-history-capcom-hideki-kamiya |website=Polygon |date=January 21, 2019 |access-date=March 4, 2021 |archive-date=January 21, 2019 |archive-url=https://web.archive.org/web/20190121173509/https://www.polygon.com/2019/1/21/18187446/resident-evil-2-history-capcom-hideki-kamiya |url-status=live }}</ref>
Other zombie-type creatures in the series include domesticated canines infected with the T-virus, also known as the zombie dog (ゾンビ犬 ''zombi-inu'').<ref>(in Japanese) Biohazard Code: Veronica Kanzenban Kaitai Shinsho. Enterbrain. p. 68.</ref> Unlike the slower human zombies, zombie dogs retain much of their agility with a noticeable increase in durability and aggression. Zombie dogs are usually depicted with active necrosis, for example a visible eye bulges out of their otherwise savage but proportional facade.<ref>Excerpt from Biohazard Code: Veronica Kanzenban Kaitai Shinsho, page 68: "ロックフォート島の訓練所や南極基地で飼育されていたドーベルマン種の軍用犬が、 T-ウィルスに汚染された飼料や生物を摂取することで二次感染したもの。肉体 の腐敗は進んでいるが、 緩慢な動きしかてきないヅンビと異なり、 生前と変わらぬ俊敏さで獲物へと襲いかかる。"</ref> Most of the zombie dogs encountered in the early ''Resident Evil'' games are of the Dobermann breed: the reason for the frequency was due to the Chief Brian Irons' in-universe suggestion to the K9 unit that the breed be used as the police dog for the Raccoon Police Department.<ref>{{cite web |url=http://www.capcom.co.jp/newproducts/consumer/bio2/enemy.html |title=モンスター紹介 |access-date=December 8, 2019 |archive-url=https://web.archive.org/web/20150509174952/http://www.capcom.co.jp/newproducts/consumer/bio2/enemy.html |archive-date=May 9, 2015 |url-status=live}}</ref> ''Resident Evil 2'' also introduced the Licker, a grotesque creature with an exposed brain that lacks skin, which attacks its prey with sharp claws and a long prehensile tongue.<ref name=Gross>{{Cite web|author=Eddie Makuch |date=February 7, 2019|url=https://www.gamespot.com/articles/this-900-resident-evil-statue-is-seriously-gross/1100-6489379/|website=GameSpot|title=This $900 Resident Evil Statue Is Seriously Gross|access-date=March 11, 2024|archive-date=April 9, 2023|archive-url=https://web.archive.org/web/20230409060832/https://www.gamespot.com/articles/this-900-resident-evil-statue-is-seriously-gross/1100-6489379/|url-status=live}}</ref> It is the result of further mutation in a zombie infected with certain strains of the T-virus, especially one that has consumed large quantities of biomass to sustain its metabolism. It is blind but extremely sensitive to sound, which can be mitigated with navigational tactics by savvy players.<ref name=Pop>{{cite web|url=https://www.popmatters.com/resident-evil-2495388041.html|title=Navigating the Hollywood Monsters of the Resident Evil Videogame Franchise|first=Carl|last=Wilson|date=June 26, 2017|website=PopMatters|access-date=July 1, 2022|archive-date=July 1, 2022|archive-url=https://web.archive.org/web/20220701033720/https://www.popmatters.com/resident-evil-2495388041.html|url-status=live}}</ref> A Licker variant which appears in ''Resident Evil 5'' is presented with a “fairly unremarkable sense of hearing", reflecting the game's action-oriented focus compared to its predecessors.<ref name=Pop/> ''Resident Evil Zero'' introduced zombies which are swarmed and infested by T-virus infected leeches, which require players to adopt a different approach to overcome in combat. They are similar in concept to the later "Ooze" zombie type introduced in ''Resident Evil: Revelations'', both of which are visually and functionally distinct from the more humanoid traditional zombie.<ref name="Informer"/> ''Resident Evil 7: Biohazard'' feature the "Molded", semi-morphous black goo-like anthropomorphic monsters spawned from a type of isotropic mold that feeds on dead bodies. By coagulating through cracks and crevices, they can seemingly appear from out of nowhere to shamble towards the player, and their heads bob awkwardly and arrhythmically from side to side which may prove problematic for aiming.<ref name=Radar/> ''Resident Evil Village'' features the lycans,<ref name=werewolf>{{cite web |last=Byrd |first=Matthew |title=Introducing the monsters skulking around Resident Evil Village |url=https://www.denofgeek.com/games/resident-evil-village-villain-characters-boss-roster/ |website=Den of Geek |date=January 26, 2021 |access-date=April 14, 2024 |archive-date=May 15, 2023 |archive-url=https://web.archive.org/web/20230515201327/https://www.denofgeek.com/games/resident-evil-village-villain-characters-boss-roster/ |url-status=live }}</ref> as well as moroaică of Castle Dimitrescu, lumbering shackled creatures described as being very similar to the franchise's traditional zombies.<ref name=PCG2>{{cite web |last=Potter |first=Aaron |title=Introducing the monsters skulking around Resident Evil Village |url=https://www.pcgamesn.com/resident-evil-village/monsters |website=PCGamesN |date=May 7, 2021 |access-date=May 8, 2021 |archive-date=May 7, 2021 |archive-url=https://web.archive.org/web/20210507175110/https://www.pcgamesn.com/resident-evil-village/monsters |url-status=live }}</ref> According to the lore of ''Village'', they are the result of Lady Dimitrescu's experimentation with the Mold pathogen from ''Biohazard''.<ref>{{Cite web|author= Matthew Byrd|url=https://www.denofgeek.com/games/resident-evil-village-megamycete-mold-cadou-parasite-explained/|title=Resident Evil Village: Megamycete, Mold, and Cadou Parasite Explained|date=May 7, 2021|website=Den of Geek|access-date=March 11, 2024|archive-date=December 29, 2023|archive-url=https://web.archive.org/web/20231229222706/https://www.denofgeek.com/games/resident-evil-village-megamycete-mold-cadou-parasite-explained/|url-status=live}}</ref>
Some later ''Resident Evil'' titles feature enemies which retain some semblance of intellectual faculty and are very different from the zombie archetype in earlier titles. The '''Los Ganados''' of ''Resident Evil 4'' are infected by body-altering parasitic lifeforms known as "Las Plagas": they are capable of speech, somewhat agile, and possess adequate cognitive ability to utilize combat tactics like hurling axes and dynamite at the player character.<ref name="Informer"/> Luis Sera, a supporting character in ''Resident Evil 4'', compared these creatures to three species of flatworms, flukes that can influence their hosts' behavior: ''Dicrocoelium dendriticum'', ''Galactosomum'' and ''Leucochloridium paradoxum''.<ref>{{cite book |title= Biohazard Resident Evil 4 Kaitai Shinsho Revised Ed Game Guide Book|editor1=Koichi Hamamura |year=2006 |publisher=Famitsu|language=Japanese |isbn= 4-7577-2638-4}}</ref> The parasites may sprout from certain individuals who have been decapitated and attack the player character when in close proximity.<ref name="Informer"/> The Majini of ''Resident Evil 5'' are similarly infected with the ''Las Plagas'' parasite, though they tend to be better armed with military grade weapons, which serves as the pretext for cover-based firefights as a gameplay mechanic.<ref name="Informer"/> ''Resident Evil 6'' features two types of zombie-like antagonists created from the newer C-virus: shambling zombies created through indirect exposure to the C-virus that behave similarly to the nimble main enemies of ''Resident Evil 4'' and ''Resident Evil 5'' though with diminished mental capacity, and the J'avo, created through direct administration of the C-virus. When the J'avo experience dismemberment or are sufficiently damaged, they exhibit regenerative abilities which cause drastic mutations similar in concept to hosts of the ''Las Plagas'' parasite.<ref name="Informer"/> The spin-off title ''Resident Evil: Revelations 2'' feature the '''Afflicted''', which are insane human beings who have been severely tortured and bound in a mass of metal wire and spikes.<ref name="Informer"/> In ''Resident Evil Requiem'', some of the characteristics of their former lives are still present in the zombies. This implies that, albeit in a very insane way, zombies will try to accomplish things like cleaning the surroundings.<ref>{{Cite web|author= Ollie Reynolds|url=https://www.nintendolife.com/news/2026/01/zombies-return-in-resident-evil-requiem-but-now-theyre-more-terrifying-than-ever|title=Zombies Return In ''Resident Evil Requiem'', But Now They're More Terrifying Than Ever|date=January 15, 2026|website=Nintendo Life|access-date=January 31, 2026|archive-date=January 16, 2026|archive-url=https://web.archive.org/web/20260116010549/https://www.nintendolife.com/news/2026/01/zombies-return-in-resident-evil-requiem-but-now-theyre-more-terrifying-than-ever|url-status=live}}</ref>
=== Other appearances === Zombies have appeared in every live action ''Resident Evil'' film,<ref>{{cite web |author=Mark Birrell|url=https://screenrant.com/resident-evil-movies-action-sequences/ |title=The 10 Most Ridiculous Action Sequences Of The ''Resident Evil'' Movies, Ranked |date=July 23, 2019 |website=ScreenRant |access-date=December 8, 2019 |archive-url=https://web.archive.org/web/20190820050356/https://screenrant.com/resident-evil-movies-action-sequences/ |archive-date=August 20, 2019 |url-status=live}}</ref><ref>{{cite web |author=Chelsea Steiner|url=https://www.themarysue.com/resident-evil-tv-series/ |title=Netflix is Making a Resident Evil TV Series but Why | the Mary Sue |date=January 25, 2019 |access-date=December 8, 2019 |archive-url=https://web.archive.org/web/20190126205409/https://www.themarysue.com/resident-evil-tv-series/ |archive-date=January 26, 2019 |url-status=live}}</ref> and animated films like ''Resident Evil: Vendetta''<ref>{{cite web |author=Nathan Birch|url=https://comicbook.com/gaming/2017/05/28/resident-evil-vendetta-zombie-dogs-clip/ |title=''Resident Evil: Vendetta'' Clip Takes The Series' Terrifying Zombie Dogs To The Next Level |website=WWG |date=September 5, 2017 |access-date=December 8, 2019 |archive-url=https://web.archive.org/web/20191207032849/https://comicbook.com/gaming/2017/05/28/resident-evil-vendetta-zombie-dogs-clip/ |archive-date=December 7, 2019 |url-status=live}}</ref> and ''Resident Evil: Death Island''.<ref>{{cite web|author=Nathan Birch|url=https://www.ign.com/articles/resident-evil-death-island-review|title=Resident Evil: Death Island Review|website=IGN|date=July 26, 2023|access-date=April 14, 2024|archive-date=August 16, 2023|archive-url=https://web.archive.org/web/20230816155857/https://www.ign.com/articles/resident-evil-death-island-review|url-status=live}}</ref> Outside of recurring appearances in ''Resident Evil'' video game titles and animated films, the Licker has appeared in live-action adaptations such as the ''Resident Evil'' film series directed by Paul W. S. Anderson,<ref>{{Cite web|author=The Rotting Corpse|url=https://deadentertainment.com/2018/12/13/rotting-reviews-resident-evil-is-an-unbearable-film-but-it-could-cure-depression/|title=Rotting Reviews: Resident Evil is an Unbearable Film, But It Could Cure Depression|website=Dead Entertainment|language=en|access-date=July 2, 2019|archive-date=July 2, 2019|archive-url=https://web.archive.org/web/20190702010640/https://deadentertainment.com/2018/12/13/rotting-reviews-resident-evil-is-an-unbearable-film-but-it-could-cure-depression/|url-status=live}}</ref> the 2021 film ''Resident Evil: Welcome to Raccoon City'',<ref>{{Cite web|author=Ben Hathaway|url=https://screenrant.com/resident-evil-welcome-to-raccoon-city-best-kills-deaths-ranked/|title=Resident Evil Welcome To Raccoon City: The 10 Best Kills In The Movie|date=November 28, 2021|website=ScreenRant|access-date=March 11, 2024|archive-date=April 8, 2023|archive-url=https://web.archive.org/web/20230408011149/https://screenrant.com/resident-evil-welcome-to-raccoon-city-best-kills-deaths-ranked/|url-status=live}}</ref> and the 2022 Netflix television series.<ref name=":2">{{Cite magazine|author=Nick Romano|url=https://ew.com/tv/resident-evil-trailer-lickers-spiders-doberman/|title=Lickers, giant spiders, and a demon Doberman: New Resident Evil trailer unleashes horrors|magazine=Entertainment Weekly|date=June 6, 2022|language=english|access-date=June 30, 2022|archive-date=July 1, 2022|archive-url=https://web.archive.org/web/20220701015155/https://ew.com/tv/resident-evil-trailer-lickers-spiders-doberman/|url-status=live}}</ref>
Outside of the ''Resident Evil'' series, the zombies appeared in the 2018 mobile game ''PUBG Mobile''.<ref>{{cite web|url=https://www.shacknews.com/article/110037/pubg-mobile-welcomes-zombies-in-resident-evil-2-crossover|title=PUBG Mobile welcomes zombies in Resident Evil 2 crossover|author=Charles Singletary Jr|date=February 19, 2019|work=Shacknews|access-date=April 14, 2024|archive-date=December 7, 2024|archive-url=https://web.archive.org/web/20241207182609/https://www.shacknews.com/article/110037/pubg-mobile-welcomes-zombies-in-resident-evil-2-crossover|url-status=live}}</ref> The zombies were also featured in ''Resident Evil''-themed attractions at Universal Studios Japan and Universal Orlando's Halloween Horror Nights.<ref name=attractions>Sources of zombies appearing at numerous attractions: * {{cite web |url=http://www.eurogamer.net/articles/2012-09-12-universal-studios-japan-transformed-into-raccoon-city |title=Universal Studios Japan transformed into Raccoon City |author=Whitehead, Dan |date=September 12, 2012 |work=Eurogamer |access-date=April 19, 2018 |archive-url=https://archive.today/20170731025154/http://www.eurogamer.net/articles/2012-09-12-universal-studios-japan-transformed-into-raccoon-city |archive-date=July 31, 2017 |url-status=live}} * {{cite magazine |url=https://www.gameinformer.com/b/features/archive/2013/09/23/racoon-city-takes-up-residence-at-universal-studios.aspx |title=Capcom And Universal Studios Talk Real Life Resident Evil – Features |author=Reeves, Ben |magazine=Game Informer |date=September 23, 2013 |access-date=April 19, 2018 |archive-url=https://archive.today/20140114040313/http://www.gameinformer.com/b/features/archive/2013/09/23/racoon-city-takes-up-residence-at-universal-studios.aspx |archive-date=January 14, 2014 |url-status=live }}</ref>
==Reception and analysis== In his essay titled "How the Zombies Changed Videogames", Matthew J. Weise analyzed at length the presentation of zombies throughout the history of the ''Resident Evil'' franchise. He described the first ''Resident Evil'' game as the "Ur-Text", an original version of the game, and that Mikami created a "zombie game" in the same manner as a zombie film, a "media artifact built solely around the figure", the zombie.<ref name="Essays">{{cite book |url=https://books.google.com/books?id=M9IdBgAAQBAJ&q=L-word&pg=PA62 |title=Zombies Are Us: Essays on the Humanity of the Walking Dead |editor1=Christopher M. Moreman |editor2=Cory James Rushton |date=October 10, 2011 |publisher=McFarland |pages=151–168 |isbn=97807-8648-808-7 |access-date=March 4, 2021 |archive-date=April 17, 2023 |archive-url=https://web.archive.org/web/20230417110517/https://books.google.com/books?id=M9IdBgAAQBAJ&q=L-word&pg=PA62 |url-status=live }}</ref> He formed a view that in retrospect, the zombies of ''Resident Evil'' represented a struggle to reconcile modern conventions of zombie behavior with certain video game conventions. On Mikami's choice to ground the franchise's antagonists from a scientific perspective, which involves an infectious pathogen, Weiss observed that the developers chose not to model the progression of zombie infection on the player characters, instead opting for conventional notions of health meter damage with considerations for marketable balance and player empowerment.<ref name="Essays"/> Weiss argued that the developers have essentially engaged in a process called "selective abstraction", where they picked and chose which video game conventions would be superseded by common zombie fiction conventions, and vice versa.<ref name="Essays"/> Weiss concluded that the franchise's biggest contribution to gaming aesthetics are its difficulty design and ability to instill a sense of vulnerability in players, as well as the depiction of its zombies to be as dangerous as their film counterparts, echoing the portrayal of the value of forethought versus panic within apocalyptic circumstances in Romero's films.<ref name="Essays"/>
Commentators have attributed the enduring popularity of the zombie archetype popularized by early ''Resident Evil'' games in part due to the fact that zombie enemies are not expected to exhibit significant levels of intelligence, making them relatively straightforward to program.<ref name=Playful>{{Cite book |chapter=Zombies, Again? A Qualitative Analysis of the Zombie Antagonist's Appeal in Game Design |last=Barr |first=Matthew |date=July 17, 2019 |doi=10.4324/9781315179490-2 |title=The Playful Undead and Video Games |pages=15–29|isbn=9781315179490|s2cid=181693024 }}</ref><ref name=Hollywood>{{cite news |title=A Discussion of Zombies and the Apocalypse in Video Games |author1=Patrick Shanley|author2=Richard Newby|url=https://www.hollywoodreporter.com/heat-vision/days-gone-resident-evil-a-discussion-zombies-apocalypse-video-games-1205253 |access-date=May 31, 2019 |work=The Hollywood Reporter |date=April 27, 2019 |archive-date=November 6, 2020 |archive-url=https://web.archive.org/web/20201106104314/https://www.hollywoodreporter.com/heat-vision/days-gone-resident-evil-a-discussion-zombies-apocalypse-video-games-1205253 |url-status=live }}</ref> On the other hand, Mielke opined that ''Resident Evil 4'' was a successful attempt at adhering to a proven formula while changing its conventions, and that the move away from the Umbrella Corporation storyline and "proper zombies" was a welcome change for the series.<ref name="Icon"/> To Patrick Shanley from ''The Hollywood Reporter'', ''Resident Evil 4'' "nailed dread and had such a cool tweak on the classic zombie formula" which highlighted the elasticity of the "zombie" term, and demonstrated other possibilities which could be explored with the creature archetype.<ref name=Hollywood/> Shanley's colleague Richard Newby shared similar sentiments and suggested that the ''Las Plagas'' parasite introduced in ''Resident Evil 4'' further broadened the zombie genre.<ref name=Hollywood/>
thumb|The Licker's introduction is often cited as one of the most iconic or memorable moments of the ''Resident Evil'' franchise.<ref>{{Cite web|url=https://bloody-disgusting.com/editorials/3518694/resident-evil-franchise-ranked-part-two/|title=The 'Resident Evil' Video Game Franchise Ranked: Part Two|last=Bolt|first=Neil|date=August 30, 2018|website=Bloody Disgusting!|language=en-US|access-date=July 2, 2019|archive-date=July 2, 2019|archive-url=https://web.archive.org/web/20190702010637/https://bloody-disgusting.com/editorials/3518694/resident-evil-franchise-ranked-part-two/|url-status=live}}</ref><ref name=":0">{{Cite web|author=Jordan Devore|url=https://www.destructoid.com/resident-evil-2-shows-the-new-and-improved-licker/|title=Resident Evil 2 shows the new and improved Licker|website=Destructoid|date=October 8, 2018|language=english|access-date=July 2, 2019}}</ref><ref name=Pop/> Certain specific zombie-type creatures, such as the zombie dog and the Licker, have received particular attention from video game journalists. ''IGN'' said the zombie dog jump scare scene in the first game set a defining tone of "gnawing unease" for the rest of ''Resident Evil''.<ref name=window>{{cite web |url=https://sea.ign.com/feature/165340/the-most-terrifying-scares-in-video-games |title=The Most Terrifying Scares in Video Games |access-date=December 15, 2020 |date=October 23, 2020 |work=IGN |archive-date=December 13, 2020 |archive-url=https://web.archive.org/web/20201213114236/https://sea.ign.com/feature/165340/the-most-terrifying-scares-in-video-games |url-status=live }}</ref> Both ''The Guardian'' and ''Kotaku'' considered the zombie dog window scene to be one of the greatest video games jump scares; ''Kotaku''′s Cameron Kunzelman in particular emphasized it as the "original moment in frightening PlayStation users".<ref name=Ponder>{{cite web |author=Stacie Ponder|url=https://kotaku.com/resident-evils-window-dogs-set-the-standard-for-video-g-1824258916 |title=Resident Evil's Window Dogs Set The Standard For Video Game Scares |website=Kotaku |date=April 4, 2018 |access-date=December 8, 2019 |archive-url=https://web.archive.org/web/20191207032852/https://kotaku.com/resident-evils-window-dogs-set-the-standard-for-video-g-1824258916 |archive-date=December 7, 2019 |url-status=live}}</ref><ref name=Tricks>{{cite web |last1=Kunzelman |first1=Cameron |title=The Window Dog And Other Tricks From The ''Resident Evil'' Series |url=https://kotaku.com/the-window-dog-and-other-tricks-from-the-resident-evil-1829740027 |website=Kotaku |date=October 14, 2018 |access-date=December 26, 2019 |archive-date=December 16, 2019 |archive-url=https://web.archive.org/web/20191216222654/https://kotaku.com/the-window-dog-and-other-tricks-from-the-resident-evil-1829740027 |url-status=live }}</ref><ref>{{cite news |url=https://www.theguardian.com/games/2018/oct/31/scariest-video-game-moments-resident-evil-silent-hill-2-tomb-raider |title=The 13 scariest video game moments ever |first1=Keith |last1=Stuart |first2=Keza |last2=MacDonald |newspaper=The Guardian |date=October 31, 2018 |via=www.theguardian.com |access-date=December 8, 2019 |archive-url=https://web.archive.org/web/20191207032850/https://www.theguardian.com/games/2018/oct/31/scariest-video-game-moments-resident-evil-silent-hill-2-tomb-raider |archive-date=December 7, 2019 |url-status=live}}</ref> Jordan Devore of ''Destructoid'' called the window scene an "amazingly scary sequence".<ref name="auto">{{cite web |author=Jordan Devore|url=https://www.destructoid.com/the-memory-card-07-attack-of-the-zombie-dog--33112.phtml |title=The Memory Card .07: Attack of the zombie dog! |website=Destructoid |date=June 15, 2007 |access-date=December 8, 2019 |archive-url=https://web.archive.org/web/20191208134826/https://www.destructoid.com/the-memory-card-07-attack-of-the-zombie-dog--33112.phtml |archive-date=December 8, 2019 |url-status=live}}</ref> The Licker has appeared in multiple "top" lists by critics, which highlight it as one of the greatest or scariest enemies in video games.<ref name=window/><ref name=monster>{{Cite web|author=Peter Brown|url=https://www.gamespot.com/articles/gamings-greatest-monsters/1100-6423287/|title=Gaming's Greatest Monsters|website=GameSpot|date=October 31, 2014|access-date=March 11, 2024|archive-date=July 1, 2022|archive-url=https://web.archive.org/web/20220701013655/https://www.gamespot.com/articles/gamings-greatest-monsters/1100-6423287/|url-status=live}}</ref><ref>{{Cite web|author=Aaron Potter|url=https://www.denofgeek.com/games/best-resident-evil-bosses-monsters-ranked/|title=15 Best Resident Evil Bosses and Monsters Ranked|date=May 6, 2021|website=Den of Geek|access-date=March 11, 2024|archive-date=July 1, 2022|archive-url=https://web.archive.org/web/20220701013652/https://www.denofgeek.com/games/best-resident-evil-bosses-monsters-ranked/|url-status=live}}</ref> As it is associated with the franchise's brand identity, the Licker has been the subject of multiple items of merchandise.<ref>{{Cite web|author=Sean Fallon|url=https://comicbook.com/gaming/news/resident-evil-licker-and-nemesis-plush-order/|title='Resident Evil' Licker and Nemesis Plush Are up for Pre-Order|website=CBR|date=February 7, 2019 |access-date=March 11, 2024|archive-date=December 4, 2021|archive-url=https://web.archive.org/web/20211204045540/https://comicbook.com/gaming/news/resident-evil-licker-and-nemesis-plush-order/|url-status=live}}</ref><ref>{{Cite web|author=Mike Wilson|url = https://bloody-disgusting.com/video-games/3708039/capcom-and-numskull-reveal-resident-evil-2-licker-statue-that-wont-break-your-bank/|title = Capcom and Numskull Reveal 'Resident Evil 2' Licker Statue That Won't Break Your Bank|date = March 22, 2022|access-date = March 11, 2024|archive-date = August 9, 2023|archive-url = https://web.archive.org/web/20230809093357/https://bloody-disgusting.com/video-games/3708039/capcom-and-numskull-reveal-resident-evil-2-licker-statue-that-wont-break-your-bank/|url-status = live}}</ref><ref name=Gross/> The Regenerador has also have often been lauded as a memorable horror element of ''Resident Evil 4'', in spite of the game's more action-oriented gameplay compared to its predecessors.<ref>{{Cite web|url=https://venturebeat.com/2010/10/27/horror-week-scary-vs-dangerous/|website=Venture Beat|title=Resident Evil 4 Shows How "Dangerous" Is More Terrifying than "Scary"|date=October 27, 2010|access-date=July 1, 2022|archive-date=July 26, 2021|archive-url=https://web.archive.org/web/20210726101318/https://venturebeat.com/2010/10/27/horror-week-scary-vs-dangerous/|url-status=live}}</ref><ref name="auto2">{{Cite web|url=https://kotaku.com/what-s-a-game-that-really-scared-you-1845469194|title=What's A Game That Really Scared You?|website=Kotaku|date=October 26, 2020|access-date=July 1, 2022|archive-date=July 1, 2022|archive-url=https://web.archive.org/web/20220701041053/https://kotaku.com/what-s-a-game-that-really-scared-you-1845469194|url-status=live}}</ref><ref>{{Cite web|url=https://www.eurogamer.net/articles/2016-11-30-resident-evil-7|title=What I think after five hours of Resident Evil 7|first=Aoife|last=Wilson|website=Eurogamer|date=November 30, 2016|access-date=July 1, 2022|archive-date=April 4, 2022|archive-url=https://web.archive.org/web/20220404071426/https://www.eurogamer.net/articles/2016-11-30-resident-evil-7|url-status=live}}</ref><ref>{{Cite web|url=https://www.kotaku.com.au/2021/06/gamings-most-stress-inducing-sound-effects/|title=Gaming's Most Stress-Inducing Sound Effects|date=June 24, 2021|website=Kotaku Australia|access-date=July 1, 2022|archive-date=July 1, 2022|archive-url=https://web.archive.org/web/20220701041053/https://www.kotaku.com.au/2021/06/gamings-most-stress-inducing-sound-effects/|url-status=dead}}</ref> Some critics have included the Regenerator in retrospective "top" lists of the scariest or most memorable monsters in video games.<ref name=monster/><ref>{{Cite web|url=https://www.pastemagazine.com/games/the-10-scariest-monsters-in-videogames/|title=The 10 Scariest Monsters in Videogames|date=October 30, 2014|website=pastemagazine.com|access-date=July 1, 2022|archive-date=July 1, 2022|archive-url=https://web.archive.org/web/20220701041053/https://www.pastemagazine.com/games/the-10-scariest-monsters-in-videogames/|url-status=live}}</ref><ref>{{Cite web|url=https://www.pcgamer.com/the-best-enemies-in-pc-gaming/|title=The best enemies in PC gaming|first=Andy|last=Kelly|website=PC Gamer|date=March 17, 2015|access-date=July 1, 2022|archive-date=July 1, 2022|archive-url=https://web.archive.org/web/20220701041053/https://www.pcgamer.com/the-best-enemies-in-pc-gaming/|url-status=live}}</ref> The Regenerators and the ''Las Plagas'' parasite serve as sources of inspiration for the development of the Necromorph monsters from ''Dead Space''.<ref>{{Cite web|url=https://www.usgamer.net/articles/monster-of-the-week-how-necromorphs-somehow-werent-a-day-one-idea-for-dead-space|title=Monster of the Week: The Godfather of the Necromorph on Creating Dead Space's Famous Creature|date=14 October 2019|website=USGamer|access-date=July 1, 2022|archive-date=July 1, 2022|archive-url=https://web.archive.org/web/20220701041053/https://www.usgamer.net/articles/monster-of-the-week-how-necromorphs-somehow-werent-a-day-one-idea-for-dead-space|url-status=dead}}</ref>
Aaron Potter from ''PCGamesN'' felt that Capcom have restored their signature zombies to the "threatening and unrelenting force" they once were with 2019's ''Resident Evil 2'', following a period of time where the franchise's zombies were seen to have lost their scariness.<ref name=PCG/> In particular, Potter said the idea of "wetness" as conveyed by Kanda sets apart the gore in 2019's ''Resident Evil 2'' from the presentation seen in most other horror-themed video games, noting the "horrendous ways the human anatomy can be mutilated" and the gruesome displays of gore that follow whenever zombies are dispatched by players.<ref name=PCG/> Robert Zak from ''GamesRadar+'' formed a view that the Molded serve as a precursor to the zombies of the 2019 ''Resident Evil 2'' remake, which was released two years after ''Resident Evil 7'', and opined that this is an intentional design decision for players to rediscover the horror of confronting slow moving enemies within tight spaces, as the movements of both types of creatures seemingly parallel each other.<ref name=Radar>{{cite web |last=Zak |first=Robert |title=''Resident Evil 2'' was a fantastic throwback, but it's ''Resident Evil 7'' that is pushing the series forward |url=https://www.gamesradar.com/resident-evil-2-was-a-fantastic-throwback-but-its-resident-evil-7-that-is-pushing-the-series-forward/ |magazine=GamesRadar+ |date=May 23, 2019 |access-date=March 4, 2021 |archive-date=May 31, 2021 |archive-url=https://web.archive.org/web/20210531041942/https://www.gamesradar.com/resident-evil-2-was-a-fantastic-throwback-but-its-resident-evil-7-that-is-pushing-the-series-forward/ |url-status=live }}</ref>
=== Cultural impact === thumb|upright|Cosplayers portraying zombies who were Umbrella Corporation employees Various commentators, including George A. Romero and British actor Simon Pegg, said the ''Resident Evil'' series helped revitalize the zombie and lead it to prominence in early-21st century popular culture.<ref name="bbc">{{cite web |last=Barber |first=Nicholas |title=Why are zombies still so popular? |url=http://www.bbc.com/culture/story/20131025-zombie-nation |website=BBC |access-date=May 31, 2019 |date=October 21, 2014 |archive-date=October 27, 2013 |archive-url=https://web.archive.org/web/20131027070907/http://www.bbc.com/culture/story/20131025-zombie-nation |url-status=live }}</ref><ref>{{cite news |last=Diver |first=Mike |title=Gaming's Greatest, Romero-Worthy Zombies |url=https://www.vice.com/en/article/gamings-greatest-romero-worthy-zombies/ |access-date=June 2, 2019 |work=Vice |date=July 17, 2017 |archive-date=June 2, 2019 |archive-url=https://web.archive.org/web/20190602105120/https://www.vice.com/en_us/article/d385da/gamings-greatest-romero-worthy-zombies |url-status=live }}</ref><ref name="Essays"/><ref name=Bloody>{{Cite web |url=https://bloody-disgusting.com/editorials/3654021/resident-evil-25-resident-evil-re-introduced-zombies-new-generation/ |title=How ''Resident Evil'' Re-Introduced Zombies to a New Generation [Resident Evil at 25] |last=H.C. |first=Luis |date=March 12, 2021 |website=Bloody Disgusting! |language=en-US |access-date=March 12, 2021 |archive-date=March 12, 2021 |archive-url=https://web.archive.org/web/20210312212905/https://bloody-disgusting.com/editorials/3654021/resident-evil-25-resident-evil-re-introduced-zombies-new-generation/ |url-status=live }}</ref> ''Book of the Dead: The Complete History of Zombie Cinema'' called it the "''Resident Evil'' effect".<ref name="Essays"/><ref name=Book/> The realistic, scientific approach for explaining zombie origins became a standard trope in popular fictional works released after the first ''Resident Evil'' video game.<ref name=Necromancy>{{cite book |last=Jones |first=Tanya Carinae Pell |chapter=From Necromancy to the Necrotrophic: ''Resident Evil''′s Influence on the Zombie Origin Shift from Supernatural to Science |editor-last1=Farghaly |editor-first1=Nadine |title=Unraveling ''Resident Evil'': Essays on the Complex Universe of the Games and Films |date=April 15, 2014 |publisher=McFarland & Company |isbn=978-0-7864-7291-8 |pages=7–18 |chapter-url=https://books.google.com/books?id=XENXAwAAQBAJ&pg=PA7}}</ref><ref name=Book>{{cite book |last=Russell |first=Jamie |year=2005 |title=Book of the dead: the complete history of zombie cinema |publisher="A" FAB Press publication |place=Godalming |isbn=1-903254-33-7}}</ref> Tim Turi from ''Game Informer'' formed a similar view that the varied depictions of zombies and related monsters throughout the history of ''Resident Evil'' are trend-setting, in particular marking the zombie genre's shift from supernatural themes to scientific themes.<ref name=Informer/> James Mielke from ''IGN'' commented that zombies as presented by Shinji Mikami and Capcom represented an evolution of the zombie archetype and are continually reinvented as a mass-market concern, with the franchise setting the tone for the survival horror genre and achieving immense commercial success in a manner which its contemporaries did not achieve:<ref name="Icon"/> the video game series sold 100 million units worldwide by 2020,<ref name=Units>{{cite web |last=Blake |first=Vikki |title=The ''Resident Evil'' series has now sold 100 million units worldwide |url=https://www.eurogamer.net/articles/2020-05-17-the-resident-evil-series-has-now-sold-100-million-units-worldwide |website=Eurogamer |date=May 17, 2020 |access-date=March 4, 2021 |archive-date=December 25, 2020 |archive-url=https://web.archive.org/web/20201225193525/https://www.eurogamer.net/articles/2020-05-17-the-resident-evil-series-has-now-sold-100-million-units-worldwide |url-status=live }}</ref> and by 2011 the ''Resident Evil'' film adaptations was described by ''Guinness Book of World Records'' as the most successful film series based on video games.<ref name=guinness>{{cite magazine |last=Reeves |first=Ben |title=Guinness World Records 2012 Gamer's Edition Preview |url=https://www.gameinformer.com/b/features/archive/2011/12/30/guinness-world-records-2012-gamer-s-edition-preview.aspx |magazine=Game Informer |access-date=December 31, 2011 |date=December 30, 2011 |archive-date=February 25, 2012 |archive-url=https://web.archive.org/web/20120225131323/http://www.gameinformer.com/b/features/archive/2011/12/30/guinness-world-records-2012-gamer-s-edition-preview.aspx |url-status=live }}</ref>
Kim Newman said that zombie films released after ''Resident Evil'' tend toward a more action-oriented approach between protagonists and zombie than previous films.<ref>{{cite book |last=Newman |first=Kim |title=Nightmare Movies: Horror on Screen Since the 1960s |date=2011 |publisher=A&C Black |isbn=9781408805039 |page=560 |url=https://books.google.com/books?id=fNMz3tGZVvAC&pg=PA560 |access-date=March 4, 2021 |archive-date=July 21, 2023 |archive-url=https://web.archive.org/web/20230721140827/https://books.google.com/books?id=fNMz3tGZVvAC&pg=PA560 |url-status=live }}</ref> Since the early 2010s, wrote Josh Levin from ''Slate,'' the ''Resident Evil'' video games drove the mainstream popularization of a new type of zombie, the fast zombie or running zombie, like the franchise's zombie dogs.<ref name=josh>{{cite web |last=Levin |first=Josh |url=http://www.slate.com/id/2180271/ |title=How did movie zombies get so fast? |publisher=Slate.com |date=December 19, 2007 |access-date=November 5, 2013 |archive-date=December 21, 2007 |archive-url=https://web.archive.org/web/20071221152455/http://www.slate.com/id/2180271/ |url-status=live }}</ref>
== References == {{Reflist}}
==Further reading== *{{cite web |url=https://www.thegamer.com/resident-evil-turning-around-zombie/|title=The Subtle Terror Of Resident Evil's Iconic 'Turning Around Zombie' |first=Andy|last=Kelly |date=June 23, 2022 |website=TheGamer|access-date=June 28, 2022}} *{{cite book|editor1=Stephen J. Webley|editor2= Peter Zackariasson |last1=Fawcett |first1=Christina |last2=McGreevy |first2=Alan |title=The Playful Undead and Video Games: Critical Analyses of Zombies and Gameplay|date=2019 |publisher=Routledge |isbn= 9781351716512 |at=6. Resident Evil and Infectious Fear}}
{{Resident Evil }} {{Authority control}}
Category:Fictional monsters Category:Fictional mutants Category:Resident Evil characters Category:Science fiction film characters Category:Science fiction weapons Category:Video game characters introduced in 1996 Category:Zombie characters in video games