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Resident Evil Requiem Review – 30th Years of Survival Horror and Action Horror Finally Perfectly Balanced

resident Evil Requiem Review

A FRANCHISE THAT REFUSED TO STAY STILL

I think enough time has passed since the release of Resident Evil Requiem and after so many hours of Gameplay into it, is time for us to talk about it!

From the fixed camera dread of Resident Evil to the revolutionary shift of Resident Evil 4, the franchise has never been afraid to evolve. Resident Evil 4 didn’t just change the series it changed gaming, introducing a more dynamic, over the shoulder perspective and pushing the experience toward action horror while still maintaining tension. That direction carried into Resident Evil 5, leaning even further into action and co-op. Then came Resident Evil 6, a turning point that fully embraced large-scale spectacle and cinematic chaos. And while that aligned with gaming trends at the time, it wasn’t fully accepted by longtime fans. For many of us who grew up with the originals, something felt lost the vulnerability, the pacing, the fear of the unknown. Then came the reset. Resident Evil 7: Biohazard brought back fear, isolation, and tension, while Resident Evil Village experimented with blending both identities. Now, Requiem feels like the answer to that divide.

PERSPECTIVE, IMMERSION, AND CONNECTION

One of the most impactful additions in Resident Evil Requiem is the ability to switch between first-person and third-person perspectives. This is something I didn’t fully appreciate until now. With Ethan Winters, I never truly connected and I realized it’s because I struggle to relate to characters I can’t see. That’s a personal preference, but it matters. With Grace Ashcroft, everything changes. Seeing her reactions her fear, her hesitation, the way she physically struggles grounds her in a way that makes the experience more personal. The fact that the game includes unique animations for each perspective shows how much care went into this system. Third person creates emotional connection, while first-person delivers immersion. After playing her campaign in both, I can confidently say the game feels complete in either form just different, and that difference matters.

TWO CAMPAIGNS, TWO IDENTITIES

What truly defines Requiem is how it handles its dual protagonists. Grace Ashcroft represents pure survival horror limited resources, slower pacing, meaningful backtracking, and constant tension. Her gameplay brings back that feeling of being hunted, drawing inspiration from titles like Clock Tower and Friday the 13th, evolving ideas that were later perfected through Mr. X and Nemesis. On the other hand, Leon S. Kennedy delivers full-on action horror. His gameplay is fast, aggressive, and incredibly satisfying, feeling like a natural evolution of Resident Evil 4 Remake. The chainsaw mechanics feel like home, especially for longtime fans. What makes it all work is how these campaigns don’t just differ they complement each other. Even the inventory systems are handled differently, making it feel like two separate experiences that intertwine into one cohesive story.

MECHANICS THAT REWARD ADAPTATION

The blood collection and crafting system is one of those mechanics that doesn’t immediately click but once it does, it becomes essential. At first, it feels optional. But after playing without relying on it, the difficulty spikes in a way that makes you appreciate its design. Having that sleeve ready to craft a hemolytic injector becomes a lifeline, especially in high-pressure encounters like the chef blocking the doorway before the refrigerated room. It adds a strategic layer that reinforces survival decision-making rather than just reaction. It’s flexible, smart, and fits perfectly within the game’s balance between tension and control.

THE CHUNK – WHEN ENEMIES BECOME PUZZLES

The “Chunk” encounter is one of the best examples of modern survival horror design. This isn’t just an enemy it’s a problem to solve. It controls space, blocks pathways, and forces you to think differently about movement and resources. Every encounter becomes a layered decision: fight, retreat, adapt, or outsmart. The Blister Heads What a pain…. Can we mention how detailed every enemy is from the Chef , Chunk , The singing lady , The zombie with the IV Pole, the Cleaning Lady and the Lights Zombie, guys these are great in design! This is where Requiem shines, turning tension into design rather than just difficulty. It’s a reminder that Resident Evil has always been about more than combat it’s about understanding your environment and surviving within it.

A RETURN TO RACCOON CITY DONE RIGHT

Returning to Raccoon City was something I didn’t expect before its reveal but it instantly became something I was looking forward to. And Capcom didn’t just bring it back they honored it. The way you traverse iconic locations is handled so well that it deserves to be experienced without spoilers. The feeling is absolute greatness. The Raccoon City Police Department alone is filled with moments that hit straight to the heart. Looking for that tool to open the rolling door and realizing it’s exactly where Leon left it… that moment is unforgettable. And the Lickers? A complete thrill ride that reminds you exactly why they became iconic in the first place.

STORY, CHARACTERS, AND SURPRISES

Victor Gideon stands out as a powerful presence, with the Rhodes Hill section feeling rich enough to stand on its own. Grace Ashcroft is already proving to be a strong addition to the franchise, a character that Capcom can build on moving forward. Then comes Zeno Wesker a surprise that taps into long-standing fan theories about cloning and legacy following Resident Evil Code: Veronica and Resident Evil 5. And then there’s Hunk. His return during the Ark section is a standout moment, with speculation surrounding a mysterious figure known as “The Commander.” Some data miners have even found references to “Old Hunk,” though nothing has been confirmed. Regardless, that encounter delivers both narratively and mechanically, standing out as one of the game’s most memorable moments.

LEON, LEGACY, AND CRITICISM

There will always be criticism that the franchise relies too heavily on Leon. But Requiem shows exactly why he remains such a central figure. His presence shifts the tone, raises the stakes, and brings an energy that few characters can replicate. Even going into the game with doubts especially due to the heavy marketing collaborations with brands like Hamilton and Porsche it becomes clear that none of that was necessary. The game stands on its own strength.

MULTIPLE ENDINGS AND PLAYER CHOICE

The inclusion of two endings depending on player choice initially felt like a risk. But after experiencing both, it becomes clear that it was the right decision. Even though one ending is not canon, it doesn’t feel cheap. Instead, it creates a compelling “what if?” scenario that adds depth without undermining the main story. It’s a clever way to give players agency while maintaining narrative integrity.

FINAL VERDICT: MUST PLAY

Resident Evil Requiem isn’t perfect. There are brief moments like the rooftop mortar sequence that echo the excess of Resident Evil 6, but they never last long enough to negatively impact the overall experience. What matters is what the game accomplishes as a whole. It respects the past, understands the present, and builds toward the future. You’ll still find fans debating what Resident Evil should be, but when you look at the craftsmanship, the balance, and the ambition on display, it’s hard to deny the truth: this is one of the most complete Resident Evil experiences ever made. Not because it chose between survival horror and action horror but because it finally mastered both.


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