The game skillfully combines first-person horror with smooth RE4-style action.
Resident Evil has always been a peculiar entity: much like its infamous monsters, it has transformed into various forms over time. From its early days of blocky graphics and awkward controls to first-person horror experiences, the franchise’s essence is more thematic than genre-specific: zombies, viruses, ghastly creatures. With Requiem, it presents its first proper hybrid, marrying the first-person horror of recent entries with Resident Evil 4’s beloved action style.
Featuring two playable characters representing these distinct styles, familiar face Leon S. Kennedy returns as a seasoned action hero alongside new character Grace Ashcroft. Together, they create a Resident Evil experience that fluidly transitions between tones and perspectives, offering another chilling evolution for the series.
In Requiem, Grace, an FBI analyst, is investigating a string of peculiar murders, all victims having survived the 1998 Raccoon City Incident, a cornerstone event in Resident Evil history. Her journey begins in a burned-out hotel in a rainy cityscape reminiscent of David Fincher’s Seven. Armed only with a flashlight, she soon discovers she’s not alone, falling into the clutches of main antagonist Dr. Victor Gideon.
The game allows players to switch between first- and third-person views but recommends specific perspectives for each character. Similar to Biohazard and Village, Grace’s story is tailored for a first-person viewpoint. With limited resources and health, Grace epitomizes the vulnerable horror protagonist, forcing her to rely on stealth, improvised weaponry, and evasion. The first-person angle reinforces her vulnerability.
In contrast, control of Leon (who shows the toll of years since Resident Evil 6) starts when he arrives near the hotel after Grace, swiftly engaging zombies in the streets while pursuing Gideon. Watching Gideon create zombies among unsuspecting crowds is particularly unsettling. Leon’s segments echo Resident Evil 4’s third-person action with melee prompts and a new axe weapon. Despite his age, Leon remains a lethal force, executing melee and instant kills with stellar animations and gratifying gore. No Resident Evil protagonist has generated this level of gore before; watching him turn scenes into canvases of red is a spectacle.
The transition between perspectives is impressively smooth. Videos comparing third-person views of first-person games reveal stark differences; for instance, opening a creepy cupboard in first-person provides an intense, intimate view, which contrasts with third-person dynamics. Requiem masterfully accommodates both perspectives seamlessly—a testament to Capcom’s craftsmanship.
Character switching is determined by the narrative flow. Players find themselves as Grace or Leon according to the storyline. After playing Grace through eerie corridors and outwitting the girl, a monstrosity, Leon rescues her. The game then rewinds to Leon’s actions leading to that point. Later, when separated, players provide cover for Grace as Leon from a sniper’s perch.
Unpredictably alternating the protagonists, the game initially focuses on Grace. Leon’s segments are shorter, and midway, Grace’s presence diminishes significantly.
The dual-style effectively mirrors the characters and their arcs. Leon, ever the robust combatant, faces horror unfazed, executing efficient combat sequences—including epic moments like ax-blocking rockets—with humor and charm. Grace’s narrative, however, lacks believability; though meant to portray vulnerability, her persona as an FBI analyst is unconvincing. Her character could have been better suited as a solitary college student rather than a professional, given her unassuming and frightened portrayal.
The environments and scenarios vary impressively, transitioning from eerie hospitals to Raccoon City Police Department’s ruins, reliving Leon’s origins. For those familiar with Resident Evil 2, this return is emotional. Leon, now older, humorously reflects on past puzzles and tools, a nod for long-time fans.
Enemy design advances beyond standard undead, featuring semi-sentient zombies retaining fragments of humanity—like a chef perpetually chopping or a cleaner mindlessly scrubbing. Grace can cleverly manipulate these behaviors to evade capture, adding strategic depth.
Historically, enemies have evolved beyond mere zombies. Semi-sentient zombies like a cook endlessly chopping meat, or a cleaner mindlessly polishing, add depth. Grace can exploit these undead behaviors strategically.
Leon and Grace’s mission to track the last zombie virus strain drives the plot, concluding with a hugely satisfying ending for Requiem—a fitting title. The installment successfully merges Resident Evil’s notable facets, including Resident Evil 4’s dynamic and the first-person terror from Biohazard and Village. Clocking at under 11 hours, it maintains engagement without overstaying.
Resident Evil has continually demonstrated its capacity for varied horror forms—Requiem showcases this brilliantly in a unified experience.
Resident Evil Requiem launches on February 27th for PS5, Xbox, Switch 2, and PC.
