Resident Evil games - and RE stories of other mediums as well - loosely follow a formula which allows the writers to produce sequels almost infinitely. Here's a little analysis of how that same structuring (of labyrinthine structures on an isolated region) is being worked into the new CG film: Resident Evil Death Island. A little bit of villain analysis is included as well, namely to compare the villains and motivations of previous RE entries to the upcoming one.
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Why Resident Evil Has SO Many Sequels: Death Island Analysis
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29 авг 2024