Silent Hill: Revelation 3D has a lot of things working against it from the get go. It's based on a video game franchise that debuted in 1999 has been milked for sequels ever since (the current total of Silent Hill games is nine) and the movie itself is a sequel to the disappointingly dumb 2006 film directed by Christophe Gans. What's more the bitter aftertaste of Resident Evil: Retribution is still lingering in the mouths of survival horror movie/gamers and although they have entirely different plots and take place in totally different universes that's not necessarily enough to take the edge off for weary viewers.
It would take a dazzling director with a stellar cast and a first-rate script to overcome those sorts of obstacles and Silent Hill doesn't have any of those things. Writer/director Michael J. Bassett is obviously fond of both video games and horror (his previous movies include Solomon Kane and Deathwatch) the cast is decent with some exceptions and the script… well it's better than Resident Evil. If anything we can give Bassett credit for his enthusiasm. You really can't win when you try and make a video game movie no matter how many hours you spent playing Doom as a teen. Whether that's at the hands of the studios or the creative teams themselves isn't clear; it's simply a nut that hasn't been cracked yet.
The good news is that you don't really need a grasp on the video game or previous movie's narrative to follow the Revelation's plot. Harry (Sean Bean) has been lying to his daughter Heather (Adelaide Clemens) for a very long time. He's convinced her that her dreams about a terrible place called Silent Hill are the longstanding effects of a car crash that killed her mother and that they have to move around and take on new identities all the time because he killed a prowler in self-defense. Heather has other problems like the occasional hallucinations about a terrible alternate universe that's populated by monsters and industrial junk and flickering lights. One minute she'll be doing something normal and then suddenly the walls are burning down to the rafters and something with a butt for a face is shambling towards her. It's a raw deal.
Heather's first day at her new school is not that great; she meets a cute guy named Vincent (Kit Harington) who wants to be buddies but she makes it clear she's pretty bad ass and not one to pal around since she'll just be leaving town again anyway. When she comes home from school her dad has disappeared and the living room is a huge mess. If she wasn't clear on what to do next someone used his blood to write "COME TO SILENT HILL" on the wall with a funky sigil next to it which matches this weird object she's had since she was little. Luckily Vincent has a car and more than a few troubling secrets of his own underneath those glossy brown curls. He offers to drive her and off they go. Typical chitchat between them is about the nature of reality and dreams and Vincent's batty grandfather who's locked up in an insane asylum.
This is where things get really convoluted. Silent Hill is indeed a terrible place where ash falls from the sky during the day and horrible things come out to menace any townsperson dumb enough to be out at night. It's an eerie world that comes close to the truly terrifying Silent Hill games on occasion. After a while though it's mostly just Heather and occasionally Vincent running around in what seems like mazes of rusty bloody walls with the occasional gruesome monster popping out to halfheartedly menace them.
There's a dash of The Wicker Man here with the requisite creepy sacrificial cult and some Hellraiser-esque torture thrown in but it stops short of being a full-blown Clive Barker nightmare. There is some gore and disturbing images but the choice to use practical effects for almost all of the monsters is far more impressive in theory. Those monsters look okay from afar but rubbery up close whereas the only CGI monster is an impressive spidery thing made up of doll parts. The use of strobe lights and other effects is absolutely maddening especially in conjunction with the 3D which is mostly used for cheap gimmicks like splashing blood at the viewer.
There's something oddly satisfying about the way that the movie follows the trajectory of a video game; it's even laid out like a video game universe with different goals and bosses at each location. The problem is that what is believable or acceptable in a video game doesn't necessarily translate to a movie — in a game you're busy solving puzzles and killing monsters and it's easier to overlook kitchen-sink plots. Even though the movie doesn't completely hew to the game's story it's got the same mentality that more is better when it's really just more. And the more that's piled on the more ridiculous it gets. When everything is at a fever pitch that kind of weirdness becomes a baseline and nothing is shocking. Unlike in the games there's just one ending no matter how you play it.
“I don’t know if I can do this much longer ” groans an exhausted Milla Jovovich shortly after dispatching a horde of corporate paramilitary goons in the explode-tastic introductory sequence of Resident Evil: Afterlife. I feel her pain. But Jovovich in her fourth turn as Alice the genetically enhanced zombie-slaughtering heroine of the video game-inspired series isn’t the only one looking a bit tired. The entire film suffers from a severe case of franchise fatigue the hallmarks of which no amount of “big guns beautiful women [and] dogs with heads that explode ” as producer Jeremy Bolt so artfully boasts in the film’s official press notes can possibly hide.
This latest edition finds Alice stripped of her superpowers by her arch-nemesis the blond Matrix reject Albert Wesker (a cringe-worthy Shawn Roberts) whose evil Umbrella Corporation created the virus that inadvertently turned most of the planet’s population into flesh-devouring zombies. Though she can no longer pull off fancy tricks like triggering spontaneous earthquakes she’s still able to withstand powerful blasts without shielding and fire handguns the size of her head without any visible recoil. Both traits come in handy when she's charged with leading a small ethnically diverse group of human survivors through an army of undead many of whom are armed with face-sucking tentacles in lieu of tongues to a refugee camp located on a ship anchored off the coast of Los Angeles.
For all of its recycled plot elements predictable twists and cliched dialogue Resident Evil: Afterlife does feature one genuinely interesting new wrinkle (and no it's not the aforementioned dogs with heads that explode though they are quite nice): It’s the first film of the franchise to be shot and edited entirely in 3D — the real non-Clash of the Titans variety. Who knows perhaps writer-director (and Jovovich hubby) Paul W.S. Anderson returning to the helm after ceding directing duties on the prior two Resident Evil films was simply too drained from the work of adding an additional dimension to all of the film's flying limbs and bursts of blood to devote much creative energy to anything else. More likely there was never any creative energy there in the first place.
And still Anderson sees fit to end the film with a transparent pitch for yet another sequel. Might I suggest Resident Evil: Straight to Video?