Director Yeon Sang-ho returned to the zombie genre a decade after Train to Busan with Colony, a film that swaps a speeding train for a sprawling shopping mall and introduces a fungal infection that links the undead into a terrifying hivemind. The movie arrives in U.S. theaters on Aug. 28, and Yeon recently broke down the specific video game and film DNA woven into the project during an interview with Polygon. For genre fans, the most striking revelation isn't a blockbuster modern title but a deep-cut puzzle game from decades past that shaped the film's very structure.

Yeon explained that he directed Colony to feel like a video game, specifically citing an old puzzle title called Road Runner as a structural touchstone. He described it as a puzzle-type game where players navigate complicated structures, only to face another complicated structure immediately after. This "stage-by-stage" escalation directly informed how the film's zombies operate: their collective intelligence evolves throughout the runtime, presenting the human characters with a new, deadlier threat level in every sequence. It is a clever translation of ludic progression into cinematic pacing, turning the movie into a series of distinct difficulty spikes rather than a single sustained siege.

The Road Runner Connection and Game Structure

Yeon admitted he worried the games he referenced might be too old for modern audiences to recognize, but Road Runner provided the perfect metaphor for his vision. The game's core loop — clearing a complex area only to be dropped into a harder, more complex area — mirrors the zombies' evolution in Colony. As the horde grows, it shares information instantly, learning to open doors, use tools, and coordinate flanks. Every time the audience thinks they understand the threat, the rules shift, forcing the survivors to adapt or die. This mechanic turns the film into a series of boss encounters where the boss is the very concept of the horde itself, constantly patching its own exploits.

Beyond a single title, Yeon emphasized that the entire film structure mimics the experience of playing any game where difficulty increases over time. He honed in on the zombies' evolving collective intelligence, wanting the audience to feel like every evolution represents a new stage. For viewers, this means the tension doesn't just rise; it mutates. The shopping mall setting becomes a multi-level dungeon where the geometry of the threat changes fundamentally, preventing the fatigue that often sets in during single-location siege movies.

Invasion of the Body Snatchers Over The Last of Us

Comparisons to The Last of Us were inevitable given the fungal infection premise, but Yeon was quick to clarify the distinction. He confirmed he is a fan of the Naughty Dog series, specifically noting he had a lot of fun playing the second game, but insisted it was not a direct influence on Colony. Instead, he pointed to the '70s version of Invasion of the Body Snatchers as the closer reference. He focused on the collective intelligence depicted in that film and the unique signature gestures they make upon discovering a human. This sci-fi classic provided the behavioral language for Yeon's zombies — uncanny, synchronized movements that signal a hive mind at work, which is far more unsettling than simple aggression.

The distinction matters because it shifts the horror from body horror to social horror. Yeon said a closer reference would be Invasion of the Body Snatchers, the '70s film, and that he honed in on the collective intelligence they're working with, as well as the very unique signature gestures that they make when discovering a human being. The "signature gestures" Yeon mentions — the way the infected signal to one another silently — turn every crowd scene into a surveillance nightmare.

Dawn of the Dead and the Mall as Allegory

George A. Romero set Dawn of the Dead in a shopping mall to satirize consumerism, and Colony occupies a similar setting, but Yeon's allegory runs in a different direction. He described the film as a contrast between two groups moving in opposite evolutionary directions. The zombies start primitive but rapidly evolve through collective intelligence, becoming more organized and sophisticated. Conversely, the humans start civilized but devolve into barbarism driven by individual desires and selfishness. The mall represents human civilization itself, and seeing it covered in the "goo" of the zombies visualizes that collision.

This inversion of the typical zombie arc — where the dead usually remain static shamblers — gives Colony a unique dramatic engine. The humans aren't just fighting a horde; they are fighting a mirror that shows them becoming the monsters while the monsters become a twisted parody of civilization. The mall setting isn't just a backdrop for retail satire; it is a petri dish where the definition of "civilization" is tested and found wanting. Yeon's approach suggests the real infection isn't the fungus, but the refusal to cooperate.

Smilegate Partnership Hints at Game Sequel

Perhaps the most intriguing nugget for gamers is Yeon's revelation about Smilegate, the South Korean studio behind the massive online shooter Crossfire. Smilegate co-produced Colony, and during production, discussions took place about a potential sequel taking the form of a video game developed by Smilegate. Yeon noted there were "definitely some more gamifying elements" he wanted to incorporate that didn't fit the film format. This isn't a vague licensing hope; it is a concrete development conversation happening at the production level between a filmmaker who thinks in game logic and a studio with the infrastructure to execute it.

If that game materializes, it would represent a rare full-circle moment: a film structured like a game spawning an actual game built by a studio that specializes in persistent, evolving online worlds. Crossfire has sustained a massive player base for years through constant updates and evolving meta-games — exactly the skillset needed to translate Colony's "evolving horde" concept into interactive form. Players could theoretically face an AI director that learns from the global player base, making the horde smarter in real-time across every session. That is the logical endpoint of Yeon's vision.

ℹ️ Note: Colony releases in U.S. theaters on Aug. 28. The film is co-produced by Smilegate, developers of Crossfire, and a game sequel has been discussed during production.

What This Means for Players and Genre Fans

Yeon's explicit grounding of Colony in video game logic — specifically the "stage clearance" loop of old puzzle games — signals a maturing relationship between the two mediums. This isn't a movie with "game-like action"; it is a movie that uses game design theory as its screenwriting architecture. For players, this validates the literacy of modern genre filmmakers: they aren't just borrowing aesthetics, they are borrowing systems. The evolving horde mechanic is essentially a dynamic difficulty adjuster made diegetic, and it works because it respects the audience's ability to recognize patterns and anticipate escalation.

The Smilegate connection elevates this from homage to potential franchise strategy. A Colony game built by the Crossfire team could pioneer asymmetric multiplayer where the "zombie" side is a single player controlling a hive mind that evolves globally, while human players scavenge and survive in persistent sessions. That is a compelling pitch that uses Smilegate's actual strengths. Whether the film succeeds at the box office or not, the creative cross-pollination here is the real story — a filmmaker fluent in game design partnering with a studio fluent in live operations to build something that might not fit neatly into either "movie" or "game" categories.

Key Takeaways

  • Yeon Sang-ho cites the classic puzzle game Road Runner as a structural inspiration for Colony's escalating threat design.
  • The director names Invasion of the Body Snatchers (1978) as a closer influence than The Last of Us for the zombies' collective intelligence.
  • Colony uses its shopping mall setting to contrast evolving zombies against devolving humans, inverting the Dawn of the Dead allegory.
  • Co-producer Smilegate (Crossfire) discussed a potential game sequel during film production.

Colony opens in U.S. theaters on Aug. 28, giving audiences a chance to see if a film built on puzzle-game logic can sustain a two-hour runtime. The more fascinating test comes later: whether Smilegate turns those "gamifying elements" into a playable reality that lets us survive the horde ourselves. Yeon has effectively written the design document; now we wait to see if the studio builds the game.