Resident Evil Requiem Review

Resident Evil Requiem is a unique game, to say the least. As the long-awaited ninth main entry in the Resident Evil series, this title carried high expectations from the moment it was announced, marking the first non-remake game to return to the classic Resident Evil style. While initially announced to star newcomer Grace Ashcroft—daughter of Alyssa Ashcroft—Capcom eventually revealed that series veteran Leon S. Kennedy would serve as the co-star. This announcement completely flipped the scales and helped Requiem become one of the most anticipated releases in the franchise to date, but none of that truly matters now.

Putting aside the pomp and circumstance surrounding its release, Resident Evil Requiem is finally in the hands of players. Rather than forming misconceptions about what the game might be like, we can now experience it for ourselves. However, before jumping in, many questions remain. How did the decision to include both Grace and Leon impact the formula? Will the split between characters appeal to everyone, or will one protagonist's gameplay be more enjoyable than the other? Furthermore, is Resident Evil 9 truly worthy of its numbered title, or is it another misstep that will be grouped with the likes of Resident Evil 6?

After putting significant time into the game and waiting weeks for the initial "new game feel" to wear off, I figured it was finally time to properly review Requiem. It is a game that can be an absolute nightmare for some, filled with stressful encounters and phobia-inducing moments, yet it was a complete joy for me—one actually found to be quite relaxing at times. 

Its unique blend of gameplay managed to check all of my favorite boxes for the series, offering plenty of fun tools and mechanics to utilize. At the same time, there is no denying that each of these areas could have been tighter. This lack of refinement is what will cause many players to have mixed reactions, leading to the aforementioned situation where some may prefer Grace over Leon, even if they ultimately enjoy the game from beginning to end.

Things, however, are not quite that simple.

The Evolution of the Series and Its Impact on Requiem: 

Since its original release in 1996, the Resident Evil series has not only pioneered the survival horror genre but also redefined the boundaries of video games. While the initial releases of Resident Evil and Resident Evil 2 wowed fans with pre-rendered backgrounds, stressful enemy encounters, and tension-building door loading screens, the series continued to evolve with each entry. Resident Evil 3 was the first to truly flip the formula by introducing an enemy that stalked the player throughout nearly the entire world—something gamers had never seen before—while Code Veronica went a step further by featuring a 3D world and forcing two characters to share a single pool of resources. This 3D world was later utilized for the spin-off Resident Evil Outbreak, which also introduced online co-op.

Moving forward, Resident Evil 4 is the title that went full 3D, introducing an over-the-shoulder camera angle that became a staple for all third-person shooters. It featured an interactive world that was unprecedented at the time; while shooting through a door is nothing special nowadays, it was game-changing in 2005. From there, Resident Evil 5 doubled down on action and co-op play, fully utilizing features like Xbox Live. Surprisingly, the (previously) 3DS exclusive Resident Evil Revelations then modernized the controls and included optional first-person gameplay—a control scheme that would influence future titles and a camera style later adapted for Resident Evil 7: Biohazard. Following Resident Evil 5's shift away from traditional survival horror, Resident Evil 6 attempted to blend multiple gameplay styles, resulting in a mixed reaction from fans. This is where Resident Evil Revelations 2 stepped in to return to the style seen in Resident Evil 4, while adding stealth mechanics into the mix. Resident Evil 7 doubled down on survival horror and stealth elements, brought back stalking enemies, and shifted to a full first-person perspective. The series was then reimagined through remakes of Resident Evil 2 and 3, filling the void for those who missed the original experience. After 7, Resident Evil 8: Village continued this gameplay style, though it eventually received a third-person patch as well. Resident Evil 4 remake would of course return to the original gameplay seen in 4, though it was also updated to meet the modern standards.

This is the path the mainline entries in Resident Evil have followed, with many other side games and CGI movies releasing along the way. With that being said, Resident Evil Requiem is a follow-up to everything that came before and borrows elements from the entire franchise.

While nearly every Resident Evil game or movie can be enjoyed as a standalone entry, Requiem is a unique case that builds upon everything that preceded it. Newcomers can play it just fine, but longtime fans will be the ones to pick up on constant references to past events and experience two distinct playstyles that feel both fresh and familiar. Similar to Resident Evil Revelations, this game alternates between classic survival horror and more action-focused gameplay, yet it tells a story deeply rooted in the events of Resident Evil 2, and by extension, 3 and Outbreak. It is a tale focused on the true events of Raccoon City that still embraces the over-the-top moments of Resident Evil 5, 6, and the CGI movies—even featuring motorcycles, as fans have seen multiple times in the past. In many ways, Requiem feels like the climax the series has always been building toward, but in reality, it may only be the beginning.

The Story:

Requiem’s story introduces a new protagonist, Grace, who is approached by her supervisor, Special Agent Nathan Dempsey. Recently, bodies have been discovered across the United States with only one thing in common: they are survivors of Raccoon City. As an FBI analyst and the daughter of a Raccoon City survivor, Grace is informed by Nathan that a fifth body has been found at the abandoned Wrenwood Hotel. Nathan asks her to investigate, believing she is the best person for the job despite knowing she lost her mother there years ago. Although reluctant, Grace accepts the assignment and decides to face her fears, though she could never have imagined what truly awaited her.


While this simple premise introduces the story, Requiem dives deep into Raccoon City’s past and the hidden truths behind Umbrella. Early on, it is revealed that the T-Virus still lies dormant within many survivors, and even series regulars like Leon Kennedy are not free from its grasp. This leads Leon to investigate the situation and learn about Victor Gideon, a former Umbrella scientist. When attempting to approach Gideon, Leon discovers that the scientist has kidnapped Grace. During his escape, Gideon injects multiple citizens with a virus, transforming them on the spot. With no other choice, Leon deals with the immediate threat and loses track of his target. Thankfully, Gideon is not too difficult to track down.

The Rhodes Hill Chronic Care Center is an institution once funded by the Spencer Foundation and subsequently purchased by Gideon. This is where Grace awakes to her new nightmare, unaware that Leon is on his way to save her. From this point forward, the story swaps between both characters. While they do cross paths, their time together is always short-lived. Leon typically helps Grace from the shadows or progresses through areas after her, while Grace is the unlucky one who arrives first to the party.


Regarding the story and presentation, Requiem contains some of the best performances in the series to date. Grace’s actress, Angela Sant'Albano, does a phenomenal job portraying her character, making her one of the most believable figures in the franchise. One particular early scene captures raw emotion on a level rarely seen in video games, complete with realistic voice cracks. The performance is so convincing it makes one wonder if the tragedy is actually occurring during the recording session.

Leon, on the other hand, has fortunately not lost his edge or his sense of humor. Nick Apostolides returns to the role he first inhabited in the Resident Evil 2 remake and once again nails the character. With a rougher voice reflecting years of hardship, he brings Leon to life in a way that will satisfy both new and longtime fans. Of course, it wouldn't be Leon without a constant stream of bad puns and dad jokes, and there are plenty of those to be found here.

The supporting cast is equally impressive. Eden Riegel reprises her role as Sherry Birkin, while Antony Byrne plays Gideon with over-the-top lines that fit the series perfectly. There is also a surprise returning voice actor taking on a new role; without giving too much away, the casting couldn't be more fitting. These individuals, along with various side characters, truly bring the narrative to life and ensure an enjoyable experience from beginning to end.

Grace's Gameplay:

The first half of Resident Evil Requiem's gameplay captures the essence of classic survival horror, appearing much more similar to the original Resident Evil titles. While the game begins with a brief story-focused section reminiscent of the opening hour of Resident Evil 7, protagonist Grace quickly finds herself transported to the game's primary location: the Care Center. Here, Grace starts with limited resources and must use stealth to find items and weapons to survive. Initially stalked by a hideous monster—employing mechanics similar to the Tyrant in Resident Evil 2 or the antagonists in Resident Evil 7 and 8—she eventually gains access to the main hall, where the classic style truly comes into play.

With Grace, series-staple safe rooms return. These are locations where enemies cannot reach you, and each is outfitted with a storage box and a typewriter. Playing on classic difficulty requires an Ink Ribbon to save, meaning there are a limited number of saves available; however, standard mode allows for unlimited saves and the use of checkpoints. The item box becomes Grace's lifeline for storing ammo, healing items, crafting materials, and key items that she cannot carry due to limited inventory space. Because of this, players must prepare for any situation and balance their supplies carefully to survive encounters and solve puzzles. Getting caught without health or healing items will lead to a game over before you know it. Similarly, running out of ammo when you need to fight is a death sentence. On the more frustrating side, finally figuring out how to advance only to realize you left a necessary key item in the box requires backtracking and redoing entire sections unless you reload a previous save.

This type of decision-making has always bolstered the sense of horror in Resident Evil, and it remains on full display here; however, inventory management is only one small part of the planning process. Unlike Leon, Grace isn't a seasoned veteran or a rookie cop fresh out of the academy. She is an FBI analyst unaccustomed to high-stress situations. This is reflected in her physical movements and her shaky aim. Initially, she suffers from hand tremors and body sway, making aiming difficult. She is also clumsy and may trip while attempting to outrun an enemy, though this specific mechanic is not reflected when playing in the first-person point of view. These details add to the challenge and help her feel more realistic as a character, representing something rarely seen in the series. Even Ethan Winters in Resident Evil 7 and Village was able to gun down monsters without batting an eye, despite having no formal training. Grace's natural reactions are a refreshing change of pace, allowing players to witness her growth over time.

In addition to managing Grace's inexperience, players must navigate the environment and plan every move. While it doesn't take long to learn the general layout of the Care Center, locked doors and puzzles slow progress, and enemies acting as hazards constantly block the way. With limited resources, players must consider their routes carefully and take the path of least resistance. For example, one frequently traversed hallway is patrolled by a large "chef" zombie that can kill Grace nearly instantly. He tends to stay in one area, and players can use objects in nearby rooms to create distance. However, standard zombies also stalk these halls and can trap an unwary player. This forces a decision: is it worth entering this hall at all, or is an alternate route better? Of course, the other path will have its own problems, but spending resources to bypass a threat is often a worthy trade-off.

Despite her inexperience, Grace has multiple ways to dispatch or manage enemies. Shooting a zombie in the leg allows her to knock them down, a mechanic that clever players can use to their advantage. Rather than burning through ammo, players can lure a group together, shoot one in the leg, and push them into the others. Doing this near stairs sends the whole group tumbling to the bottom, buying enough time to explore and escape. This "zombie bowling" technique is a major lifesaver that keeps resource consumption to a minimum. Additionally, the zombies in Requiem are some of the most realistic to date, retaining personality traits from their lives. 

One zombie who hates loud noises is particularly useful, as he can be lured toward other enemies to take out his frustrations on them. This requires throwing a bottle, but trading one item for several saved bullets is a smart exchange. Grace's powerful but limited Requiem magnum can also kill almost any normal target with a single shot. For instance, a specific singing zombie acts as a major hazard in the Care Center, but a single magnum round eliminates the nuisance instantly. These are decisions players must make independently; Requiem encourages creativity, and realizing this makes all the difference. The title is as challenging or as easy as you make it, and those unwilling to think outside the box will struggle—which is where Grace's unique blood mechanic and crafting system come in.

Hidden throughout the game are bloodstains for Grace to collect and bags of blood she can store. This supply is combined with crafting items to create extra ammo and Hemolytic Injectors. These injectors allow for instant stealth kills, resulting in an explosive, bloody mess. They can also be used on downed enemies to prevent them from reanimating into stronger forms. Players must decide how to delegate these resources: is it worth finishing off a body in a hallway, or is that blood better saved for ammo? Those who play smartly will likely have an abundance of supplies by the end, but it never hurts to play it safe. With all these systems at play, Grace’s section of Resident Evil Requiem offers some of the best survival horror gameplay in the series, serving as a true modern take on the classic formula. This is what fans of the originals likely imagined the future of the franchise would look like, yet it represents only one half of the story.

Leon's Gameplay: 

While Grace is the initial focus in Resident Evil Requiem, it doesn’t take long for Leon to make his entrance and shake things up. Similar to how Resident Evil Revelations featured Jill in a classic survival horror setting with Chris taking the lead during action-focused chapters, we see a similar dynamic here. As previously mentioned, Grace represents the horror side of the experience, while Leon is the hardened veteran who isn't phased by the situation. For Grace, it is the worst day of her life, but for Leon, it’s just another Thursday. Consequently, Leon’s sections contain little fear and provide players with nearly unlimited toys to play with.

Instead of a limited selection of weapons, Leon has access to all the series staples—shotguns, submachine guns, handguns, and rifles—with plenty of ammo to spare. Additionally, Leon retains a wide range of melee moves to perform after stunning zombies, alongside flashy counter kills triggered by attacking right before being hit. Leon’s trusty axe is available to hack and slash through the horde, and dropped items can be used to impale or bash enemies. In short, he is well-equipped, and players can simply let loose to their heart’s content!

Despite having his own unique sections, there are moments where Leon retreads areas Grace previously traversed. During these moments, players can get revenge on everything they once had to hide from. You can slaughter the chef, chop up the singer, and shotgun all the little annoyances that once blocked your path. There is also a chainsaw that makes quick work of most targets, though it is limited to specific sections and breaks after several uses. This almost Dead Rising-like gameplay is enjoyable, but players must be careful, as the game’s physics engine can wreak havoc with the tool. Fail to grab the chainsaw in time, and don’t be surprised if it spins across the floor like a top, impaling and throwing zombies everywhere until it stops! Get too close, and you can kiss Leon goodbye as well—meaning you’ll have to replay the section. Though, is that really a punishment?

Although Leon’s sections are initially short intermissions to provide a break from Grace’s stressful situations, the game eventually flips. In the second half, the two switch positions, and the experience becomes much more reminiscent of Resident Evil 4. Leon explores his own areas while solving puzzles and finding keys, with almost non-stop combat awaiting him at every turn. Between these moments, Grace's segments sprinkle in a bit more classic survival horror, but Leon remains in the spotlight until the conclusion. Because of this, his sections introduce additional changes not seen while playing as Grace.

The biggest change for Leon is the Resident Evil 4-style briefcase storage, where items take up a set number of squares on a grid, requiring players to rearrange them to fit. Rather than a storage box, he has a "store in a box," which allows him to buy ammo, upgrade weapons, and purchase armor. In this system, points are awarded based on kills and then used to purchase various items. With limited inventory space, buying everything isn't always the best choice. Weapons, in particular, take up significant space, so decisions must be made on what is worth bringing along. Unneeded items can be sold, though with the number of kills Leon accumulates, it isn't strictly necessary.

Once Leon is well-stocked, his gameplay primarily consists of exploring the ruins of Raccoon City—a feature first revealed during the game’s announcement. There are plenty of surprises for long-time fans to discover that this review will not spoil, though they might not resonate with everyone. While one section is an open-ended exploration area requiring Leon to investigate marked points on a map, the more linear moments feel better paced. The exploration isn't bad, but it feels slightly "off" compared to what came before. The lack of horror elements might be a letdown for some, but others will enjoy the relief from the tension. It ultimately comes down to personal preference, but there is no denying how fun Leon is to play. Even if the slower moments drag, you still get to enjoy killing zombies along the way. 

Then, things get a bit crazy.

Without giving away too many spoilers, Leon’s half of the game pulls inspiration from nearly every project he has been part of. This includes the CGI movies, with one particular action sequence serving as a full callback to Resident Evil: Vendetta—except without Leon killing innocent civilians along the way. As ridiculous as things get, it wouldn't be Resident Evil without at least one standout moment that fans will talk about for years. It might not be punching boulders, but it won't be forgotten.

While Leon’s side of the story might not be the solid survival horror experience Grace enjoys, it is still very entertaining and features some of the best combat the series has seen. Though the Resident Evil 4 Remake is hard to top, the unique mechanics and over-the-top action of Resident Evil 6 have a certain charm as well.

I will say, despite the reduced focus on horror, there is one particular moment where Leon must face off against one of many's worst fears. This fight alone might be a "game-ender" for some, but I’m a weird one who found it to be cute... but that’s just me.


First Person Versus Third Person:

Players should be aware that there are two ways to experience Requiem. The default settings place Grace in a first-person perspective, similar to Resident Evil 7 and 8, while Leon is controlled from a standard third-person view. These settings can be changed at any time, and while this is the recommended configuration for the "best" experience, that remains entirely subjective.

Although first-person provides more tension when playing as Grace by limiting your view and putting the horror right in your face, playing in third-person has its perks as well. As previously mentioned, Grace is clumsy and will trip during chase sequences. This only occurs in third-person, however; the first-person mode replaces these animations with a shaky camera effect. Personally, I enjoyed both styles but preferred the third-person point of view overall. Unlike Resident Evil 8’s third-person update, Requiem is fully designed to account for both styles, featuring unique animations for each perspective and items that are clearly visible at all times—assets that were sometimes hard to see in Village. Beyond that, I feel Grace’s reactions and tripping should be experienced at least once, so those who finish the game in first-person may want to go through a second time in third-person.

(Although, this "extra" puzzle is easier in first person.)

When it comes to Leon’s campaign, the choice also comes down to preference. With less horror to contend with, choosing between the two options depends on how players prefer to engage with shooters. If you enjoy first-person shooters, Leon’s action-heavy gameplay will not disappoint. If you prefer third-person shooters or the gameplay of past titles, then stick to that perspective—though players should be aware that certain upgrades will force guns into a first-person view, so think twice before purchasing them.

Ultimately, both options are a lot of fun and provide players with multiple ways to experience the game, making it perfect for several playthroughs.

The Horror:

Finally, many players will surely have the same question—just how scary is the game? Well, that is going to depend on the person. Personally, there was not a single time I jumped or felt scared. Tension over the fear of losing half an hour or so of progress? Sure. Actual moments of terror? No—but I’m likely in the minority here. For the vast majority, Grace's sections will be packed with horror, and this comes in many different forms.

Playing on Classic Mode will enable limited saves, so the fear of losing progress immediately comes into play. Without checkpoints to fall back on, every encounter becomes a risk. Putting this aside, Grace's sections often feature enemies that will stalk you and can potentially jump-scare you along the way. In addition to this, the game isn't afraid to dive into body horror or introduce genuinely eerie and disturbing moments. Those who struggle with gore might find certain moments to be a bit too intense, and this also extends to the gameplay. Shooting zombies will not simply kill them; instead, it can peel off their skin or cause their eyes to hang out of their sockets. Blood splatter also remains within the world, so the bloody messes you cause will be a constant reminder of what transpired. This is where most of the game's horror comes into play, as actual jump scares are fairly limited.

In addition to this, and as previously mentioned, those with a specific phobia will struggle during one key moment, so please be aware before diving in. This didn't impact me at all, as I personally love this particular thing, but I also completely understand how debilitating having a phobia can be. It isn't a joke.

Should you play it?

Resident Evil Requiem is a game that has a lot going for it, which can cause the title to be a mixed bag for some. There’s no denying that Requiem is one of the best-looking games in the series, featuring great attention to detail, extremely realistic and unique zombies, and solid controls. The option to play the game in both first-person and third-person is a welcome addition, and the level design is top-notch. While the obviously placed obstacles will often tip you off to upcoming jump scares or combat encounters, there are still plenty of semi-random moments that can catch a player off guard. 

Although specific enemies tend to stick to designated areas, their placement can change—especially if you lead them down a different path while attempting to escape. This is where planning your route becomes vital, and managing your resources to deal with such threats becomes key. Grace’s unique blood-crafting mechanic is also a fantastic addition, and the game provides enough resources to prevent players from soft-locking their progress.

Requiem constantly asks players to think outside the box to solve problems, leading to a wide range of unique situations. Each playthrough can be handled differently, though some strategies are undeniably more effective than others. While there are difficulty options to increase the challenge or enable limited saves, the game never feels unfair; it is set up in a way that nearly anyone can complete it. In fact, there is a hidden difficulty scale at play where the challenge actively increases or decreases based on your performance. That being said, the lack of an intermediate difficulty between Normal and Insanity is a bit of a letdown, but it isn’t a deal-breaker by any means.

With the split between Grace and Leon, some players will likely enjoy certain sections more than others. Classic survival horror fans will vibe with Grace’s sections, while those who miss the action of titles like Resident Evil 4, Resident Evil 5, or Resident Evil 6 (or Chris’s gameplay and Raid Mode in Resident Evil Revelations) might find Leon’s parts to be their favorite. Both characters share the spotlight fairly evenly. With a standard playthrough clocking in at around ten hours, this leaves roughly five hours for each—though the game can be beaten much faster.

Actual playtime will depend on how long it takes a player to solve puzzles, navigate the map, and handle enemy encounters. This variance is mostly seen on Grace’s side, as Leon’s path is largely straightforward, with one notable exception. In other words, you may find yourself spending more time with one character than the other depending on your playstyle and the challenges you face. While some might wish for more time with their favorite lead, I personally felt the balance worked well, though I wouldn't mind if a future entry simply stuck to one style or the other.

Overall, Resident Evil Requiem is a masterclass in survival horror. It expertly blends the classic style with more action-oriented outings, features outstanding stage design, and contains some of the most interesting zombies ever seen in a video game. Capcom has proven itself yet again; one can’t help but feel a bit sad when the credits roll—not because of the story, but because you know you’ll never get to experience this game for the first time again. It is truly something special.

VERDICT: Essential
Reviewed on PlayStation 5

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