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Resident Evil Requiem Is Suffering an Idenitiy Crisis

by 6 March 2026030
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Warning: this opinion piece accommodates spoilers for Resident Evil Requiem.

For 3 many years, gamers have been going toe-to-toe with zombies and different monsters within the Resident Evil sequence. This 12 months’s newest mainline entry, Resident Evil Requiem, marks the beloved franchise’s thirtieth anniversary by being a love letter to the sequence’ whole previous, from its early days of creepy, puzzle-filled survival horror to its adrenaline-fuelled motion horror period. However whereas this method has been praised virtually unanimously throughout the board – we awarded Requiem 9/10 and its Metacritic rating stands at 89, the very best of any trendy, non-remake Resident Evil – I really feel that its try to combine each of the sequence’ historic kinds collectively creates a conflict, reasonably than cohesion. Relatively than a recreation that is aware of precisely what it needs to be, it feels to me like Resident Evil Requiem has a little bit of an identification disaster.

Over the previous decade, Resident Evil has reformulated itself as a slow-paced survival horror recreation, returning its mainline entries to the fashion of the 1996 authentic the place each shot counts and every part round you is a menace. You are not a larger-than-life hero, as a substitute you are an on a regular basis particular person thrown right into a nightmare state of affairs and you must someway discover a manner out alive. Seemingly impressed by indie hits like Amnesia and Outlast, Capcom opted for a first-person POV for Resident Evil 7: Biohazard and its sequel, Village, which anchored you within the terrifying expertise of their everyman protagonist, Ethan Winters. This new formulation labored effectively, garnering essential acclaim and reigniting many individuals’s curiosity within the franchise, myself included. This was an particularly necessary victory for Capcom due to how poorly 2012’s Resident Evil 6 was acquired, which just about completely deserted the sequence’ survival horror roots in favor of horror-themed motion.

However with the discharge of Resident Evil Requiem, it feels as if a number of the work that Capcom has been doing over the previous couple of years with Biohazard and Village has been thrown out the window. It’s, for positive, an ideal recreation that’s participating from begin to end, however its huge swings from terrifying survival horror to relentless motion set items makes it really feel as if Capcom could not choose a lane for Requiem’s total tone. Whereas taking part in via the marketing campaign, I couldn’t assist however really feel that it was affected by an identification disaster. And due to that, I discovered that many key plot factors missed the mark for me. A primary instance of this happens in direction of the marketing campaign’s midpoint, when Grace’s little one ward, Emily, transforms into an enormous monster. It’s a second that’s purported to create a cocktail of feelings – shock and upset over what’s grow to be of your good friend, worry for what’s going to occur subsequent – however earlier than any of that basically comes into play, Leon rushes in, weapons blazing, to save lots of the day.

Whereas taking part in as Grace, Requiem is a slow-burning survival horror – the precise fashion of recreation I’ve come to count on from the sequence. Much like when taking part in as Ethan Winters, I used to be compelled to think twice about how I wished to method every scenario, and I usually would ask myself, “Is this battle well worth the ammo?” Each time I ran right into a creature that may tower over me, I might usually scream out in actual life, then proceed to run for my life in-game. The worry was solely amplified by the truth that Grace’s sections make use of the sequence’ conventional labyrinthine degree design, and so I used to be usually compelled to revisit areas I’d beforehand barely made it out of alive looking for hidden treasure items wanted to maneuver the plot ahead. The puzzles these treasures are used to unravel aren’t precisely the toughest, however their presence is appreciated, and it made taking part in as Grace much more satisfying.

Leon will get higher gear by racking up a excessive kill rely, a system that goes in opposition to every part that Grace’s half was constructing in direction of. “

Finally, numerous Grace’s gameplay is grounded in actuality – sure, a actuality the place zombies tear off faces and doorways are unlocked by gem stones – however the oppressive ambiance, overwhelming odds, and vision-limiting first-person perspective makes taking part in as her actually scary. Though she is employed by the FBI, she’s primarily a pencil pusher who has subsequent to no fight expertise within the subject. It makes you’re feeling actually weak, and so this was the strongest a part of the sport for me.

Leon’s sections, in the meantime, really feel like an entire 180 from every part you expertise as Grace. Replicating the method of 2005’s Resident Evil 4, Leon’s most well-known mission, most, if not all the horror parts are faraway from his sequences and story beats, which undermines a lot of what you performed via as Grace – as soon as once more, Leon’s brutal gunning down of the monster Emily transforms into feels prefer it’s from a totally completely different story than the one Grace was experiencing. That is the place the identification disaster actually kicks in. Ammo will not be as scarce anymore, and also you’re inspired to run headfirst into battle. Relatively than seek for useful scraps, Leon has entry to a procuring and weapons improve system that rewards you with foreign money primarily based on what number of zombies you have killed. The one approach to get higher gear is by racking up a excessive kill rely, a system that goes in opposition to every part the sport’s Grace-centric first half was constructing in direction of. As Grace, I’d realized to be petrified of just about every part coming my manner, particularly the bigger monsters that stalked the corridors of the Rhodes Hill Persistent Care Heart. Leon, alternatively, might resolve such points with a couple of shotgun shells and a grenade.

Sadly, the identical will also be mentioned in regards to the puzzles (or lack thereof) Leon has to unravel in his portion of the sport. Numerous them principally contain working to web site X simply to open location Y, which feels a notable step down in comparison with the extra subtle issues going through Grace. This enormous shift in method between the 2 characters means it virtually looks like taking part in an completely completely different recreation throughout Requiem’s second half. Leon and Grace’s components really feel like two sides of a robust coin, however they’re underdeveloped as a result of they’re so cut up. Relatively than complimentary halves, they really feel like necessary reflections of the sequence previous to honor the sequence’ 30-year milestone. As I performed, I started to surprise if Capcom was making an attempt to straight appease its many generations of followers – those that beloved Resident Evil 7 and eight’s outdated school-influenced gameplay and those that preferred the extra action-packed fashion of RE 3-6 – reasonably than discovering a brand new formulation that mixed parts of each.

It appears unusual that Capcom has tried to do that multi-style catering, as such an method was extensively unpopular when the studio first tried it in 2012 with Resident Evil 6. Very like Requiem, that recreation was cut up into distinct sections that delivered completely different gameplay kinds. Leon’s storyline, whereas admittedly nonetheless motion heavy, was centered on extra conventional horror targets, whereas Chris and Jake’s campaigns had been virtually Name of Responsibility-like of their method to motion. Granted, this time round, Capcom has accomplished a a lot better job of either side of the coin – Grace’s facet of issues is real survival horror, whereas Leon’s is an effective tribute to the fashion of RE4 – but it surely’s nonetheless odd to see it take such a large swing in direction of a marketing campaign construction that had already accomplished numerous injury to the franchise. In the direction of the tip of the sport, it virtually feels such as you’re taking part in a extra polished model of Resident Evil 6 reasonably than the successor to Resident Evil 7 and eight.

What actually makes all this irritating is that Capcom has proven with Resident Evil Village you can nonetheless have these over-the-top motion moments with out undermining the horror and rigidity constructed up all through the sport. A key instance might be discovered on the tail finish of the marketing campaign, when the angle switches from Ethan to Chris Redfield – the traditional Resident Evil hero who’s a proficient soldier at this level within the timeline. You play his sequence as an FPS, killing every part that stands in your manner. However as a result of this can be a single sequence, reasonably than half of the sport, it looks like a refreshing vignette reasonably than a case of cut up character.

With it being the thirtieth anniversary of Resident Evil, it is clear that Capcom’s objective for Requiem was to pay respect to and have a good time the numerous various things this sequence has been. And when it’s exploring these issues in isolation, it’s undeniably compelling. I beloved creeping round Rhodes Hill as Grace, and I beloved ripping via the streets of Raccoon Metropolis as Leon. Collectively, although, these parts make for a marketing campaign that feels fractured. Its lack of dedication to at least one fashion actually hurts Requiem’s total huge image, and in its worst moments the conflict between horror and motion undermines a lot of the stress constructed up as Grace and inflicts tonal whiplash. There’s rather a lot I like about Resident Evil Requiem, however I want the sport belonged to both Grace or Leon, not each of them.

Luis Joshua Gutierrez is a contract author who loves video games. You may attain him at @ImLuisGutierrez on Twitter.

CrisisEvilIdenitiyRequiemResidentSuffering
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