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Other reviews9
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«Just one more turn»
«Liked before it became a hit»
I liked the variation between survival Grace and guns blazing Leon. I rather disliked the inventory juggling with Grace.
Date Completed: 2026-04-22
Playtime: 9h
Enjoyment: 8/10
Recommendation: Yes
Date Completed: 2026-04-22
Playtime: 9h
Enjoyment: 8/10
Recommendation: Yes
Another great entry in RE series. The recent work Capcom has done is incredible and this one has a good blend of the action from RE4 and the survival horror of RE7. The sections with Grace feature some very tense moments and navigation that I would put up there with Amnesia the Bunker. Like the Bunker, once you figure out some of the enemy AI it's less scary and you can predict things better. On the top difficulty however there are a few surprises waiting for you. The game looks great, some good creature designs and details. Great sound design to really keep you immersed and tense. I think the gameplay overall is very good. I do hate that they mapped the heal to the shoulder button on console as universally that is the quick melee and numerous times accidentally used a syringe. I also found Grace to be too slow. Obviously she shouldn't be a sprinter but jogging when a 9 ft monster is chasing you is pretty lame. I disliked her a lot in the beginning of the game. Her constant stuttering and nervousness as an FBI agent is insane and her breath shuddering while walking around the care center got really old. I understand they want to convey that she is a regular person put into extreme circumstances but I found it cheap in a way to use the stuttering like that. This is in complete contrast to her character overall though. With all that you'd think she was a wimp and would just fumble around and die a lot, while she isn't the strongest and doesn't decapitate enemies like Leon, she really hold her own and is very resourceful and quick witted throughout the game. There really didn't seem to be a character arc where she became like that either, she just did it so it makes that initial conveyance of her character very strange to me. Leon's section is actually less interesting in comparison. There isn't much of the traditional puzzle and backtracking gameplay of the original RE games but rather much more action heavy. I do think it breaks up the pacing in a good way to give you a break from the tension of Grace's segments. Leon is also a great character as always and much more lighthearted with one liners throughout his segments. They do a great job with setting this among the recent games story line and teasing a possible direction it could go in next. Once again they have a nailed a formula for replaying the game that is just so satisfying. Beating the game normally and then working through some of the challenges to get infinite ammo so you can get through some of the harder modes and challenges. Very good blend of challenge and enjoyment.
«Just one more turn»
«Can’t stop playing»
Resident Evil Requiem is a masterpiece — the best Resident Evil game to date and the one the series has been waiting for. Capcom brilliantly balances classic survival horror roots with modern innovation, delivering a thrilling dual-protagonist adventure in a reimagined Raccoon City.
Leon brings powerful, fluid, brutal action with an addictive attaché case inventory, while Grace delivers tense, resource-scarce survival with smart crafting. Their intertwined stories and evolving relationship add real emotional weight. Level design shines with interconnected zones, shortcuts, and secrets that reward exploration without excessive punishment — a perfect evolution of the formula.
Gameplay never drags: fights are cathartic, tension is constant, and the loop of managing resources while uncovering the map feels incredibly satisfying. Accessibility is top-notch, making it ideal for newcomers yet deep for veterans. Visually and technically, it's a showcase for the RE Engine — photorealistic detail, ray tracing, stable high FPS, and terrifying spatial audio.
Minor gripes: €70 price tag and the absence of co-op (which would have been epic). Some Grace segments lean hard into strict survival, which may test action-oriented players. But these are small compared to the overall excellence.
25-30 hours of main story plus rich post-game content make it worth every penny. Whether you're a longtime fan revisiting Raccoon City's ghosts or a first-timer, this is essential. The best horror game of 2026 and a true modern classic. Capcom nailed it.
Full French review:
https://rogueh24.fr/test-du-jeu-resident-evil-requiem/
📜𝐈𝐭'𝐬 𝐭𝐡𝐞 𝐩𝐞𝐫𝐟𝐞𝐜𝐭 𝐭𝐢𝐦𝐞 𝐭𝐨 𝐛𝐞 𝐚 𝐑𝐞𝐬𝐢𝐝𝐞𝐧𝐭 𝐄𝐯𝐢𝐥 𝐟𝐚𝐧,
And if you're not, Capcom will make you one. Even if you missed the main horror parts of the series and only got nostalgic from the action-remakes, you still fell into their trap. Thanks to the brilliant (admittedly) development strategy, RE2 and RE4 are a full-fledged starting point for Leon's action-horror campaign, which continues in Requiem. Combining two characters, and especially two different gameplays, in one game is a rather difficult task (remember the recent Alan Wake 2), and even the masters of this genre, in my opinion, did not quite cope with the task. In fact, the main problem with the RE9 (which doesn't even have a numerical designation anymore) is the lack of some ephemeral sense of "scale" of this chapter of the franchise, Even Village felt more "global", despite the fact that Requiem is heavily loaded with plot, cutscenes, references,
and literally one-button fanservice moments (I'm not kidding), which only slow down the pace of the game when we already have to constantly re-adjust our behavior when the plot changes the main character(it's really not that easy; the first time I played Leone, I kept saving my ammo and getting bitten constantly).
If you were to just look at the opening levels of "Hospital" and "Mines" featuring new character Ashley and exclude everything else, it would be one of the most polished and intelligently terrifying experiences in survival-horror history, and it would certainly leave an impression:
Zombies now mutter some remnants of their consciousness, the butler constantly turns off the lights, the butcher chops meat, and the singer howls and calls the nearest enemies; Backtracking never gets boring thanks to mini-bosses like a huge, obese baby who barely squeezes between walls, moving from room to room and forcing us to walk down different corridors;
Ashley's gameplay is also quite different from Leon's in terms of mechanics: Constant pitch darkness, only a regular pistol (and its variant) as a weapon, her limping with the shift key can hardly be called running, and the local shop is styled like an antique cabinet that requires special coins; there's also a nice mini-game where you can unlock crafting recipes in the genetic machine.; and if you're completely tired of shaking, you can spend precious large-caliber ammo on the one-shot UberPistol that Leon gave you; or single-use and homolytic injections for covert killing, which can also be used as insurance when injected into a corpse; You can collect "blood" from killed enemies for crafting, but you will need empty vials/bottles, so you can't just farm; Don't forget about the shaking hands (but no aim shake) and the deliberately low sensitivity (it can be changed in the advanced settings), although I personally felt uncomfortable with the super-close FOV (which can't be changed), and I missed some kind of peek-a-boo mechanic, which has been around for ages in games like Outlast.
So, we clear the entire map in an interesting Metroidvania-style location, and get the same level as Leon, but it doesn't really make much sense anymore.. Of course, it's still a nice outlet to punch the big monsters that scared you in the previous gameplay section, Leon is basically responsible for all the bosses in the game. It 𝐰𝐨𝐮𝐥𝐝 𝐛𝐞 𝐜𝐨𝐨𝐥 𝐢𝐟 𝐭𝐡𝐞 𝐞𝐧𝐭𝐢𝐫𝐞 𝐠𝐚𝐦𝐞 𝐟𝐨𝐥𝐥𝐨𝐰𝐞𝐝 𝐭𝐡𝐢𝐬 𝐟𝐨𝐫𝐦𝐮𝐥𝐚, but no, it's only the "Hospital" at the beginning - the same floors of the same level, with each character having to clear (3 times in total), alternating between them (even the note found as Leon only works once for Ashley), уach character has their own map markers, each has their own items and ammo. Then Ashley is kidnapped in the "Mines" - also a rather dark, claustrophobic level with a shortage of supplies, but you won't be able to return to it as Leon. It's a cool, but even more quickly forgotten, experience, as a result, the game leaves mixed impressions, compared to the second half of the game:
Basically, it's all becaise of the outskirts of the apocalyptic that very one 𝐑𝐚𝐜𝐜𝐨𝐨𝐧 𝐂𝐢𝐭𝐲, with literally identical ash zombies (rising from holes in the asphalt). Visually, the entire location is extremely gray and dreary.. literally any game has implemented a similar setting better (idk Metro, Fallout, Silent).. But still, the action component of the gameplay good even here, it's not a literal shooting gallery, although they do let you earn points for kills with basic upgrades (plus a trinket for your weapons!); although there's no depth to inventory management - Leon has bottomless pockets, the game transitions from horror to arcade. Not only do you not need to hide, you need to kill every zombie that rises, even if they're on another roof or only visible on a distant bridge. You earn arsenal points for every kill, but you can still run out of ammo, the balance is neat, it`s still RE4.
But unlike it, 𝐑𝐞𝐪𝐮𝐢𝐞𝐦 𝐡𝐚𝐬 𝐩𝐫𝐚𝐜𝐭𝐢𝐜𝐚𝐥𝐥𝐲 𝐧𝐨 𝐢𝐧𝐭𝐞𝐫𝐞𝐬𝐭𝐢𝐧𝐠 𝐚𝐫𝐞𝐧𝐚𝐬.. There was a cool section where you had to smash glass to kill zombies, but why did it last literally a minute? Why is there only one for three hours of gameplay? I understand that the producers forced the game to be filled with fanservice, but that also is poorly done, without any challenge, the cutscene where Leon defeats gravity will probably baffle even the most hard-drinking player... Come on, guys, even Uncharted didn't have such stupidity. Okay, they certainly threw in some interesting ideas: For example, zombies with chainsaws! When you chop them off their hands, they start slithering across the floor 360 degrees, forcing you to carefully circle around the red-hot blade and enemies, who can also pick up the saw again, though it can be comically deflected with your battle axe, which Leon can endlessly sharpen for parries. They also added throwing spears/boulders/gas canisters at nearby enemies (you can basically check if there are any enemies left by the indicator on the object lying around), and zombe can also throw all sorts of things and even push you off the roof that way; And the movement now includes brutal finishing moves with bent-over shooting or jaw-breaking shotgun attacks.
In fact, I'd praise all the animations in the game - every weapon has its own reload sequence, where the character holds an old magazine in his hand while simultaneously drawing a second one, when Leon has to hold a flashlight around his neck or the shotgun to his knee, the core of the game still provide pure pleasure that even a Resident Evil hater (like me) will enjoy.
And, of course, this is far from the end of the story. Believe me, Capcom will be milk audience with all their characters for a very long time (why they aged Leon so quickly is beyond me). At the final level, these are the same faceless laboratories, only not under "Umbrella" anymore.. Once again, someone continued research after research and after the nuclear bombs.. Once again, some crazy doctor, another villain cosplaying a fight with Krauser, the third just another big mess to pop pimples on. The ending of the game will give you nothing except the illusion of choosing to "press" or "not press" the final button, and if you choose the wrong one, the game itself will offer you a replay. Place your bets if there will be a DLC or not.
😊 𝗦𝘂𝗯 𝘁𝗼 𝗺𝘆 𝗦𝘁𝗲𝗮𝗺`𝘀 𝗖𝘂𝗿𝗮𝘁𝗼𝗿`𝘀 𝗽𝗮𝗴𝗲: https://store.steampowered.com/curator/41977550
And if you're not, Capcom will make you one. Even if you missed the main horror parts of the series and only got nostalgic from the action-remakes, you still fell into their trap. Thanks to the brilliant (admittedly) development strategy, RE2 and RE4 are a full-fledged starting point for Leon's action-horror campaign, which continues in Requiem. Combining two characters, and especially two different gameplays, in one game is a rather difficult task (remember the recent Alan Wake 2), and even the masters of this genre, in my opinion, did not quite cope with the task. In fact, the main problem with the RE9 (which doesn't even have a numerical designation anymore) is the lack of some ephemeral sense of "scale" of this chapter of the franchise, Even Village felt more "global", despite the fact that Requiem is heavily loaded with plot, cutscenes, references,
and literally one-button fanservice moments (I'm not kidding), which only slow down the pace of the game when we already have to constantly re-adjust our behavior when the plot changes the main character(it's really not that easy; the first time I played Leone, I kept saving my ammo and getting bitten constantly).
If you were to just look at the opening levels of "Hospital" and "Mines" featuring new character Ashley and exclude everything else, it would be one of the most polished and intelligently terrifying experiences in survival-horror history, and it would certainly leave an impression:
Zombies now mutter some remnants of their consciousness, the butler constantly turns off the lights, the butcher chops meat, and the singer howls and calls the nearest enemies; Backtracking never gets boring thanks to mini-bosses like a huge, obese baby who barely squeezes between walls, moving from room to room and forcing us to walk down different corridors;
Ashley's gameplay is also quite different from Leon's in terms of mechanics: Constant pitch darkness, only a regular pistol (and its variant) as a weapon, her limping with the shift key can hardly be called running, and the local shop is styled like an antique cabinet that requires special coins; there's also a nice mini-game where you can unlock crafting recipes in the genetic machine.; and if you're completely tired of shaking, you can spend precious large-caliber ammo on the one-shot UberPistol that Leon gave you; or single-use and homolytic injections for covert killing, which can also be used as insurance when injected into a corpse; You can collect "blood" from killed enemies for crafting, but you will need empty vials/bottles, so you can't just farm; Don't forget about the shaking hands (but no aim shake) and the deliberately low sensitivity (it can be changed in the advanced settings), although I personally felt uncomfortable with the super-close FOV (which can't be changed), and I missed some kind of peek-a-boo mechanic, which has been around for ages in games like Outlast.
So, we clear the entire map in an interesting Metroidvania-style location, and get the same level as Leon, but it doesn't really make much sense anymore.. Of course, it's still a nice outlet to punch the big monsters that scared you in the previous gameplay section, Leon is basically responsible for all the bosses in the game. It 𝐰𝐨𝐮𝐥𝐝 𝐛𝐞 𝐜𝐨𝐨𝐥 𝐢𝐟 𝐭𝐡𝐞 𝐞𝐧𝐭𝐢𝐫𝐞 𝐠𝐚𝐦𝐞 𝐟𝐨𝐥𝐥𝐨𝐰𝐞𝐝 𝐭𝐡𝐢𝐬 𝐟𝐨𝐫𝐦𝐮𝐥𝐚, but no, it's only the "Hospital" at the beginning - the same floors of the same level, with each character having to clear (3 times in total), alternating between them (even the note found as Leon only works once for Ashley), уach character has their own map markers, each has their own items and ammo. Then Ashley is kidnapped in the "Mines" - also a rather dark, claustrophobic level with a shortage of supplies, but you won't be able to return to it as Leon. It's a cool, but even more quickly forgotten, experience, as a result, the game leaves mixed impressions, compared to the second half of the game:
Basically, it's all becaise of the outskirts of the apocalyptic that very one 𝐑𝐚𝐜𝐜𝐨𝐨𝐧 𝐂𝐢𝐭𝐲, with literally identical ash zombies (rising from holes in the asphalt). Visually, the entire location is extremely gray and dreary.. literally any game has implemented a similar setting better (idk Metro, Fallout, Silent).. But still, the action component of the gameplay good even here, it's not a literal shooting gallery, although they do let you earn points for kills with basic upgrades (plus a trinket for your weapons!); although there's no depth to inventory management - Leon has bottomless pockets, the game transitions from horror to arcade. Not only do you not need to hide, you need to kill every zombie that rises, even if they're on another roof or only visible on a distant bridge. You earn arsenal points for every kill, but you can still run out of ammo, the balance is neat, it`s still RE4.
But unlike it, 𝐑𝐞𝐪𝐮𝐢𝐞𝐦 𝐡𝐚𝐬 𝐩𝐫𝐚𝐜𝐭𝐢𝐜𝐚𝐥𝐥𝐲 𝐧𝐨 𝐢𝐧𝐭𝐞𝐫𝐞𝐬𝐭𝐢𝐧𝐠 𝐚𝐫𝐞𝐧𝐚𝐬.. There was a cool section where you had to smash glass to kill zombies, but why did it last literally a minute? Why is there only one for three hours of gameplay? I understand that the producers forced the game to be filled with fanservice, but that also is poorly done, without any challenge, the cutscene where Leon defeats gravity will probably baffle even the most hard-drinking player... Come on, guys, even Uncharted didn't have such stupidity. Okay, they certainly threw in some interesting ideas: For example, zombies with chainsaws! When you chop them off their hands, they start slithering across the floor 360 degrees, forcing you to carefully circle around the red-hot blade and enemies, who can also pick up the saw again, though it can be comically deflected with your battle axe, which Leon can endlessly sharpen for parries. They also added throwing spears/boulders/gas canisters at nearby enemies (you can basically check if there are any enemies left by the indicator on the object lying around), and zombe can also throw all sorts of things and even push you off the roof that way; And the movement now includes brutal finishing moves with bent-over shooting or jaw-breaking shotgun attacks.
In fact, I'd praise all the animations in the game - every weapon has its own reload sequence, where the character holds an old magazine in his hand while simultaneously drawing a second one, when Leon has to hold a flashlight around his neck or the shotgun to his knee, the core of the game still provide pure pleasure that even a Resident Evil hater (like me) will enjoy.
And, of course, this is far from the end of the story. Believe me, Capcom will be milk audience with all their characters for a very long time (why they aged Leon so quickly is beyond me). At the final level, these are the same faceless laboratories, only not under "Umbrella" anymore.. Once again, someone continued research after research and after the nuclear bombs.. Once again, some crazy doctor, another villain cosplaying a fight with Krauser, the third just another big mess to pop pimples on. The ending of the game will give you nothing except the illusion of choosing to "press" or "not press" the final button, and if you choose the wrong one, the game itself will offer you a replay. Place your bets if there will be a DLC or not.
😊 𝗦𝘂𝗯 𝘁𝗼 𝗺𝘆 𝗦𝘁𝗲𝗮𝗺`𝘀 𝗖𝘂𝗿𝗮𝘁𝗼𝗿`𝘀 𝗽𝗮𝗴𝗲: https://store.steampowered.com/curator/41977550
Resident Evil 9: Requiem looks intense! The immersive gameplay sounds promising, and the chilling atmosphere definitely fits the series. I'm excited to see how the story unfolds in 2026. This feels like a whole new level of survival horror. Reminds me of navigating treacherous landscapes in Snow Rider, but with zombies instead of snow. Definitely adding this to my wishlist! Capcom never disappoints. https://snowridergame.io
«Time-tested»