'Resident Evil Requiem' review: A nostalgia-fueled horror ride for longtime fans
- Grace’s survival-horror mechanics add real tension
- Leon’s axe combat is weighty and fun
- Gore and environmental persistence are next-level disgusting (complimentary)
- Excellent sound design, especially the speaking zombies
- Strong performance on PS5
- Overstuffed with RE2 nostalgia to the point of repetition
- Several padded objectives that drag the runtime
- Weak, forgettable villains
- Contrived character decisions
I love Resident Evil. That wasn’t always the case. I've mentioned in past reviews that growing up, I hated scary video games. One of my core memories is my cousin trying to get me to play Resident Evil 2 and failing spectacularly — he couldn’t even get me past the opening because the zombies terrified me and I didn’t understand how tank controls worked (I still don't, if we're being honest). Years later, I had weeks of nightmares after watching a 10-minute preview of Dead Space late at night on my great-grandmother's on-demand cable. I was not built for this genre.
All that to say: for years, I tried to work up the courage to play horror games and always bailed. Then, during my freshman year of college in 2017, I stumbled onto Resident Evil 7: Biohazard the day it launched, which permanently altered my brain chemistry. I've been chasing the high of wandering through the Baker house ever since. Only a handful of games have even come close to scratching that itch, but RE7 was the spark.
SEE ALSO:'Resident Evil: Requiem' might actually get to have its cake and eat it too
Plus, RE7 didn’t just convert me, it saved the series. The Resident Evil franchise had been languishing after the mixed reception to Resident Evil 6, which leaned hard into bombastic action and drifted away from its survival horror roots. But RE7 marked the beginning of what I think of as the "RE Engine Era": a creative resurgence powered by a new engine and a renewed commitment to dread. That era gave us Resident Evil Village and the stellar remakes of Resident Evil 2, 3, and 4.
Which brings us to the ninth mainline entry — and what I see as the culmination of everything the RE Engine Era has been building toward: Resident Evil Requiem.
With protagonists Leon S. Kennedy and newcomer Grace Ashcroft, the daughter of Alyssa Ashcroft from Resident Evil Outbreak, Requiem wears its intentions on its sleeve. As the title suggests, it’s a "token of remembrance" — a playable elegy for everything that came before. Specifically, it frames itself around the Raccoon City Incident from 1998's Resident Evil 2, the singular catastrophe that detonated the series' lore, set the next 28 years into motion, and forged Leon into the wisecracking, trauma-scarred super agent we know today.
Across the roughly 13 hours I spent with the main campaign, Requiem swings hard at reinvention. It tries to thread the needle between pure survival horror during Grace's sections and the slick, action-horror bombast that defines Leon's. Sometimes it finds that balance, however, it doesn’t always stick the landing. But I’d be lying if I said I didn’t have a good time. That said, man, does it lean on nostalgia.
Resident Evil Requiem is an elegy for the dead, nightmare for the living

Thanks to Capcom, I received early access to Requiem, though embargo restrictions prevent me from discussing the game's back half. The setup is straightforward: Grace Ashcroft, an FBI intelligence analyst, is investigating a string of deaths at the Wrenwood Hotel — the same place her mother, Alyssa, died years ago — when she’s kidnapped and imprisoned inside the Rhodes Hill Chronic Care Center. Meanwhile, Leon S. Kennedy is tracking the suspicious deaths of Raccoon City survivors, following leads tied to a former Umbrella scientist named Victor Gideon, which also brings him to the Care Center.
For most of the campaign, the two remain separated, and their gameplay styles reflect that split. Grace plays in first-person, similar to Resident Evil 7 and Village, while Leon sticks to the modern third-person style popularized by the remakes. Leon’s early Care Center sections are brief before the back half shifts focus back to Raccoon City.
Grace’s gameplay leans heavily into survival horror. Ammo is scarce, weapons are limited, and avoidance is often smarter than confrontation. She’s inexperienced and visibly shaken, still carrying grief and trauma, which contrasts with Leon’s hardened confidence and mirrors the rookie cop he once was in Resident Evil 2. As a new protagonist, Grace is serviceable — motivated by guilt and driven to protect Emily, a blind girl she meets in the Care Center — even if some of her decisions feel more plot-driven than organic.
Leon plays almost exactly like he does in the Resident Evil 4 remake, with the biggest addition being a hand axe that emphasizes melee combat. Unlike Grace’s breakable knives, Leon’s axe is permanent but dulls with use and must be sharpened. It’s satisfying, weighty, and absolutely going to inspire “axe-only” challenge runs. Character-wise, Leon is still the gruff, traumatized, slightly corny veteran we know — far removed from the naïve rookie of RE2, but still carrying decades of survivor’s guilt along with his one-liners.
Resident Evil Requiem brings a new story, same vibes

As I alluded to in the headline of this review, Requiem is peak nostalgia slop in a way that feels both intentional and a little exhausting. From the overall layout of the Care Center to the structure of its objectives, the return of familiar enemy types, and even another trip back to Raccoon City, the game is overflowing with callbacks to earlier entries, but it is especially obsessed with Resident Evil 2.
While exploring the Care Center as Grace, I constantly felt a sense of déjà vu from the Resident Evil 2 remake, because the building is laid out in a way that is almost beat-for-beat reminiscent of the Raccoon City Police Department. You have two main wings, East and West, each stretching across three floors, all connected by a large central lobby that acts as a temporary sanctuary from the monsters roaming the halls. There were multiple points where I genuinely stopped and thought, “This has to be lifted from RPD,” because the similarities go beyond homage and start veering into repetition.
It made me miss the simplicity and relative uniqueness of the Baker house in Resident Evil 7, which, at its core, was just a house. Yes, it had a freaky-ass basement and its fair share of locked doors and puzzles, but it was intimate and contained in a way that made it feel distinct. Compared to the sprawling Spencer Mansion from Resident Evil or the museum-turned-police-station grandeur of RE2, RE7 felt tighter and more focused, and in hindsight, that restraint worked in its favor. Requiem, by comparison, feels bigger but not necessarily fresher.
'Requiem' is peak nostalgia slop in a way that feels both intentional and a little exhausting.
Of the two primary antagonists, one serves mostly as a recurring boss encounter rather than a fully realized character, and the other comes off as a bargain-bin imitation of franchise antagonist Albert Wesker, lacking the charisma and presence that made him iconic. They’re serviceable threats, but they lack the kind of personality that lingers once the credits roll.
There is even what I’m fairly certain is a nod to Silent Hill 2 embedded in the level design — something I can’t spoil — that reinforces the broader impression that the developers are deliberately channeling late-’90s survival-horror iconography rather than pushing the series in a new direction. Leon’s sections in the back half of the game are where this becomes most noticeable, as the nostalgia factor gets dialed up to an almost distracting degree, and moments that are clearly meant to spark recognition instead risk feeling like the game is relying too heavily on past successes rather than confidently standing on its own.
Living through Blister Heads and bad decisions in Resident Evil Requiem

If you’ve played Resident Evil Village or the recent remakes, you know the drill already. The twist here comes in Grace’s sections, where killing enemies is often the worst move you can make.
Like the 2002 remake of Resident Evil, zombies don’t always stay dead. In Requiem, some resurrect as Blister Heads, stronger variants that repopulate areas you’ve already cleared. Every corpse becomes a potential problem later, which is brutal for Grace and mostly manageable for Leon. Ammo is scarce, so combat as Grace is usually about stunning foes and running rather than finishing the job. Combat quickly becomes a calculation of risk versus reward, and more often than not, the smarter move is avoidance.
To deal with Blister Heads, you have a few strategic options. One approach is to simply let the problem become Leon’s later; since the two characters share the Care Center at different points in the campaign, you can theoretically clear zombies as Grace and deal with their evolved forms when you’re controlling the better-equipped Leon.
SEE ALSO:The 11 best video games of 2025
To permanently stop them, Grace can use her Blood Collector to gather infected blood and craft hemolytic injectors, which cause zombies to explode in a massive, permanent bloodbath. Resources are limited, though, so you have to carefully choose which enemies are worth eliminating for good, echoing the corpse-burning strategy from the 2002 game. It’s a smart system that reinforces her vulnerability and raises the tension.
Less successful is Grace’s stalker enemy, The Girl, who forces you into hiding-focused sequences that often feel more like padding than purposeful horror. That sense of bloat becomes my biggest issue with Requiem. My first run clocked in at nine hours, but it felt more like 13 because some objectives felt stretched.
The most frustrating examples come near the end of Grace’s time in the Care Center, when the primary objective is to find three quartz stones to unlock a courtyard door. Each stone is hidden in the office of one of the facility’s former directors, locked behind identical puzzle boxes. The puzzle itself is straightforward; solving it is mostly about finding the clues hidden in each room to know the correct order of buttons to press. The issue arises with the final puzzle box, where the button icons have been removed and replaced with Braille. Now, Grace is repeatedly framed in promos as a "booksmart" FBI intelligence analyst, and given that the mechanism visibly shows which symbol corresponds to each button press, it’s not hard to imagine she could logically deduce the solution. Unfortunately for you, Grace (and the writers) think using Emily — the blind child who has been locked in a cage for most of the story — is the best solution for this puzzle. This requires you to carry her through the monster-infested East Wing so she can read the Braille and input the code while defending herself from the zombies.
While carrying Emily, you cannot defend yourself, and if you want to clear out enemies beforehand, you have to awkwardly shuttle her back to the security office, set her down, eliminate threats, and then return to continue the escort. It’s contrived and really insults my intelligence more than anything.
Resident Evil Requiem is disgustingly beautiful

Visually, Requiem is stunning and just as viscerally grotesque as anything the series has delivered before. The gore borders on vomit-inducing in the best possible way, with zombies tearing apart in horrifying detail as you unload into them. The hemolytic injector is the standout here; when used, enemies don’t just die, they erupt into a massive explosion of blood that coats nearly every surface in the room. What’s more impressive is that it lingers. Rooms where you’ve cleared enemies with injectors remain drenched in thick, dark red for the rest of your time there, turning previously neutral spaces into grisly reminders of what happened. It’s disgusting, excessive, and technically impressive all at once.
The gore borders on vomit-inducing in the best possible way.
From an audio standpoint, the game is equally strong. The gunplay sounds punchy and weighty, with each shot delivering a satisfying impact. Outside of the occasional safe room theme, the game is largely music-free, which leaves the ambient sound design to do most of the heavy lifting. Hallways creak, pipes groan, and distant echoes bounce through the Care Center’s walls. The most unsettling touch, though, is that these zombies retain fragments of their former selves. Instead of the usual collection of guttural snarls and raspy moans, they speak. Often it’s just broken phrases — lingering thoughts caught in a loop from the moment they turned. One zombie repeatedly mutters about keeping the lights dim because it’s “his job” to make sure the building isn’t too bright, as if he were mid-task when the infection took hold.

Performance-wise, I played on PS5 and had very few issues. Aside from a couple of minor graphical glitches that were fixed by reloading the game, it ran smoothly throughout my playthrough. It continues to be impressive how consistently polished Capcom’s RE Engine titles are at launch, especially at a time when performance problems have become almost expected for major releases on PS5.
Is Resident Evil Requiem worth it?

Resident Evil Requiem is a very good game that occasionally gets in its own way. It delivers tense survival-horror with Grace, satisfying action-horror with Leon, some of the most disgusting gore the series has ever produced, and rock-solid performance on PS5. Mechanically, it builds confidently on the foundation laid by Resident Evil 7: Biohazard, Resident Evil Village, and the modern remakes, and in many ways, it feels like the cleanest refinement of that formula yet. I’d go as far as to say it’s stronger overall than Village, even if it never quite hits the same highs as 7 did for the franchise.
Because while RE7 wasn’t revolutionary in the grand scheme of horror games, it was transformative for Resident Evil. It felt bold. It felt risky. It dragged the series back into the dark and forced it to recalibrate. Requiem, by contrast, feels safer. Bigger, slicker, and more polished, but rarely daring.
Ultimately, Requiem is mechanically satisfying, visually incredible, genuinely tense in stretches, and packed with enough fan service to make longtime players grin, even if they occasionally roll their eyes. It may not reinvent the wheel like RE7 did for the franchise, but it proves that the RE Engine era still has plenty of gas left in the tank.
'Resident Evil Requiem' is a very good game that occasionally gets in its own way.
The nostalgia is the biggest culprit. The Care Center’s near one-to-one echoes of RPD, the constant visual and structural callbacks to Resident Evil 2, the return to Raccoon City, and the late-game fan service in Leon’s sections all make it clear that this entry is deeply in love with 1998. Sometimes that works. Sometimes it feels like the game relies on muscle memory rather than new ideas.
Even the title, Requiem, feels deliberately engineered to tug at that same thread. A requiem is a mass for the dead — a memorial —and this game treats the Raccoon City Incident like sacred text. It isn’t just revisiting RE2 thematically; it’s staging a funeral for it, constantly reminding you of what was lost there and how it shaped everyone involved, especially Leon.
Without spoiling anything, the ending strongly suggests that the series may finally be ready to move beyond Raccoon City and Umbrella as its narrative crutch and establish a new overarching threat.
The name frames the entire experience as an act of remembrance, which sounds meaningful on paper but, in practice, often translates into repetition. Instead of laying the past to rest, Requiem spends most of its runtime digging it back up.
Topics Video Games


CINEMA
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DeleteIt's Great but Resident Evil 7 & 8 will always be my favorites there a 2 Part Saga, there just so Isolated Horror compared to the rest of the games.
ReplyDeleteIt's alright. Maybe somewhere in the later Top ~10 in the series for me (No that's not a meme or a joke, there's close to 30 RE game at this point accounting for spin-offs and remasters)
ReplyDeleteHas a lot of problems that I wasn't a fan of. The story seems... disjointed and a little bizarre.
I was *not* a fan of how dirty they did most people's favourite Outbreak character (Such a random death for a protagonist), and if that wasn't bad enough the way they did Hunk's sendoff(?) was kind of handwavy and felt disrespectful also.. I do hope this one was atleast a fake-out that we'll see more of in a DLC..
Gameplay wise, Honestly for me it went downhill once you hit Racoon City (not a fan of that Call of Duty weapon upgrade system compared to 4/Village) and the much hyped up RPD is sooooooo inconsequential and lasts about 5 minutes. Maybe 10 or 15 if you do the optional scavenger hunts. (I admit I did crack a smile at the Tofu easter egg however)
Grace'searly segments in the med centre are about where the game peaked for me. Cool environmental layout, fun classic 90's RE survival horror gameplay, I really dig the zombies acting like Forbidden Siren Shibito also; that was a cool wrinkle that I wish we saw more of throughout the game. Overall though it's just not something I could see myself replaying down the road now that I've 100%'ed it (Speaking of which, where the hell are the S/A/B/C/D rankings??? Might have been the fastest and easiest damn 100% i've seen)
idk if people are getting lost but for me the racoon city detonator part wasn't really as long and drawn out as many people seem to be making it out to be. leon really needed that section because until then the game was 90% grace and they had always said the game was evenly split. i do agree it was visually uninteresting and also enemies were pretty generic. but i disagree that it was too long.
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ReplyDeleteI like it in general, but it has too many gameplay inconsistencies for me to love it. Stealth mechanics randomly change what works for stealth kills, once again we cannot OHKO zombies for squat even pointblank with a shotgun to the head with Leon, and some of the gunplay mechanics like being forced to standstill while Leon cycles the bolt action is just annoying. Like, the game is fun all over, but some of the story beats are a bit too far beyond sci-fi b-movie horror for me. The main thing though is the gameplay mechanics sometimes really just decide to pull a random Uno Reverse or iWin and it just rips me out of the fun gameplay because it feels so arbitrary.
I had way more fun in RE2R and RE4R than I ever did in this game. This game has me yelling what the fuck is this bullshit, every 10 minutes.
https://www.youtube.com/watch?v=yOjF5cp9NTo
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Loved both Grace and Leon's section I am a bit biased towards Leon's portion as RE 4 Remake is my favorite RE game. RE 9 comes a close second for me. I think the story overall is a bit of a mess and the ending was underwhelming quite a bit. In terms of gameplay I think the game was missing decent puzzles and enemy variety but overall I enjoyed my time with it. I hope the DLC expands on Leon's sections adds new enemies, new weapons etc.
ReplyDeleteIts too short (I beat it in 8 hours which is unacceptable when I've played DLC in other games that last longer), the games ended is a cliffhanger to sell paid DLC which is extremely predatory. When I pay full price for a game i want a damm full game.
ReplyDeleteGrace has annoying repeated voice lines which ruins her segments.
It cintridicts all the old games lore. Example: Spencer was always portrayed as a megalomaniacal oligarch who wanted to remake the world using weaponized viruses, Requiem presents a more human side of this ambitious scientist.
Megalomaniacal oligarch who wanted to remake the world using weaponized viruses, however Requiem presents Spencer as a ambitious scientist whith a more.... human side.
There's so much lore contridition its shocking. I mean to a new fan of RE it's unnoticed because they probably have no idea who Spencer is and don't know the games full lore to see how badly its been butchered.
I guess I'm a contrarian (that and platforms like Xbox have resorted to removing negative reviews that may impact sales so the game looks way better than it is on reviews, i know because 2 of my reviews have been deleted by xbox stealthly) because I will openly call out everything on why the games cons outweigh its pros. And if a games console out weight the pros..... its not a good game. It's evidently just a huge cash grab and I do say "evidently" based on the games ending and the FACT that cashcom (capcom) is already making a pay for DLC to finish the story.
If you defend this game and capcoms practices..... your honestly part of the reason gaming is in such a bad way. If you keep defending this all well have is half baked games with lazy storys and paid DLC. Call me old but I miss the days when devs release an entire game and paid DLC was an add on total completely changed everything.... think The Wither 3s Blood and Wine or Hearts of Stone.
This game is slop designed to rip cash from tje player. Plain and simple.
Big thing coming back to RC. But after the initial wow factor, it looked so so bad. The completely dusted off and feet areas were awfully boring. No cool merchant was an odd choice as well.
ReplyDeleteI agree with what most people have been saying: Grace's scenario in the care center was phenomenal, one of the best RE levels in a while.
ReplyDeleteLeon's gameplay was fantastic, although I prefer RE4 Leon a bit more. The 2nd half of the game in Racoon City was fun for nostalgia sake, but I feel like there was a few missed opportunities. I think Racoon City should have had an area with a few puzzles for Leon. Also I feel like the shop system could have been utilized a bit more.
All in all, it was amazing, and I think the RE franchise is as good as its ever been. I'm excited for what the future holds as far as remakes, and whatevwr RE10 happens to be.
If I had to rank the modern RE games (post 6) it would be:
RE2R RE4R RE Requiem RE8 RE7 RE3R
I just finished the game, and I really enjoyed it a lot. Its probably my number 2 favorite game in the franchise, RE4 being my favorite.
ReplyDeleteMy only two complaints would be, the Arc facility felt really empty as Leon. I wish it was crawling with zombies. I had so much ammo, and little to shoot. Fighting Lickers was great, but it needed regular zombies too.
I guess also, I wish the game spawned more zombies for Leon in the Care Center too. I killed everything with Grace, so Leon had nothing to do and was just running around the empty halls.
And the second would be that the game gave out to much Machine Gun ammo? I just kept using the Machine Gun cuz I kept getting ammo for it, and by the end of the game I had 70 Rifle rounds, 90 Shotgun rounds, and 100 Handgun rounds. Maybe its because I played on normal mode? I also finished with 9 bottles of Gunpowder in my inventory with no way to use them.
When I play through the game again, Im going to use use the Shotgun and Rifle more.
But other then that, I thought it was a great game, and Im so glad Resident Evil is still going strong.
It's simply amazing! The only annoying thing is that it ends.
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ReplyDeleteCurrently on my 2nd playthrough of this game.
I enjoyed everything about this game. Grace's sections of the game are IMO the RE experience of the old. Its well implemented here especially if you play the game in Classic mode. Grace's voice actress is so, so great it helps up the horror. Playing her section in first person, at night, and lights off is 👍👍. Leon's sections of the game is just RE4Remake but with some improvements here and there.
Its the best of both worlds, packaged in one game.
Not the Ethan slander.
ReplyDeleteRe 9 is getting love because it is THE resident evil experience. They really did well on this one because you have the genuine feeling of being helpless/having limited ability like you did with re 1 to re 3. People who loved the re 4 also gets what they want in this game.
ReplyDeleteWith re 7 and re 8 (both are great games too) you actually had a different experience, respectively. So to compare 9 with 7 is not really appropriate because they are very different experiences as re9 is more like re 1 to 3 PLUS re 4 (and other re titles of that gen). Thats why this game has sold 5 million copies in just 5 days.
It seems you hold a lot of love for re7 but because of that bias your not seeing as to why people love it. Re 9 is going back to its roots and this is why its getting so much traction, hype, and appreciation. RE 9 has managed to go back to the OG experience and improve on it too.
I agree with ya there, my friend. Also, for me, RE9 is like a whole package combined from Remake 2 - 8. So if this is the first time for others on the series, they will definitely try the older game of the series after playing RE9.
DeleteYou say you agree but then you say its a package combined from 2 to 8 and its not. Thats how I know your not understanding where people are coming from when they show love to 9 just as I explained. 7 and 8 are not the classic RE experience, they are great games, Yes, but not the type of resident evil that everyone loved and grew up on. 9 just brought all the old fans of 1 to 3 back from their slumber and had the 4 fans enjoying as well. People were tired of the RE franchise losing its identity as games were announced but here with RE9 its like im 9 years old again and watching my uncle play and both of us getting scared and panicked with the overall environment, mood, scarcity, and thrill that the game brings.
DeleteRE9 have alot of similar functions to the 2 - 8, I didn't include the classic 1 - 3; instead started from Remake 2 - 3, Because The OG was a whole different experience if you're an Old school(like you and me btoh). I guess what you mean is the feeling of it when you play the game, and having a limited arsenal in your inventory brings you back to the old days, the Real Survival horror element of it. But as for me its like a whole package, as you walk through the park, seeing your childhood to adulthood, except there is no fixed camera, and finally back to its root, not losing its identity.
DeleteAll the numbers in your comment added up to 69. Congrats!
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In a completely crazy world, good games prevail. This game is amazing.
ReplyDeleteLeon S. Kennedy is simply a showman.
ReplyDeleteGrace is just an analyst, not a fighter.
ReplyDeleteAnd her VA actress delivers top performance!
I loved Raccoon City, but so wish there were more zombies. It felt so empty. I LOVED EVERY SECOND of combat, craved more. That is my only gripe with the second half of the game. The bike part was sick, I get pumped every time Leon starts jumping "potholes"... and then it's over so fast lol.
ReplyDeleteThis is coming from someone who absolutely loved re4r, mind you. Action packed, never ending torrents of enemies. Testing strategies for each section, figuring out the most fun way of blowing their heads off lol. I loved the survival horror aspect of Grace's portion, just wish there were more action on Leon's end. I'm playing right now working my way through the difficulties for CP. Infinite ammo + requiem = badASS Grace. She tore thru enemies, leaving two for Leon to finish off lol
Imo, A fantastic standalone game of it's own merit, but also a brilliant amalgamation of resident evil's 1-8 with subtle nods/easter-eggs to each respective game en route.
ReplyDeleteBrilliant game 9.5/10
Very satisfied with the game. But I agree the second half feels a bit too Re5 ish. I wanted more Grace and Leon connection and opportunities for Dr. Gideon and Zeno to be fleshed out. The upgrading system didn't feel like it did in Re4R. Easily racking up CP to upgrade your weapons is a cool idea if tweaked a bit, like headshots and melee attacks being worth more CP instead of one amount for all attacks (500CP)
ReplyDeleteJust finished the game, I have played resi 1-9, 0 and CV. The care room section was outstanding, it really feels like the original trilogy if it was released in 2026.
ReplyDeleteThe Leon section just felt like a 'good' third person video game.
Taken together I think the Leon stuff dilutes the survival horror and hurts the game.
It's ruined 30 years of lore.
ReplyDeleteI hate how they turned Spencer into a humanitarian.
The "Humanitarian Spencer" plot point creates a massive logical black hole that undermines 30 years of established lore. If Spencer had the resources and genius to engineer a "universal cure" like Elpis, he objectively had the power to do exactly what he’s always done: evolve. He chose to devolve the market instead of asserting dominance by eovloving the virus is the ultimate contradiction.
Here is why that "Humanitarian" pivot fails from a writing perspective:
The Power Paradox: Spencer’s entire character was defined by an obsession with the Progenitor Virus as the key to forced evolution. For him to suddenly decide that the pinnacle of his life’s work is a serum that resets everything to a baseline human state is a total surrender of his core philosophy.
The Godhood Goal: He wanted control. A man who spent billions, killed thousands, and even expermented on children to become a God doesn't settle for being a "whistleblower" or a "spoiler" in his rival's business plans. He would have turned himself into the ultimate lifeform to crush them personally, or at least create a virus that tumps the market.... because hes already got the genius to create a "cure all" but can't create a stronger one virus than the others?! 🤦♂️
The Missed Boss Fight: RE9 was the last chance to see the "Big Bad" in his prime (or at least in a mutated state). Having him die as a frail old man "doing good" feels like Capcom robbed the fans of the closure they’ve wanted since the 90s. It feels like the writers prioritised a thematic ending (a "requiem" for the old era) over character consistency. They wanted to "clean the slate" of the Umbrella legacy so they could move on to new villains, and they sacrificed Spencer's character integrity to do it ruining 30 years of lore.
When playing, I felt the second half seemed to (for a lack of better terms) lack focus.
ReplyDeleteI also got MAJOR Resident Evil Extinction / Afterlife vibes from the return to Racoon City.
I understand that the city wasn't nuked, and that the infected don't need to eat/drink. But you're telling me that infected human bodies have sat under rubble/dust/baked in the sun for 30 years, and they have the ability to walk/attack/wield rebar etc? I'm sorry but that made me eye roll so incredibly hard.
Additionally, I think RE9 has one of the worst endings of the franchise. The villains were just outright stupid in their assumption of what ELPIS was, Zeno was wasted, Gideon's fight was pretty boring (when he turned into the big version, I got PTSD from RE3 remake's final fight)
RE9 is one of those games where as I was playing it, I was loving it, but after letting it settle in my mind for a week or so, I really found that there were glaring issues that I forced myself to ignore throughout my playthrough (Primarily in the latter half of the game)
I loved revisiting Raccoon City and all the sentimental comebacks, but speaking purely gameplay wise, I liked Grace parts a lot more than Leon parts. Additionally I have no clue where to place it in my personal ranking, because while I think Grace's part is better than RE2R (also disclaimer, I played in TPP), I heavily preferred RE4R to Leon's RE9 while still preferring RE2R over RE4R.
ReplyDeleteSimply cinema.
ReplyDeleteI think returning to raccoon city was a good thing it's where it all started and it would be silly to think only 1 mansion caused all of it. Underground bunkers, secret labs feels very umbrella to.me.
ReplyDeleteMy one gripe which I think people will hate me for saying is grace. I felt she had very little character development. I would have loved her to be somewhat more confident with things by end and not still stuttering and whispering like a scared child. She should have found some of her voice and grown to be stronger not saying be ada Wong but not same scared girl she was at start of story.
Split it into two separate campaigns
ReplyDeleteI loved the first part as well but I also liked the second half a lot, there were a few flaws like below, but really the biggest issue with the second part was that I found it too short and the only bigger area looked a bit too boring (why everything just brown colors?). 1-2 other bigger and more interesting areas would have been great.
ReplyDeleteWhen I was playing through the game, I felt like the Leon sections at the start were too short and that Grace's gameplay was slogging on for too long and then by the time I got to the ARK section, I was begging for more Grace gameplay and for some development between the characters and the narrative. Both of these characters are carrying around trauma and they're dealing with it in different ways so throw them into a fucking room together and allow them to TALK about it and to help each other heal, otherwise what is the point of including both of them and having the narrative surround their trauma and their guilt for what happened in their past? There should have been more lines of dialogue where Leon expresses wanting to save those who made it out of the city. Leon couldn't save everyone in RC but he has a chance at making up for that perceived failure by putting his life on the line one last time to save the few who did. There was a real chance for the narrative this time around to be really good and they fumbled it quite a bit.
ReplyDeleteThere should have been more urgency to the situation. I don't need a cameofest showing every other MC being sick (though it would have been nice). I just needed a more gradual decline of Leon's physical state as the campaign progressed instead of making things dire only after Grace was saved. On that point, we needed more Sherry and we needed to see her worsen as the campaign went on, as well.
Other people have mentioned this but I'd like to include it in my not at all organized rant about this game, but the RC sections would have greatly benefited from slowing down at parts to allow the player and for Leon to interact with some great environmental storytelling. There's so much potential that was lost here. How do you go back to a place that was devastated by the apocalypse and by a missile that leveled the city and not do anything meaningful (prior to the RPD) with the visuals and storytelling around that? There should be constant sad reminders that this was once a relatively normal place where hundreds of thousands of innocent men, women, and children once lived before things went to shit but dor the most part all we got was a barren wasteland. A wasteland that coulda been set anywhere else other than a destroyed city.
The whole game is fire gtfoh😭 literally peak of all peak lmao
ReplyDeleteI feel conflicted on it. I actually think I ended up liking Leon's sections more on second and third playthroughs, because going through Grace's sections felt a bit more tedious on repeats. I tried to do objectives in different orders, but it felt like a slog to me - especially the third time around. I found much more to like about Leon's gameplay, especially when I swapped to first-person with him. The attention to detail the rifle and requiem reloads had was especially crazy, and I didn't notice it at all until playing in first-person. Maybe I just don't have the patience for some of the slower gameplay Grace is meant to engage with though.
ReplyDeleteWhile I haven't cleared insanity yet, I am instantly annoyed by how some of Grace's sections have been so clearly artificially extended. The cook section fr just pissed me off.
I liked the return to racoon city but only at the start going through places we saw in 2. after that collecting the bomb parts I didn't like 2 open and way to much action. I agree I like re best when it's survival horror and the small chunks of action to give uba breather. That's what I thought Leon's bit was Gona be. Care center was 100 some if the best re IV played. The way they handled zombies I really hope they bring back tbh. Even if they forgot about it after the care center lol
ReplyDeleteI fuckin love this game and it might be one of my favorites in the series after playing them for 30 years.
ReplyDeleteI like the approach they took. Loved the scare approach because they are so intense. And love having my boy Leon kick butt as a stress reliever. As a RE fan who’s been playing since RE2, I’m loving every minute of it.
ReplyDeleteIt's kinda odd when some people in this post say that they don't want to feel underpowered and run away, and that they're old school RE fans.
ReplyDeleteRunning away from stuff is NOT fun for me 🤷♂️ I expected more to be honest. Wish i’d saved for something longer and generally better.
ReplyDeleteSame here. I’m an old school RE fan and I’ve never been a fan of running away and feeling underpowered. I also don’t like the First person perspective, but I know you can change it in 8 and 9, but the gameplay will still be the same for the Grace sections. I still want to play 9 simply to play as Leon.
DeleteTbh there’s really only one or two things you have to run away from. I made the mistake of thinking things like the chef and chunk were unkillable and I went around them till they despawned.
DeleteDid you play the first resident evil?
DeleteThe Grace gameplay is the closest thing to Resident Evil 1 from, well, Resident Evil 1
DeleteDon’t diss it till you try it
DeleteThe first major act of Requiem, playing as Grace, is extremely 'Old School Resi' in every sense of the word. Especially in third person.
DeleteI think having it be a preference thing, like in 9, is the best way forward for the franchise.
Agreed. That felt the most “survival-horror” out of the entire game. I enjoyed the game overall, most criticism I would offer up would be on the story side, but sometimes it feels like this version of Leon would probably snap boulder-puncher Chris into pieces. It’s very hard to feel suspense with a guy like that lol
DeleteMaybe you're not cut out for Resident Evil.
DeleteYou are an idiot. Grace's section was the best part. Resident evil is not supposed to be call of duty. You must be a child
DeleteAnd your opinion is the only valid opinion in existence, right? God forbid I should not conform to your idea of a great game. COD is for 12 year olds. I like story driven single player games. This was 70% cutscenes, character swapping constantly absolutely kills immersion, Leon’s gameplay is janky and feels as bad as 6 while looking more impressive, grace is intolerable with her being so timid and weepy, they took away inventory management which I used to love. I have plenty of reasons to not enjoy my experience as much as you enjoyed yours. Alright?! 🤨
DeleteHe must come from the era of like 4-6, where RE took on a more action-horror as opposed to survival horror. However, it also outs him as someone who skipped RE7 and 8, because those were definitely more survival.
DeleteAnd you know why they gravitated more towards the 4-6 approach? Because it was more fun.
DeleteWhy did you expect anything else from Grace's section?
DeleteThoroughly disappointed. Ethan’s ridiculous story and now this. Im giving up until they remake 5 like they should. Dont give 2,3,4 and then cut me off. Raw deal.
ReplyDeleteBro terrible take this one felt like a sequel to the mainline series what you dissapointed about. They ned new characters. Everyone is like 50 now. 7 and 8 were awesome and saved the franchise
DeleteI agree, but the problem is the story. The story is completely nonsensical, almost on the level of RE6... Literally everyone cooked EXCEPT the writers.
DeleteTerrible take. They literally managed to pull off yet another soft reboot to stage a whole new trilogy by utilizing established key series characters in fresh ways to help establish some of the BEST new original characters the series has ever gotten. Compare Grace or Zo to Sheva or Ashley. It's literally not even close.
DeleteLike what else would you possibly have considered a better option to take for a narrative outside of something vaguely similar to what they did?
Uhh? How about the story not being riddled by borderline plot holes? Grace wasn't special, but she was bitten at the start of the game, so why is she not infected? Why was there this whole plot line of Gideon testing her blood and saying she's the one, even though we later find out that she's completely normal? What is with this whole terrible children clone plot aligned with Grace, despite the clone kids dating back to before she was even born... Why was the Wesker clone injecting himself with random serums he knows nothing about? Why are they giving the mass murderer, who sought immortality at any cost, a terrible heel-face turn to humanize him because he met a random orphan?
DeleteAnd why are you comparing Grace to Zoe, Sheva or Ashley? The problem isn't Grace as a character, it's how the story falls apart with even a drop of critical thinking.
I think you missed the fact that Grace was manufactured to be "normal" and immune to the virus.
DeleteI also think you missed out on like....most of the finer details of the plot from what you are saying up there.
If I'm misunderstanding then it's my bad, but can you explain why? To begin with, Grace wasn't manufactured, she was an orphan Spencer adopted...
DeleteI really liked the story at face value I only started disliking it when I actual thought about how so these things work. Unlike re6vwhere everything is just sloppy it still has done sense and good idea just poor execution.
Delete7 and 8 saved resident evil
Deleteconsidering there are people to this day that think RE4R isnt better than the original re4, youre never gonna make anyone happy
ReplyDeletei mean re4 is a classic and yes they cut a couple little parts out but the remake is gorgeous and i prefer to play that. I guess you dont care about graphics, No desire to play the originals except Nemesis because that remake took like 50 percent of the game out.
Deleteyes, just the gun play by itself is why the Remakes are better, the fact you dont have to stand still to shoot is day and night
DeletePeople like you are the reason why every modern game plays the exact same
DeleteIronic as Resident Evil 4 is the game that introduced over the shoulder camera in videogames and, specifically, third person shooting, meaning Resident Evil 4 and its fans are the true reason why every modern game plays the exact same
DeleteTheir not? Lmao, I can probably guess what games you play
DeleteI do think the og re4 had better weapons. The remakes weapons dont feel as strong imo. Rest of the game is better in every other way
DeleteI loved the game…and I like action resident evil and horror resident evil…BUT I don’t like both in the same game I think…..I end up preferring grace way more and then you’re just wanting to go back to that. I also like building my character up over the whole game not split. Still fantastic but just my take
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DeleteI think the game is just way too short. You’ve got two characters with two “progression styles” but by the time it starts to really click it’s over.
The game needed to be like twice as long IMO. Even taking my time on my first clear was about 8-9 hours and I did literally everything. All the side stuff, found all the upgrades / files / collectibles.
Pair that with a story that feels like it falls apart at the end because it has to rush everything to a conclusion. I’m rather let down by the final product. Also no mercenaries mode and such a lackluster selection of unlockables? The post game kinda sucks too.
The core gameplay for both leads is so damn good and that opening third maybe two thirds is phenomenal but it feels like the game wasn’t finished. Like Capcom got close to its deadline and just rushed what they got to release it.
I think it’s brilliant because Grace sections can be exhausting from all those dreadful atmosphere just like Silent Hill 2 Remake. It’s a nice change of pace to be with Leon from time to time
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ReplyDeleteI've completed the game, so this comment may contain SPOILERS. You have been warned!
This is a stupid take. Sure, there will be some people who won't like the game, there always are. But not the fans.
For one this game is a puzzle horror, not survival nor action. It's clear,that to every room, every encounter, there is a solution and you are given enough clues and resources to solve it.
The only difference is that Grace is more sneaky,-stealthy while Leon is more tactical action oriented. In both cases But in both cases you must be smart about it, because if not, then you run out of resources and then it's game over baby. And I say, it's not survival horror, because there are zero instances where avoiding enemies is your only option.
But another thing is, what the devs did great is pacing and the balance between the characters. The first part is clearly that more "surival" focused part and Leon is more a cameo in there. His parts are eaither short or lack enemies. This way, you are not getting too comfortable with the action playstyle and actually makes you remember what the story is about And as the story nears the second part of the game, the segments with Leon get longer. Same then, in the second half, Grace takes a backseat in gaming.
It's a Resident Evil game,, through and through. It knows it's legacy and invocrporates every aspect of it.
i like grace a lot. she not confident and is scared just like i am lol. like how they different cameras feel different in movemant
ReplyDeletethe game slaps so far. grace is shaping up to be one of my fav characters and both protagonists' gameplay is great and the back and forth between the two has been done well and adds to the experience. i have 0 complaints so far other than a small nitpick with ray reconstruction being automatically used only for path tracing and for some reason not for regular ray tracing. they can easily fix that with a patch and even if they don't it's not the end of the world.
ReplyDeleteI feel like they did both pretty well, but I am biased with a bit of a preference for third person and Remake-style combat. I’ve even opted to play Grace’s sections in third person, going against Capcom’s recommendation—and while there are remnants of the first person design philosophy (intense zoom-ins when looting/interacting, scripted first person sequences, movement that feels a bit clunkier and slower—clearly designed for the first person horror ambience), it still feels good enough, and they made sure to have Grace’s body language convey her emotions in third person. It really doesn’t feel lacking in any way in third person which is nice. A bit like putting a circular block in a square hole—it’ll fit right through with no issues, but you can see it was designed around the original shape
ReplyDeleteGrace’s sections are a lot more like RE2 remake than Leon’s sections are.
Deletei don’t really agree with how you’ve done this split. RE2 is more similar to 7 then it is it to RE4 if i’m being honest. and 8 is more similar to 4 then it is to 7. i understand first person vs third person is a significant change but in terms of combat emphasis and design 2R and 7 follow the puzzle box survival horror focus more akin to the original 3 games and village focuses on the weapon upgrades and fighting hordes of swarming enemies model that re4 does.
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Delete100% agree.
I love that they've carved out both gameplay styles over the years. 7 and 8 were incredible for me, and the remakes just brought me back albeit with way better controls.
Thought it was really cool they went for both here.
Agreed. Grace's section is more for the slower-paced, survival horror parts of the series and 2 fits that more than Leon's action sections. Leon's parts of the game are most definitely there to please all the RE4 fans
DeleteThat’s okay! I stand by my differentiation—obviously it goes without saying that both the new/old school of games blend elements of horror, puzzle solving and combat in varying degrees and methods. However, just because Remake 2 is more horror focused than, let’s say Remake 4, and just because it shares some puzzle solving familiarity with RE 7–at the end of the day, RE 2 Remake is much closer to something like RE 4 Remake, than it is to RE 7. The differences are many between those two, even after you remove the perspective difference from the equation.
DeleteRE 2 Remake is a, well, remake of the OG game, but updated with QoL, tech, and pacing designed for a modern day audience, while appealing to those who wanted a further expansion and iteration from the old games. The series had become known for focusing more on action and combat and slowly stripping away some of the horror elements. RE 7 was designed as a whole new branch, whole new chapter of the franchise—a soft reboot of sorts, with a new protagonist, new virus, new perspective, etc—but while also fitting in to the greater existing lore (what, you think they’re just going to quietly sunset the classic characters with such a big legacy), hence why they kept the 7, 8, and now 9.
At the end of the day, it’s quite obvious that the launch of RE 7 was intended to revitalize a franchise and inject new life into it (outside of endless remakes), welcoming in series newcomers while also challenging series vets with something new. And ultimately, Grace’s campaign is more similar in design philosophy and DNA to 7/8, while Leon’s campaign is modelled after Remake 2/3/4, and the two branches coexist beside each other as differently designed entities. Carry on!
You’re insane lmao the only thing separating RE2R and 7 is the fucking POV. They’re the same style of gameplay. RE4R is nothing like those two, it’s action-oriented. Survival horror and action horror are distinct and known genres, how can you possibly be conflating and mixing them up like this lmao
DeleteYou’re a weirdo bro, you need to relax lmao
Deletei think i’m referring to the general structure. RE7 and RE2-make are both based around navigating and unlocking a large interconnected space, building new routes through it while managing a limited inventory through items boxes and save rooms. They are navigational adventure games first, where resource management and efficient routing are the keys to success. in that way they are both similar in structure to the original 3 games in the series, or what you might see in a silent hill level, or even metroidvanias. 3make is more of an action title but it retains the inventory and save room structure.
Deleteresident evil 4 is a largely linear action game driven by moment to moment cycles of high tension and release. there aren’t item boxes and you generally progress from discreet level to discreet level in a sequence (the remake added a bit more exploration than the original but still largely functions this way). the game is even divided into a sequence of linear chapters. the individual levels themselves can require efficient routing as you manage the swarm of threats descending on you but macro level exploration isn’t a focus. it works more similarly to how gears of war or the last of us does. i’ll admit village is a bit of an odd case because it kind of does both things at once, but it also removes item boxes and opts for the re4 style attache case inventory and again focuses on empowering you to take down enemies by its systems encouraging weapon upgrades and expanding your arsenal.
Pretty great game, can only go up from here. That being said I don’t give a shit about “journalists” and “nostalgic fans” opinions. I am honestly sick and tired of fans and their:
ReplyDelete“Here’s my idea on how to please me by making the game worse”
"Game Bad cause it should have been exactly as I wanted"
DeleteI stopped giving a shit what other fans think. I’m very impressed and satisfied with Capcom lately and i trust them completely
ReplyDeleteIt would’ve been better if you were able to choose a character and then have A and B scenarios, instead of the switching back and fourth. The game still looks good but I would’ve preferred that instead.
ReplyDeleteDisagree, the game was very intently designed to have you alternate in the story between the grace and leon sections and having and a and b scenario would make it much less impactful, going from scared shitless as grace to killing everything that moves as leon
DeleteLol I think the person is saying they wish it WASN’T designed to be that way. Not that they wish the story would stay the same and have two separate scenarios.
DeleteI gotta agree though. Leon’s sections are way too short. And by the time I get to him he’s just killing off the stragglers that Grace left behind. Which she can pretty much kill everything with no worries.
But this is just my personal preference because I much prefer RE4R combat over any title in the series. However I know RE4R is an outlier and Requiem is more of a return to form.
I agree, and initially I was skeptical about the constant switching, but after playing it I can see how masterfully they blended these campaigns. There’s no other way to play this one.
DeleteI disagree. A and B scenario only makes sense because the two scenarios are basically identical and the two character’s stories don’t really lap together. Grace and Leon’s campaign are completely different and their stories intertwine.
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