Dario Argento and David Lynch's Influence in the Resident Evil & The Evil Within Games

Sunday, 22 December 2024

Survival horror is definitely not a genre for all audiences. Although not always explicitly gory, video games that belong to this category are mostly characterized by a set of unique traits, that set them on a level of their own. During the years they too, just like all other genres, have gone through several different stages and developments, but their core remains consistently the same: the depiction of a stressing, chilling atmosphere, most often with hints of metaphysical elements and an overall feeling that simulates that of experiencing a nightmare. The lead characters, usually stranded or trapped, are being chased by terrifying enemies who sometimes are monsters, and other times are humans acting as such. Survival gradually becomes their main concern, while at the same time they are looking for ways to and means to fight those enemies and finally defeat them. Throughout their still vivid history in the gaming industry, survival horror games have been and still are influenced by emblematic thriller, horror and mystery films that, most of the times, gained a cult following with the passing of time. In this article, I will focus on two game series, The Evil Within games and the Resident Evil saga, and how they were influenced by two one-of-a-kind film-makers, Dario Argento and David Lynch.

Dario Argento (left) and David Lynch (right)

Dario Argento is the Italian creator of many unforgettable giallo films. Giallo means yellow in italian and the term is used to describe horror movies of the 70ties and 80ties, where gore was particularly prominent. Argento is a master of horror and his giallo films left an indelible mark in the movies industry. Combining pure, raw gore with lush, extravagant settings or contrasting his twisted plots with idyllic environments, almost always with raucous heavy metal music playing in the background, his films were, interestingly enough, mostly memorable for their unique cinematography, the ingenious ideas when it came to mystery, and the use of unexpected elements as important plot points. 

Suspiria (1977)

Argento's films are full of symbols, allegories and the multi-leveled use of elements and objects. In his iconic Phenomena (1985), the protagonist is Jennifer, a young girl who sleepwalks and has the unique ability to communicate with insects. Jennifer also comes from a not so usual home: her parents are divorced, and her father is a famous actor who, however, never appears physically in the film. The way that Argento chooses to present her is very interesting: typically, she has the characteristics of a fairy tale heroine, with elements of the stereotypical damsel in distress archetype, but the story follows her as she deals with dangers almost all alone; and the man who at some point runs to her rescue is neither a love interest nor a knight in shining armour but her father's lawyer, who however gets morbidly murdered before being able to offer her assistance. Jennifer has no love interest, anyway, she prefers being alone and the company of an old entomologist, whose pet is a female chimpanzee called Inga.

Jennifer with the professor and Inga, and the various insects in glass cases and photos

Jennifer's ability to communicate with insects is referenced in Alexia's power to control the ant colony in her mansion in Resident Evil: Code Veronica, in Natalia's understanding the messages of the larvae in Resident Evil: Revelations 2 and, in a grotesque version, in Marguerite's bond with her beloved flies in Resident Evil 7. Insects are featured quite often in video games, and in the Resident Evil universe their appearances are always of major importance. Derek Simmons's final mutation in Resident Evil 6 was a giant fly; the huge mosquito-like monsters in Resident Evil 4 were among the saga's most hateful enemies; and who can forget the wasp hive in the lab at the Spencer mansion in the first Resident Evil game. All these of course go back to Franz Kafka's iconic novella Metamorphosis (1915), in which the protagonist Gregor Samsa transforms into a giant insect.

Jennifer (left) and Natalia spotting insects in the forest

Argento develops his story in the form of a fairy tale, adding elements in the way that gradually widen the gap between magic and reality. Jennifer's dream world - or, better, in this case, her nightmare journey - consists of sleepwalking and having disturbing visions associated with murder. Her communicating with flies is her safe haven, and it is actually the insects that lead her to getting to the bottom of the horror-filled mystery of the story. Jennifer is a student in a boarding school where the governess is a woman with a troubled past and a more troubled present. Her dark secret is the existence of a child, result of her being raped by a mentally ill man in the asylum where she previously worked. The child, grotesquely deformed due to a medical syndrome, is hidden in what seems to be an abandoned house and is the one responsible for the murders that Jennifer sees in her sleepwalking sessions. While investigating the house, Jennifer falls in a pool filled with maggots and disintegrating human limbs. A bit later, the sick boy shows up and attacks her. At this point, her sleepwalking nightmares identify abruptly with the reality she is experiencing, and her only way to make it out alive is to summon her loyal friends, her insects, that rush to kill her monstrous pursuer.
 
Jennifer in the pool of terror

Jennifer's fall in the gruesome pool is a symbolic descend to Hell, more accentuated by the fact that said pool is in the basement of the house. This scene is referenced in The Evil Within, during a sequence close to the beginning of the game. Sebastian, the lead character, has just been separated from his partners while investigating a massacre at a mental hospital. Unbeknownst to him, he enters a sick man's mind and all that he experiences are distorted segments of memories and monsterized versions of reality's fragments. In this twisted world, he finds himself chased by a butcher / executioner who walks around yielding a chainsaw. In his struggle to escape him, Sebastian falls in a bloody pool, where human limbs gradually come to the surface. Jennifer and Sebastian have a lot things in common, their innocence and purity of mind being the most obvious and most crucial for the development of their stories. Just like Jennifer sleepwalks unwillingly, Sebastian finds himself wandering inside Ruvik's mind, both unable to escape for as long as these situations last. But while Jennifer's fall in the symbolic Hell happens at the end, marking the start of the catharsis process, Sebastian's fall in a similar Hell takes place at the start, dragging him deeper and deeper in the monster's twisted mind.

Sebastian in the bloody pool

Profondo Rosso (Deep Red, 1975) is another emblematic movie by Dario Argento, which is much gorier than Phenomena, but its main theme is that of mystery and suspense. Horror in Profondo Rosso is created primarily by the feeling of unknown and a disturbing sense of insecurity caused by the constant fear that someone is watching from a well-hidden spot, while the extravagantly violent scenes are used as a frame that essentially holds both the characters in the film and the viewers in the grip of Argento's very unique view of a thriller movie. Set around a series of particularly gruesome killings, the film follows Marcus, a musician who witnesses one of the murders, as he investigates the case to which he gradually seems to be connected in a rather weird way. The movie contains one of the most shocking twists in cinema history, which does not have to do with the identity of the killer, but with how said killer is revealed in a very early and completely unsuspected sequence in the story. 
 
Marcus suspects that he might know the killer
 
Profondo Rosso is definitely not recommended for the average viewer, but to this day it remains an exemplary piece of cinema art, blending masterfully its extremely gory scenes with exploration of mystery at its finest. It is films like this that defined the horror movies that would follow, as well as survival horror games. Resident Evil 3 makes a great tribute to both this exquisite film and its genius creator, by naming a secondary but rather important character Dario Rosso (his name from the director's name, and his surname from the movie's title). He is the civilian whom Jill finds locked in his van at the start of the game, and she tries to persuade him to follow her to safety, but he insists to stay in his hiding place in a panic state. The interesting thing about him is that his fate is unknown, as we do not have another chance to meet him and we can never be sure whether he survived or zombies got to him in the end and ate him alive. In the sequence where he appears, Dario Rosso represents all the panicked civilians who found themselves all of a sudden in a zombie-ridden city, not knowing what caused all this, and with a vague, dark and cut-short future awaiting them.

Dario Rosso is about to hide in his van forever

David Lynch is yet one more film-maker whose artistic influence can be seen in almost all aspects of artistic expression. The creator of the famous Twin Peaks series is also responsible for some of the most impressive and exceptional artschool movies of contemporary cinematography, his trademark being the use of connotations combined with the stream of consciousness way of story narration. Lynch's dreamy landscapes and environments are presented as tangible depictions of artistic inspiration, often deliberately appearing as theatrical sceneries or backstage setups, with the director breaking the fourth wall in the most inventive ways and playing with the deepest layers of his heroes' psyche while at the same time challenging the subconscious of his audience.

Inland Empire (2006)

The iconography in Lynch's films is one of the most complex and cryptic, but somehow the ingenious director manages to unlock your mind, leading you to interpret what you see in more than one ways. A master of interior settings, where rooms symbolize the grey matter or the psyche, his movies are highly intellectual and most of them follow a "circular" route. The most characteristic of this kind of cinematography is his masterwork Blue Velvet (1986), a movie with an affinity of layers, and one of those that challenge you to watch them multiple times, and every time with a new perspective. In the film's iconic opening sequence, young and innocent Jeffrey finds a severed human ear in the middle of a field. After taking the macabre finding to the police, he gets entangled in a twisted web of mystery, terror, lust and betrayal, meeting people that seem to belong to a completely different world than his, a world that scares him but which at the same time he finds too attractive to ignore. Heavily inspired and influenced by Lewis Carroll's Alice In Wonderland and Through the Looking Glass (tales that are almost always referenced in his movies), Lynch explores multiple themes in Blue Velvet, one of them being the loss of innocence and the emotional coming-of-age of his hero. The cut ear functions as a passage, just like the rabbit hole did in Alice in Wonderland and the mirror in Through the Looking Glass. For both Alice and Jeffrey, going through these passages is a kind of rite, after which they are called to face the complexity of the human nature in literal and symbolic ways. The ear in Jeffrey's case literally drags him into its labyrinth and leads him to another maze, this time of the real or not so real world in which he finds himself. Set in an idyllic countryside bursting with bright colors, Jeffrey's journey is a nightmare which seems to always bring him in the same central point.

Jeffrey holding the severed ear

A photo of a human ear is one of the pictures that Sebastian sees during the introductory sequences of The Evil Within 2, when he enters Stefano Valentini's disturbing gallery that is spread all around his mind palace. The ear is not a random choice there; Stefano's method of intimidating his potential victims starts with him triggering the sound of a musical piece by Tchaikovsky, heard in such a distorted and haunting way that the beautiful music has an overwhelming paralyzing effect. Stefano "catches" people with sound first, subsequently dragging them into his twisted world, similarly how the cut ear in Blue Velvet caught Jeffrey's attention and eventually lured him in places unknown to him until then. And Sebastian, who shifts between realities through a mirror, simulates Alice's rite of passage through the looking glass, which again identifies with Jeffrey's passage through the ear's labyrinth.

The photo of the ear in Stefano's gallery

Lynch's environments in the Twin Peaks world are iconic dreamscapes, specifically the Black Lodge or Red Room which functions as a virtual meeting place between the protagonist Dale Cooper and select key characters from the series and movies. Comprised of an almost empty space with just a few pieces of furniture and strange shapes on the floor, the Red Room is, as its name suggests, a room where the red color dominates: its walls are fully covered with red curtains and the geometrical pattern on the floor is in fact white and red zig-zag lines. The furniture is three black armchairs, a table, two lampstands and a replica of the statue of Aphrodite of Melos. The room, existing in Dale's mind, functions as a meeting place where he has discussions with people that he had known at some point in his life and played a critical role in certain events that he was involved in. 

Dale Cooper with the Dwarf and Laura Palmer in the Red Room

The Red Room, being essentially Dale Cooper's mind palace, is referenced in the interior of the Grand Theater which is Stefano Valentini's mind palace in The Evil Within 2. A huge building with red curtains hanging from the ceiling and covering parts of its walls, sometimes revealing secret doors behind them, it is a labyrinthine network of rooms where the red color dominates, with certain corners being set up in the style of Dale's Red Room. In both the Twin Peaks' Red Room and The Evil Within 2's Grand Theater, the red color dominates, often making contrast with another color that is among Lynch's preferred ones, which is the bright blue. Stefano in The Evil Within 2 can be seen wearing a blue-mauve suit, and wherever he appears, the environment around him is colored with red and blue shades.

The red curtains are dominating Stefano's mind palace
 
From his part, Stefano Valentini, who uses his camera as a murdering tool, alludes to one of the most creepy characters that David Lynch has conceived, which is the Mystery Man from Lost Highway (1997). A difficult, highly intellectual movie, one of the most riddling and complex that Lynch has directed, it features an array of enigmatic figures, his puzzling protagonist included. The Mystery Man is a secondary character who, however, plays a key role in the main hero's story, although both his appearance and his actions remain partly unexplained till the end. He has a camcorder which he uses to record incriminating events from the protagonist's life, aiming at exposing his double nature. It is notable that the Mystery Man, in his turn, has his origins in another iconic character, Mark Lewis from Michael Powel's Peeping Tom (1960), who used his camera to take shots that satisfied his well-concealed sick psyche.

Mark Lewis (left), the Mystery Man (center) and Stefano Valentini (right)

Close to the ending of The Evil Within 2, Sebastian and one of his allies have to cross a path that is consumed by flames so as to reach the hiding place of one of the story's villains. It is one of the most difficult and challenging parts of the whole game, and the first time that you go through it, you are rewarded with an achievement titled "Fire Walk With Me", which pays homage to David Lynch as this phrase is the title of his 1992 movie that is part of the legendary Twin Peaks storyline. This alone signifies how influential Lynch's films and overall artistic approach have been in the game's creation. Lynch, in his turn, has been influenced by Dario Argento's aesthetics when it comes to the use of colors as means to highlight plot points and character traits, and the symbolic nuances that both characters and environments can carry, elements that both directors handle masterfully, which is one important reason why their works are favorite points of reference in so many video games.


See also:

» References to David Lynch

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