It’s been almost 30 years since Resident Evil first graced our screens in 1996. Since then it’s gone on to become one of gaming’s biggest franchises, permeating pretty much every entertainment medium. Over those 30 years we’ve grown up with multiple characters, been introduced to new ones, and seen the series pivot from survival horror to action and back again. There’s been extreme highs and some pretty low lows, but it’s always felt like Resident Evil. So how does Capcom mark this iconic series’ 30th anniversary? By dropping Resident Evil Requiem – a game that fuses the series’ greatest parts to create the best mainline Resident Evil entry since Resident Evil 4.
Requiem is set around 30 years after the events of Resident Evil 3, which saw Raccoon City destroyed by a nuke dropped by the US government to contain the spread of the T-virus. It introduces a new protagonist, FBI agent Grace Ashcroft (daughter of Resident Evil Outbreak’s Alyssa Ashcroft), and sees the return of the much loved and much older Leon Kennedy.

Leon’s hair is so healthy it shines
After players learn about the death of Alyssa Ashcroft eight years prior, Grace is sent to investigate a string of deaths at the abandoned and derelict Wrenwood Hotel (the same place that her mother was murdered) but is kidnapped by Dr Victor Gideon in the process. Meanwhile Leon, now the owner of a Porsche (someone’s doing very well) and dealing with some health issues, is investigating the deaths of several Raccoon City survivors and is on the trail of Gideon. After a shootout in the streets of Wrenwood, Gideon evades Leon and heads to the Rhodes Hill Chronic Care Center, where the first half of the game takes place.
Requiem’s opening serves as a great foundation for how the next 12–15 hours unfold. Designed to be played in first-person, Grace’s story is built around tense survival horror, with the FBI agent not as adept in combat, and in these moments the atmosphere and tension really shine. It feels like a perfect combination of RE7’s horror and Village’s action. Whereas Leon’s scenario feels like a mixture of the RE2 and RE4 remakes, with heavy doses of satisfying third-person action and the odd challenge raising the stakes now and again.
Previous entries have seen our heroes deal with various types of infected in recent times, but Requiem brings back zombies. This time however, they’re faster, smarter and more terrifying than before. They’re also harder to kill, and dead zombies can come back mutated unless you silence them permanently with a Hemolytic Injector. If they get the chance to mutate, these zombies will charge at you and dodge attacks – they’re genuinely heart rate elevators. Some zombies will also yield weapons that can do some serious damage, so keep your eyes peeled.

Put your hands up if you like to eat people
To survive, both characters will need to fight their way through, and while that’s a normal day’s work for Leon, Grace’s approach needs to be a bit more considered given she can’t take as much damage. Don’t let her appearance fool you though, she can still deal out some punishment thanks to her handgun and Leon’s appropriately-named magnum, Requiem, and using Hemolytic Injectors she can stealthily take down zombies. Grace also has less inventory space to work with but has access to a storage container that allows her to store items when needed. Strewn throughout the game are Antique Coins, which Grace can use in the Parlour to purchase weapon and equipment upgrades.
On the flip side, this is not Leon’s first rodeo, and the former rookie cop is now a combat specialist, dispatching zombies and enemies with a prowess that would make John Wick stand and applaud. Armed with an arsenal of handguns, shotguns, rifles, and his trusty hatchet, Leon is a one-man exterminator, and every weapon has a satisfying kick that feels great to use. Speaking of kicks, Leon also knows how to use his feet as a weapon when enemies are staggering about, and a new feature lets Leon pick up fallen melee weapons and throw them at zombies. This includes a chainsaw at various times, and using it to tear zombies to shreds is a highlight. Who says you can’t teach an old dog new tricks?
After RE4, Leon has retired his knife and replaced it with said hatchet, which not only allows him to execute stealth kills, but also to parry attacks in general combat and boss fights. He’ll need to sharpen it every so often to ensure it’s in working order, but it’s just another layer that adds that little bit extra to the combat experience. Building on the remakes, Capcom has mastered the art of third-person gunplay, and I’d argue that combat has never felt this good when all the systems and mechanics come together.
Capcom has mastered the art of third-person gunplay, and I’d argue that combat has never felt this good when all the systems and mechanics come together
Despite no Merchant to purchase goods from, Leon can still upgrade and add to his arsenal by using Credits earned from kills to buy items and upgrade weapons at a supply box. However, unlike Grace, Leon doesn’t have access to additional storage, so you’ll need to be mindful that you have enough room for your weapons and the goodies you find on your travels. Crafting in Requiem is slightly different to previous games. Grace can collect infected blood from dead zombies and combine that with scrap found to craft ammo, health and other items, while Leon can use scrap and gunpowder to craft ammo and explosives.
One gameplay mechanic that divides a lot of players is the idea of a stalker enemy (Mr X from RE2, for example). While this often adds another layer of tension to the experience, the frequency at which these stalkers pursue the player often becomes annoying and almost stops you from playing the game. Thankfully, Capcom has dialled this back in Requiem; no longer will you be relentlessly pursued, and the overall experience is better as a result.
Grace and Leon’s stories are interwoven, but unlike RE2 and RE6 where individual campaigns are their own thing, Requiem will jump between the two at various points. This helps break up the two different gameplay styles, but in the past, Resident Evil has struggled with the balance between horror and action, often leaning too far to one side for too long. For how good RE7’s first half was, the action-heavy second half undid a lot of its good work. Capcom flirts with this again in Requiem, feeling very action heavy in the back half. I don’t think it’s as impactful as RE7, as it makes sense from a narrative context, but it does feel more noticeable than the first half, which spends most of the time focusing on Grace.
In between combat, the gameplay is familiar territory, with players needing various types of keys to open various doors, cranks to open gates, and plenty of exploration and backtracking required. As usual, puzzles are relatively hassle-free, and you’ll find the items or answers you need as you progress.

Welcome back to Raccoon City
Ever since the RE2 Remake, Capcom has injected an element of seriousness into Resident Evil’s narratives. Voice actors are more authentic, and characters feel like they have more emotional weight. There’s still the campiness the series is known for, but it feels more cinematic. I struggled to take to Ethan, and even by the end of Village I was still a bit Switzerland on him, but with Grace I felt invested in from the start, largely thanks to Angela Sant’Albano, who has done a stellar job at bringing this nervous FBI agent to life. Same with Dr Victor Gideon (whose voice actor name I don’t know), who is an entertaining villain that exudes a level of creepiness that makes him compelling.
Production levels are off the charts thanks to the RE Engine, with lighting truly spectacular, enemies look grotesque and terrifying, Leon’s hair is still lush enough for a Pantene shampoo ad, and the level of detail in each environment is remarkable, which is why the atmosphere is so immersive. Also, some of the animations are incredible, one in particular that has Leon reloading while holding his flashlight is a work of art.
It’s impossible to mention the atmosphere without shouting out the sound design, which once again is sublime. Everything from the background ambience, combat music and enemy groans sounds fantastic. Although, I do have to lament one thing. As someone who frequently listens to Resident Evil save room music, I was disappointed with Requiem’s rendition of the iconic theme. Usually these themes help reinforce the moment’s respite, but this time around it sounded like…elevator music. This doesn’t impact the game in any real way, but personally I was a bit bummed.

Requiem went bang
Final Thoughts:
Capcom has once again proven itself as the master of modern survival horror with Resident Evil Requiem. The Japanese studio has expertly interlaced the series’ DNA together to create an experience that brings the best of everything it has to offer to the table. The decision to weave Grace and Leon’s story together does mean that the gameplay pacing can feel a little unbalanced at times, but ultimately it makes for one of the best narratives Resident Evil has had in some time, perhaps ever, led by some very strong performances. Come year’s end, there’s no doubt in my mind that Resident Evil Requiem will be talked about as one of the games of the year.
Reviewed on PS5 Pro // Review code supplied by publisher
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- Capcom
- Capcom
- PS5 / Xbox Series X|S / Switch 2 / PC
- February 27, 2026

Despite a childhood playing survival horrors, point and clicks and beat ’em ups, these days Zach tries to convince people that Homefront: The Revolution is a good game while pining for a sequel to The Order: 1886 and a live-action Treasure Planet film. Carlton, Burnley FC & SJ Sharks fan. Get around him on Twitter @tightinthejorts


