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Worgen

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Whatever, just wash your hands.
Gameplay with no commentary
Ugh, dammit, that looks cool. I have too many games I want this year already. So do you choose a character to play or does it swap between the 2? Cause it kinda looks almost like 2 different games.
 

NerfedFalcon

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The Monster Hunter whetstone is definitely a good way to handle the knife durability issue. I'm not sure I like it as much as the one I came up with (you can punch enemies but not parry them while your knife is broken) but I don't have any genuine complaints with it.
 

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does it swap between the 2?
You swap between the Grace and Leon, depending on the chapter.

Cause it kinda looks almost like 2 different games.
This is intentional. Grace's sections are basically RE2R and RE7, while Leon's sections are RE4R combined with what he can do in the CGI Animated movies.
 
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XsjadoBlayde

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Well if it impressed these tight arse interlocutors, surely a hopeful sign


Resident Evil Requiem review - legendary horror at an all-time high

Amazing Grace.


Image credit: Eurogamer/Capcom

Review by Matt Wales News Reporter
Published on Feb. 25, 2026

Capcom marks Resident Evil's 30th anniversary with a stellar return that's both a masterful bit of suffocating horror and a nostalgic, fan-thrilling victory lap for the legendary series.

Here's a question: what is Resident Evil? For some, weaned on the series' earliest entries, it's campy survival horror - staccato gunplay punctuating smothering scares; for others, who joined the series with Resident Evil 4 and beyond, it's perhaps closer to action. And there's still a third group, who, since Resident Evil 7 redefined the series yet again, might be expecting something like horror in its purest form. 30 years on, Resident Evil is a series with so many identities, so many histories, that trying to resolve them all is a problem Capcom has struggled with time and again. But with Resident Evil Requiem, it feels like it's finally found a way to address that tension: don't fight it, embrace it all.

Resident Evil Requiem review
You probably already know Resident Evil Requiem is, in essence, a game of two halves. On one side there's FBI agent Grace Ashcroft, who continues the modern series' focus on heightened first-person horror. On the other is Resident Evil icon Leon S. Kennedy, who turns up intermittently to punctuate the tension with ludicrous, larger-than-life action. It sounds like a Resident Evil 6-style recipe for discordant disaster on paper, but in practice it's anything but, even if the balance shifts dramatically as Requiem eventually goes places - both figuratively and literally - you might not be expecting.

No matter where it heads, though, Requiem is consistently spectacular. This is pure, mega-budget blockbuster gaming: gorgeous, meticulously realised, and polished to a sheen. Its prologue alone, hitting a tone that feels as much TV police procedural as Resident Evil, jumps from bustling, rain-drenched city streets - exquisitely rendered in first-person - to an abandoned hotel which, as Grace confronts her traumatic past, is host to playable flashbacks and campy funhouse chills. Then Leon makes his absurd, hatchet-twirling debut amid pile-ups and fleeing crowds, and on it goes - Capcom's enormously talented team of designers, engineers, artists, animators, sound specialists, performers constantly exceeding Requiem's incredible demands.

When Requiem eventually settles down, though, it's for a sustained bout of pure horror that's arguably the most terrifying the series has ever been - I might even go as far as to call Requiem one of the best horror games ever made. After Grace is deposited into the Rhodes Hill Chronic Care Center, where you'll spend a significant portion of your playtime - perhaps the closest thing the series has come to a classic gothic "mansion" in a long while - you're given a few minutes breathing room before your first major adversary arrives. And you'll want to make the most of that lull, because once it gets going Requiem is relentless.

Capcom's control of atmosphere and tension, its command of pace, is impeccable, and the set-up for its first big reveal is a great example: an ominous rhyme in a children's nursery book sows seeds of uncertainty and mounting dread, eventually culminating - after a tightly choreographed succession of jump scares and fake-outs - with a humongous claw sliding terrifyingly into view. And that's just the start.

The creature, one of Rhodes Hill's most persistent foes, is a wonderful bit of design, legitimately terrifying in scale but - with her forlorn gait, her tattered gown - oddly sympathetic too as she begins her relentless prowl. And it's surprising just how far Requiem goes to humanise its monsters. One abomination you'll encounter is so large it's forced to squeeze itself - pitifully, painfully - along the mansion's too-small corridors to continue its patrol. And virtually every zombie in Rhodes Hill is stuck in a loop of half-remembered living; undead cleaners attack filthy bathrooms with violent vigour, orderlies obsessively flick light switches on and off, cooks give chase with sharpened utensils, and you'll even find a zombie by a grand piano belting out a tune. It's at once a little sad and a little silly, and there's an appealingly goofy throughline to Requiem that serves as critical connective tissue between the horrors Grace faces and Leon's more outlandish trials. But crucially, once a zombie gives chase, the mood immediately chills.






For the bulk of Rhodes Hill, Requiem is skewed toward stealth. Often, Grace - as she sets off in search of yet another distantly scattered McGuffin - is corralled into cruelly claustrophobic spaces with minimal loops for avoidance, forcing a stressful rhythm of creeping progress and frenzied escape. Almost every zombie in Requiem is on perpetual patrol and, once alerted to your presence, they'll happily, aggressively pursue you as far as their bounds will allow. Few have the brute-force strength of Rhodes Hill's biggest adversary, admittedly, but even once Grace is armed, and even as her abilities grow, Capcom contrives - whether through limited ammo, zombies' attraction to noise, or other rather more nefarious means - to ensure their threat is significant enough that stealth always feels like the better option.

And from that baseline of sustained tension, Capcom continues twisting the knife. Upgrades often require you to collect blood from zombies that might, you suspect, spring back to life at any moment; your inventory is small, meaning you always need to think carefully about what you carry and what you leave behind in safe rooms - miscalculate and you might need to backtrack, prolonging the ordeal. And if you choose to play on Classic mode, your limited typewriter ribbons mean limited saves. It becomes a game of tough decisions under pressure, Capcom constantly toying with the rules and the rhythm in a way that's as exhilarating as it is exhausting. And there's just so much else to applaud - the magnificent sound design, tiny touches like the way Grace's hands shake when she holds her gun - all coming together to create this relentlessly oppressive mood. So it's within this smothering blanket of stress that Leon's segments - unfolding in classic third-person - are a welcome reprieve.







Leon's series-spanning journey from fresh-faced twink to world-weary muscle daddy sees him, here, recast as something like the ultimate action hero - pure, wisecracking testosterone in a skin-tight shirt. From the very first moment you hit the 'melee' prompt and watch him roundhouse kick a zombie across the street, to the point he's motorcycling up the side of a skyscraper or casually batting torpedoes out of the air, it's clear Capcom isn't so much embracing Resident Evil's action heritage as revelling in it, with hatchet-wielding, viciously decapitating aplomb. And the balance feels right, Leon and Grace's two distinct styles complementing rather than undermining one another.

But then, at almost exactly the midway point of its 20-hour or so runtime, there comes such a radical shift in tone that Requiem might as well be a different game entirely. Once you leave Rhodes Hill and you're deposited in the beige dereliction of something like an urban war zone (I shall say no more on this), it's Leon who - for a while at least - gets the bulk of the screentime, Requiem settling into a new rhythm that overwhelmingly favours intense action. Even as Grace begins to play a more prominent role again later on, her usual stealth is - bar one brilliantly creepy late-game surprise - given a far more urgent pace. It's not that this mid-game shift is especially unusual for the series, but after such a masterful first half, the change - and the sudden dissipation of Capcom's meticulously cultivated atmosphere - is incredibly jarring. Disappointing even, and it takes a bit of mental recalibration before it can be properly enjoyed.





But it is, still, enjoyable. The gunplay remains great in its slickly ridiculous action-movie fervour, Leon's arsenal growing to absurd proportions as he hoovers up machine guns, pistols, grenades, sniper rifles, and anything else capable of obliterating the undead as noisily as possible. Even the inventory system shifts to something more conducive to this pacier rhythm - forcing you to Tetris your spoils into the equivalent of a Resident Evil 4-style attache case until space is gone and decisions must be made. And as you race across rooftops dodging mortar fire, or take on the heavily armoured undead in increasing numbers, its action - its constant ambushes and fights-in-tight spaces - remains tense and exhilarating, albeit in entirely different ways. If anything, with Rhodes Hill behind it, Requiem adopts a more transparently old-school vibe - and, if you hadn't already twigged, this isn't accidental.

Resident Evil Requiem accessibility options
Motion sickness presets; visual, auditory, and physical accessibility presets. Individual options for subtitle size, colour, and background; closed caption toggle and colour; speaker name display toggle and colour; HUD size and menu text size; individual volume sliders for music, background, menu sounds, and dialogue voices; motion blur toggle and camera wobble intensity; repeated input type; reticle deceleration; keyboard and button configuration; full voice and display language for Japanese, English, French, Italian, German, European Spanish, Latin American Spanish, Brazilian Portuguese, Russian, and Simplified Chinese, plus additional display languages for Polish, Korean, Arabic, and Traditional Chinese.
The clues are there from the start of course - it's right there in the name! - but Requiem isn't just a horror game; it isn't just an action game; it's a joyful, honest-to-goodness celebration of Resident Evil, this legendary series, as it enters its 30th anniversary year. And the longer it goes on - the more it borrows and repurposes from the past - the more it plays like a gift to fans. It's there in that sprawling mansion that feels like a return to the start; in its shifting camera perspectives and shifting tones. It's there in its different inventory systems from two different eras, in the typewriter ribbons, and the wonderfully old-school puzzle contrivances. It's there in a bifurcated campaign that feels like a Resident Evil 6 callback, in an upgrade system for Leon that feels ripped right out of Mercenaries, and it's there in so many other ways. I'm not going to say too much more - partly because Capcom understandably wants to keep Requiem's biggest surprises secret, and partly because I wouldn't want to spoil their impact anyway - but the more it played into its legacy, the bigger my smile became.

There's a clear tension here in that the first half of Requiem is incredible; a straight-up horror classic as far as I'm concerned. In contrast, its latter half is less obviously remarkable; boundary pushing horror making way for a slightly retro, backward-looking celebration of the past. That makes it tricky, if not outright impossible to judge. Is Requiem uneven? Absolutely. Does it eventually, slightly, run out of steam? I think that's a fair criticism too. But carried away on a wave of increasing nostalgia, I didn't especially care. In a way, Capcom's deliberate - and impressively cohesive - grab bag approach to Requiem almost makes it impervious to criticism, and you might as well just sit back and enjoy the ride. And with 30 years of brilliant, ludicrous nonsense squashed down into a single game, this well-earned victory lap is one hell of a time.
 
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CriticalGaming

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Luke Stevens said the game is great but only 8 hours long. Which is normal for RE games so long as there is replayability.
 

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Luke Stevens said the game is great but only 8 hours long.
I don't know why he would be complaining about it. Most RE games don't run longer than 8-12 hours depending on one skill and difficulty mode. Most people aren't gonna reach eight hours on a first play through of an RE title. Especially if they're playing blind and not looking at any video footage.
 
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NerfedFalcon

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Requiem's been available on Steam for a few hours now. Haven't picked it up yet but the reviews look fairly solid (88% of 1,867 at last check). I'll definitely be picking this up when it's convenient.
 
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CriticalGaming

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Well I dont like the game at all.

That isn't to say that RE9 isn't a good game overall, it's good. I just don't like it at all.

The problem for me is the constant swapping between characters. Grace and Leon are both very different and the gameplay clash between them is super annoying and jarring.

Grace plays like Ethan in RE7, her sections are tense but unlike what Capcom tried to tell you in the marketing she isn't about sneaking around. You can sneak around and it helps to do it as much as possible, but the problem is that the enemy placement is exceptionally poor for her sections where you have to deal with a zombie in order to get a key item in most sections of her game. The enemy behavior is also very random where you can't reliably stealth or get by enemies. For example there is a section where you sneak around a butcher in a kitchen. The butcher will move to different countertops and chop at bullshit there for a few seconds before moving to the next section and he basically makes a lap around the kitchen so you can sneak around him. Once you get past the kitchen there is a key you need for a room that was before the kitchen meaning you have to go back through the kitchen. However now the butcher will also patrol the hallway by the room you need to go to, so your stealth no longer works.

Grace also has a resource gathering mechanic where you collect blood from pools of it around the level which you use to craft and whatever. Again this interrupts the stealth idea because gathering blood takes a long time and the enemies you've snuck past will patrol after you every time because it seems like no matter how good you sneak by, they are triggered to change their pattern once you past them. Which I think just defeats all the purpose of stealth if your reward for sneaking around is to get caught anyway.

Grace gets a couple guns and a sneak kill thing, but her ammo situation sucks so it definitely feeds into the survival horror aspect.

Then you have Leon who is playing RE4 on steroids, just shitloads of ammo and headshots galore. Leon faces no threat, he takes very little damage if you get caught by something and you probably wont be caught by things because a pistol in his hands is like 3x stronger than when Grace shoots a gun. Enemies get staggered in a couple bullets and the melee attack is almost always a kill instantly.

I get what they were going for here, Grace is tense and scary, and Leon just murders the world. But the issue is that Leon is a fucking TON of fun to play, and his sections are super fucking short.

So you spend all this time with Grace and being useless, then you play Leon for five minutes to kill everything, then back to Grace.

And I hate the switch up. I'd rather play Leon's game than Grace's, and I certainly do not enjoy swapping back and forth so often. I wish this was more of an RE2 situation where each character has a separate playthrough that pieces both playthroughs together.

Blech.
 

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Still sounds way better than RE6-RE8. I saw a little bit of Max's and Pat's stream and and they are at least loving the change up between the two characters. I already know I'm gonna have a great time when I pick this up this evening.
 
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Casual Shinji

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I played a bit more and thankfully it's found a bit more of a rhythym now. It's just that it has two seperate intro gameplay sections, which themselves are cut in two, and it makes for not the best start, certainly to a Resi game. Grace's sections play like RE7 but with actual zombies instead of black goop monsters, and that alone makes it more fun.
 

McElroy

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I'm watching a stream playthrough and Leon is Clint Eastwood now? Okay, that's fine but Grace looks like she's barely legal, and she's actually an FBI agent? They recruit out of high school?
 

NerfedFalcon

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After one of my friends tripped over, in his words, three major spoilers at once on Youtube, I've decided to just grab the game now and play through it before that happens to me. See you all in a couple of days I guess.
 

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After one of my friends tripped over, in his words, three major spoilers at once on Youtube, I've decided to just grab the game now and play through it before that happens to me. See you all in a couple of days I guess.
I've been intentionally avoiding YouTube like crazy, or only got to specific people on Twitch. Even then, I only watch the very early part of their streams as not to get spoiled.

I'm watching a stream playthrough and Leon is Clint Eastwood now? Okay, that's fine but Grace looks like she's barely legal, and she's actually an FBI agent? They recruit out of high school?
I mean the real answer is "Japan", but going back to the first game Rebecca Chambers is an 18 year old elite special forces member with a bachelor's degree in chemistry.
At least Grace is in her 20s, despite her "baby face look". Compared to Rebecca being a medic in a elite swat force.
 
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