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Loading page contentRequiem for the dead. Nightmare for the living. Raccoon City remembers.
Published by Capcom · Nintendo Switch · PC · PS5 · Xbox Series X
The first thing you hear is the rain. Then the static. Then something breathing that is not you.
Thirty years after the Raccoon City incident, the city is a tomb. The ruins were never rebuilt. The quarantine zone was never lifted. The government sealed it, fenced it, classified it, and walked away. But the dead do not stay buried. Not in Raccoon City. Not ever.
Grace Ashcroft is an FBI technical analyst who has never fired a weapon in the field. She is brilliant, methodical, and haunted by a murder she cannot solve — her mother, Alyssa Ashcroft, a journalist killed at the Wrenwood Hotel under circumstances the Bureau refuses to explain. When a string of new murders echoes her mother’s case, Grace is pulled into the investigation. The trail leads exactly where she feared it would: back to Raccoon City. Back to the Wrenwood. Back to the place where everything ended and something else began.
She is not alone. Leon S. Kennedy — older, scarred, carrying the weight of every mission since that first night in 1998 — returns to the city that made him. Leon is investigating the disappearance of a fellow officer, a trail that converges with Grace’s in ways neither expects. But Leon is not the rookie he was. He is a weapon. And the game lets you feel the difference.
Resident Evil Requiem runs on a dual-protagonist structure that splits horror and action with surgical precision. Grace’s sections are pure survival horror — first-person, resource-scarce, suffocating with dread. Every shadow moves. Every locked door hides a decision. She is vulnerable, underequipped, and terrified, and the game transmits that terror directly through your hands via the DualSense controller. Leon’s sections shift to third-person action — the confident, brutal gunplay of a veteran who has seen worse and survived. His half of the game is Resident Evil 4 energy channelled through RE Engine at its absolute peak.
At the heart of the conspiracy stands Victor Gideon — a goggle-wearing figure with ties to Umbrella who has been waiting in the ruins of the city for decades, nurturing a new intelligent viral strain that does not simply reanimate the dead. It evolves them. The infected in Requiem are not shambling corpses. They learn. They adapt. They remember who they were. And that makes them infinitely more terrifying.
The Wrenwood Hotel is the game’s centrepiece — a sprawling, interconnected survival horror location that recalls the Spencer Mansion in scope and the Baker Estate in atmosphere. You will know its hallways by heart and dread every one of them. The game also takes you through the ruins of Raccoon City itself, now overgrown and feral, a graveyard that the forest is slowly reclaiming.
Capcom has called this a celebration of the franchise’s 30th anniversary, and the description is accurate. Requiem threads callbacks to every era of Resident Evil — the slow dread of the originals, the action spectacle of 4, the first-person immersion of 7 and Village — into something that feels both nostalgic and entirely new. By the time the requiem plays, you will understand why they chose that word.
The first time you switch from Grace to Leon mid-chapter — from first-person terror to third-person firepower — you understand what Capcom has built. Two games in one. And both are excellent.
Dual-Protagonist, Dual-Perspective
Grace plays in first-person. Leon plays in third-person. You can switch between first and third person in real-time, but the game is designed around the intended perspective for each character. Grace’s sections emphasise survival horror: limited ammo, oppressive darkness, puzzle-solving, and enemies that you cannot always fight. Leon’s sections emphasise action: precise gunplay, melee combos, crowd control, and the kind of cinematic set pieces that made RE4 a legend.
The Wrenwood Hotel — Survival Horror Masterclass
The Wrenwood is a metroidvania-style location where you unlock new areas as you find keys, tools, and solve environmental puzzles. Backtracking is rewarded with new encounters, changed layouts (the hotel shifts as the infection spreads), and resource caches. Item management is tight — inventory space is limited, safe rooms are scarce, and every bullet counts. The atmosphere is suffocating. RE Engine delivers photorealistic lighting, volumetric fog, and character detail that makes every teary eye and shaking hand visible.
Combat — Two Styles, One Engine
Grace’s combat is desperate. Handguns, shotguns, improvised weapons, and environmental traps. Every encounter feels dangerous because resources are genuinely scarce. Leon’s combat is confident. Precision aiming, roundhouse kicks, knife parries, and an arsenal that expands across his chapters. The shooting is RE4 Remake-quality — punchy, responsive, and satisfying.
Difficulty & Accessibility
Multiple difficulty settings accommodate everyone from newcomers to veterans. Assisted mode provides generous resources and aim assist. Standard delivers the intended experience. Hardcore and the unlockable Professional mode are for masochists. The game also features comprehensive accessibility options.
Switch between first-person (Grace) and third-person (Leon) perspectives. The game is designed to deliver two distinct gameplay experiences within one narrative. Grace’s first-person sections maximise horror immersion; Leon’s third-person sections deliver action spectacle. The perspective switch is available in real-time, but each character’s intended view is the optimal way to play.
A sprawling, metroidvania-style hotel that evolves as the infection spreads. Rooms change. Enemies appear in previously safe areas. Shortcuts unlock. Puzzles gate progression. The Wrenwood is Requiem’s Spencer Mansion — a location you learn by heart and dread returning to. Resource management and inventory limits ensure every visit is tense.
The new viral strain creates enemies that learn and adapt. Infected remember patrol routes, react to player behaviour, and evolve mid-encounter. This is not scripted AI — the system creates emergent horror moments where enemies surprise you in ways the game did not explicitly design. The result is unpredictable, terrifying encounters that stay fresh across multiple playthroughs.
Capcom’s proprietary RE Engine delivers the most visually stunning Resident Evil to date. Photorealistic character models with visible skin pores, teary eyes, and flowing hair. Volumetric fog, dynamic lighting, and ray-traced reflections create an atmosphere so dense you can feel it. The DualSense integration on PS5 translates environmental textures, weapon recoil, and heartbeat into your hands.
Limited inventory space. Scarce ammunition. Ink ribbon saves on higher difficulties. Item boxes at safe rooms. Crafting combines herbs and gunpowder into essential supplies. The tension between using resources now and saving them for what’s ahead is the core anxiety loop that defines Resident Evil at its best.
Binds for character navigation and positioning.
Attack triggers, secondary aim, and weapon reloads.
Skill activations, ultimate execution, and utility binds.
Scoreboards, mapping widgets, and overlay displays.
Standard match without rank pressure.
Ranked, skill-based lobbies.
Fast matches with random power-ups.
Free-for-all aim training.
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