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Resident Evil: Requiem | Critical Consensus

Resident Evil: Requiem brings the series back to Raccoon City with two contrasting protagonists, familiar survival-horror elements and a new threat: zombies that can use weapons. Reviews have praised its atmosphere, combat and affectionate callbacks, while some critics feel its nostalgia and shifts between horror and action limit its originality.

Image credit: Capcom

Resident Evil: Requiem and its two protagonists

Announced at Summer Game Fest the previous year, Resident Evil: Requiem is the ninth mainline entry in a series celebrating its 30th anniversary. It also marks Leon S. Kennedy’s first appearance in a mainline game since Resident Evil 6, released in 2012.

The story alternates between Leon and Grace Ashcroft, an FBI analyst and the daughter of Alyssa Ashcroft from Resident Evil Outbreak. Grace investigates a series of deaths at an abandoned hotel in the American Midwest, the same place where her mother was murdered eight years earlier. Leon is sent there after reports of a missing police officer.

Although the game continues a long-running series, director Koshi Nakanishi said it was designed to welcome newcomers. Grace is new to the franchise and has never encountered a zombie; her knowledge of the Raccoon City incident comes from her mother. This makes her storyline a useful entry point for players who have not followed the earlier games.

The PS5 version received a “generally favourable” Metacritic score of 88 in the review coverage. Nat Smith awarded it 8 out of 10 for PCGamesN, describing it as a celebration of the series’ cultural legacy while noting that the many callbacks can sometimes make it feel more like a retrospective than a fresh mainline chapter.

Nostalgia, callbacks and familiar locations

Several reviewers saw Resident Evil: Requiem as a collection of ideas drawn from across the franchise. Dave Aubrey of VGC gave it four out of five stars, saying its throwbacks can make the game feel like a greatest-hits collection. He also noted that revisiting the series’ history is fitting for its 30th anniversary, even if some moments feel less original as a result.

Grace’s escape sequences recall Resident Evil 2, while Leon’s return to Raccoon City brings back elements associated with Resident Evil 4. His sections include gathering resources, upgrading weapons and finding key items, alongside more action-focused combat. Artemis Octavio of Startmenu also saw influences from Resident Evil 4 and Resident Evil 7, describing the game as an attempt to combine two distinct styles.

Welcome back to Raccoon City. Image credit: Capcom

For longtime fans, the callbacks may add emotional weight and recognition. Players new to the series can still follow the central story, but may not notice every reference. Raccoon City’s ruined streets, meanwhile, received mixed reactions: some critics valued the return to the setting, while others found its muted colours and bombed-out scenery visually plain.

Leon’s return and Raccoon City’s new dangers

Reviewers generally responded warmly to Leon’s older appearance. Nakanishi said the team spent considerable time refining his visuals and sought detailed feedback on the design. Myles Obenza of Restart awarded the game five out of five stars and praised its nods to less prominent entries in the series. Smith also appreciated that Leon had aged alongside many of the people who first encountered the character decades ago.

Not every response to Leon’s storyline was wholly positive. Octavio felt that some of his encounters and references relied heavily on nostalgia, and that his dialogue could make him seem tired. The contrast between his experienced, confident persona and Grace’s vulnerability is central to the game’s structure, but it may not appeal equally to every player.

Combat in the ruined city stood out for Obenza, particularly because some zombies can wield weapons, including guns. Their varied attacks add uncertainty to encounters and distinguish them from the faster Ganado and Majini enemies found in earlier games. A practical approach is to watch enemy behaviour before committing ammunition; the type of weapon a zombie carries can change how safely you can move through an area.

Grace’s horror and Leon’s action

Resident Evil: Requiem lets players switch between first- and third-person perspectives. Capcom recommends first person for Grace and third person for Leon, reflecting the different feel of their chapters. Grace’s sections focus on exploration, limited resources and avoiding danger, while Leon’s lean more heavily into direct combat.

Smith described the series’ familiar mix of open exploration and a guided route as effective from the perspective of a frightened newcomer. Obenza said the first-person view intensifies close encounters, particularly in dark, confined spaces where threats can appear at short range. His review also highlighted a basement sequence in which Grace must manoeuvre around a powerful creature to collect batteries and reach an escape route.

These sections reward patience. When playing as Grace, checking corners, conserving ammunition and looking for a path around enemies can be more useful than trying to fight every threat. Sound and level design also contribute to the tension, so playing with clear audio can help players notice danger nearby.

How the dual-protagonist structure works

The alternation between Grace and Leon creates a deliberate swing between suspense and action, though reviewers differed on how smoothly it works. Smith felt the contrast strengthens the overall pacing: Grace’s chapters build tension, and Leon’s provide a release. Octavio, by comparison, found some transitions abrupt, as the game can move quickly from resource-conscious horror to forceful combat and humour.

Aubrey questioned whether giving Grace access to Leon’s Requiem weapon weakens the pressure in some of her sections. The powerful firearm can remove difficult enemies if ammunition is used carefully, potentially making encounters less threatening. For players seeking a more demanding horror experience, managing that ammunition and resisting the urge to rely on the weapon can help preserve the sense of vulnerability.

Overall critical consensus

Resident Evil: Requiem combines familiar series features with a dual-protagonist design intended to serve both veterans and newcomers. Critics praised its atmosphere, satisfying combat, puzzles and the way Grace’s horror-focused chapters contrast with Leon’s action. The return to Raccoon City and the many references to earlier games are likely to be especially rewarding for longtime fans.

The main reservations concern originality, pacing and tonal shifts. Some reviewers felt the game leans too heavily on past entries or does not make enough new ground for a numbered sequel. Others considered its blend of classic horror and over-the-top action part of the series’ appeal. Taken together, the reviews suggest that Resident Evil: Requiem is a polished, nostalgic addition that balances tense survival horror with energetic combat, even if its reliance on familiar ideas may divide players.

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