Introduction: The Resident Evil Renaissance We've Been Waiting For
There's this moment that happens rarely in gaming. You're watching a developer showcase, maybe expecting the usual polished trailers and scripted demos, and suddenly they show you something that just clicks. Something that makes you lean forward in your chair and think, "Oh, they actually get it." That's what happened when Capcom unveiled their latest Resident Evil Requiem gameplay during the 2025 showcase.
For years, the Resident Evil franchise has been walking a tightrope. On one side, you've got fans who want the pulse-pounding action of RE4 and RE5, characters diving through windows, kicking doors off their hinges, the whole Hollywood blockbuster energy. On the other side, there's the audience that craves the suffocating dread of RE7, the feeling that you're outmatched and underprepared, stumbling through darkness with whatever you can find. Most recent entries have picked a lane and committed to it. Capcom's ninth installment, though? It looks like they're saying yes to both.
In just 12 minutes, the developer peeled back enough layers to suggest something genuinely special is coming on February 27. We got a peek at Leon S. Kennedy returning to Raccoon City (which is already mind-bending enough given the events of RE2 and RE4), alongside a new protagonist named Grace who represents something the franchise has never quite nailed: true horror vulnerability. The footage showed dual protagonists with wildly different playstyles, a return to the blend of exploration and combat that made RE2 legendary, combat mechanics that somehow evolved beyond the already-sublime RE4 remake, and enemy design that throws psychological weight behind every encounter.
But here's the thing that really got me: none of this feels like Capcom trying to be everything to everyone. It feels intentional. Deliberate. Like they've spent the last few years studying what worked in recent entries, what made the classics tick, and actually figured out how to thread that needle. After the slower marketing cycle leading up to The Game Awards 2025, this showcase felt like a turning point. It wasn't just impressive—it was reassuring. It suggested that Capcom hasn't lost the plot on what makes Resident Evil work.
TL; DR
- Leon's Combat Evolution: Melee finishers and brutal takedowns push combat beyond RE4 remake's already-stellar system
- Dual Protagonist Design: Grace's horror sections contrast with Leon's action sequences, creating narrative and gameplay variety
- True Dynamic Stealth: First genuine stealth mechanics in the franchise, with player choice between engagement and evasion
- Persistent Enemy AI: Zombies retain human personality and behavioral patterns, making encounters unpredictable
- Story Ambition: Capcom keeping major plot details under wraps while RE Outbreak characters return in mysterious ways


Requiem significantly enhances combat features over the RE4 Remake, particularly in melee finishers and combat flow. Estimated data based on gameplay impressions.
1. Leon S. Kennedy's Combat Overhaul: Making Violence an Art Form
Let me be direct: after pumping nearly 400 hours into the Resident Evil 4 remake, I genuinely wondered if Capcom had anywhere left to go with Leon's combat system. RE4 remake didn't just refine the 2005 original—it elevated it. The knife parries, the suplex takedowns, the environmental kills, the way Leon moves through space with purpose and weight. It felt complete. Definitive.
Then I watched the Requiem showcase, and Capcom basically said, "We heard you. Now watch this."
Every second of Leon's gameplay reveal felt like an escalation. The melee finishers on display weren't just animations—they were brutal, stylish sequences that made zombie encounters feel like choreographed brutality rather than reflexive button-mashing. We're talking about takedowns that have weight to them. Skull-crushing flourishes. Headshots that chain into environmental kills. At one point in the footage, Leon knifes a zombie, pivots mid-animation, and launches into a roundhouse kick that transitions seamlessly into a knee strike on a second enemy. It's the kind of combat flow that most action games spend entire development cycles trying to achieve.
What struck me most wasn't just the visual spectacle—it was the apparent freedom. RE4 remake's combat felt like a series of options, each one satisfying in isolation. Requiem's combat looks like a language. You're reading enemy positions, distances, and weaknesses, then composing a solution. Punch that one to stagger, vault over this debris, execute the slow-motion finisher on the third. It's not about mashing buttons. It's about intention.
Capcom clearly studied what made combat engaging across multiple genres. There's absolutely DNA from Devil May Cry here, which makes sense—Dante's action game was literally born from early RE4 prototypes. The studio understands that combat tension comes from two places: threat and agency. You need to feel like enemies are dangerous. But you also need to feel like you have the tools and creativity to handle that threat. If one element is missing, combat becomes either frustrating or boring.
The reveal also confirmed something important: Leon isn't just playing a different campaign than Grace. He's literally a different character class within the same game. His combat expertise is reflected mechanically. This isn't just narrative flavor—it directly impacts how you interact with the world. A zombie that would force Grace to hide and plan a path around becomes a puzzle Leon solves with violence and style. That's sophisticated game design.
The Evo from RE4 Remake to RE9
The RE4 remake fundamentally changed how modern action-horror games approach combat. It took the 2005 original's over-shoulder perspective and added modern movement systems. But there were constraints. You had Leon's experience level to consider—he's a rookie cop in RE2, and even by RE4, he's been through enough that extreme martial arts mastery would feel weird narratively.
Requiem doesn't have that constraint. Leon's been alive for 25+ years beyond RE4. He's had time. Training. Scars that taught him lessons. The combat system reflects a character at peak readiness. And unlike RE4 remake, which maintained a certain grounded believability even when Leon is suplexing infected villagers, Requiem seems to be leaning into spectacle.
I watched a sequence where Leon counter-grabbed a lunging zombie, used its own momentum against it, and transitioned into a throw that sent the enemy flying into environmental props. The animation was beautiful. More importantly, it communicated information instantly—Leon's a professional. He knows what he's doing. That's powerful character development conveyed through mechanics rather than cutscenes.
The showcase also revealed weapon variety we haven't seen much of yet. Leon had a handgun and knife in the footage, but the way he could chain between them—quick-switching from firearm to melee and back—suggested a fluidity that RE4 remake, while excellent, didn't quite achieve. It's the kind of system where veteran players will eventually find combinations that feel like they belong in a highlight reel.
Grace's Contrast: Horror in the Details
What made Leon's sequences pop even harder was how they contrasted with Grace's gameplay. Where Leon is executing acrobatic finishers, Grace is hunched behind a desk, breathing shallow, trying not to be noticed. The showcase cut between these two styles, and the juxtaposition was deliberate and effective.
Grace's segments showed her encountering the same zombies Leon would fight, but from a completely different perspective. She's not a trained operative. She's someone thrust into catastrophe with survival instinct and creativity as her only tools. Watching her peek around a corner to track enemy movement, then carefully move to avoid line of sight, created genuine tension in a way that Leon's confident combat doesn't.
This dual-protagonist structure solves a problem that's plagued action-horror for years: how do you maintain dread when your character becomes competent? RE4 handled it by escalating enemy types and introducing professional villains who match Leon's abilities. Requiem looks like it's taking a different approach—you'll experience the same setting from someone who's terrified and someone who's trained. The fear doesn't go away for Leon; it just transforms. He fears what he doesn't know about the situation, the larger conspiracy, what's waiting in shadows. Grace fears the zombies themselves, the moment-to-moment threat of discovery.
2. Early Development Gameplay and Creative Direction
Capcom did something interesting during the showcase that developers rarely do with transparency: they showed concept footage that didn't make the final cut. And not just a quick "here's what we were thinking" moment—they dedicated meaningful time to explaining the journey from prototype to final design. This reveals something important about the development process and the confidence Capcom has in their current direction.
The story goes like this: in early development, Requiem was being designed as an open-world multiplayer game. Capcom was exploring concepts that, frankly, sound fundamentally different from what Resident Evil fans expect. Multiplayer survival. Persistent worlds. The kinds of systems that work for games like Escape from Tarkov or the Division. There are actual mechanics from this era that leaked into fan communities, and there's been speculation for years about what this version looked like.
During the showcase, Capcom showed actual footage from this phase. It's jarring. The lighting is different. The scope feels different. The pacing is different. And most importantly, the thematic focus is completely inverted from what we're getting now. This version was about cooperation in crisis. Sharing resources. Building shelter. The gameplay shown emphasized traversal and environmental interaction more than combat.
But there's a moment where you can see why Capcom abandoned this direction. The footage they showed of early Leon development—him navigating spaces with something closer to RE7's vulnerability than RE4's confidence—starts to feel wrong for the character. Leon S. Kennedy surviving an open-world apocalypse through cooperation with strangers doesn't feel like Leon. He's the guy who walks into impossible situations and walks back out. His story isn't collaborative survival. It's personal mission.
Capcom's director, Koshi Nakanishi, explicitly stated something fascinating during the showcase: they determined Leon would be a poor fit for horror as the sole protagonist. That's a bold creative decision, and it reveals how much the franchise has learned. Leon works best when he's capable, competent, even cocky. Make him the primary character in a horror game, and you're fighting against the audience's understanding of who he is.
The Multiplayer Concept and Why It Failed
There's actually a lesson in understanding why the multiplayer direction didn't work. Resident Evil's identity comes from isolation. Even in games with multiple characters, you're solving problems alone. RE1 splits your party. RE2 separates Leon and Claire. RE3 has Jill navigating alone. RE4 isolates Leon. RE5 pairs Chris and Sheva, but even then, the tension comes from not being able to rely on your partner—you're fighting alien parasites that could turn them against you at any moment.
Multiplayer survival removes that isolation. It replaces dread with camaraderie. You're not wondering if you'll survive—you're wondering if your squad will work together. Those are interesting questions, but they're not Resident Evil questions. Capcom, to their credit, recognized this early enough to course-correct.
What's fascinating is how the early concept still influenced the final design. You can see echoes of that multiplayer mentality in how Requiem is handling the story. Characters from Resident Evil Outbreak—a game centered around team survival—are appearing in Requiem in some form. Capcom didn't throw away the concept entirely. They recontextualized it. Instead of players cooperating, we're watching the story of characters who were surviving together and now face different challenges.
Early Horror Gameplay for Grace
The footage shown of Leon's early horror-focused development is genuinely eerie. It shows a version of the game where Leon is much more vulnerable. Moving through spaces with less clarity about threat. Checking corners. That quiet creeping dread that defines RE7. It's slow. It takes time. It trusts the player to find the pacing frightening.
But here's what Capcom revealed: this footage isn't being discarded. It's being repurposed as Grace's gameplay. Which is brilliant, actually. They didn't waste the work. They found the right character for the right gameplay experience. Grace, who doesn't have Leon's combat training, will move through these same environments with more caution. The horror pace they developed for early Leon will feel completely natural for Grace.
This speaks to Capcom's design philosophy for the final game. They're not just alternating between action and horror for variety. They're ensuring that each protagonist's gameplay reinforces their character. You're not fighting the mechanics—you're experiencing them as intended. When you play as Grace and everything feels slow and dreadful, that's not a flaw. That's the character design. She's supposed to feel outmatched.


Estimated data shows a gradual increase in information released, peaking at launch. Capcom's strategy likely balances intrigue with maintaining sales momentum.
3. Dynamic Stealth: The Franchise's First Real Approach
This might be the most interesting revelation from the entire showcase, and it's something that deserves unpacking because stealth in Resident Evil has been... let's call it a "developing" feature.
The RE4 remake included stealth sections. They exist. You can sneak through some areas. But calling them stealth gameplay is generous. You have limited agency. Enemies detect you based on fixed sight cones. You move behind cover and wait for them to walk past. It's more like hide-and-wait than actual stealth. There's no real problem-solving. The solution is always patience.
Requiem looks like it's fixing this fundamental issue. Director Koshi Nakanishi explicitly described the game as featuring "multiple dynamic encounters" where players have agency in how they approach situations. You can engage and fight. You can flee to survive. You can maneuver around enemies. You can create distractions. Notably, these aren't separate "stealth mode" sections—they're integrated into the main gameplay philosophy.
The showcase footage demonstrated this beautifully. Grace encounters a group of zombies in what looks like a hotel hallway. She doesn't have the firepower or melee skill to fight them all. But she has options. She can wait behind a door and move between rooms while they're distracted. She can move through areas they're not actively investigating. She can make noise in one location to draw them away from another path. The game lets you experiment.
What's crucial here is that this looks like actual stealth system design, not an escort mission mechanic or a movement restriction. There are consequences for being detected. The zombies will attack. You'll need to deal with them somehow—combat, running, hiding. But the moment before detection gives you real choices.
This is where Requiem separates itself from the action-horror formula that RE4 and RE5 perfected. Those games eventually decided that hiding wasn't viable. You'd encounter so many enemies that stealth became impossible. Requiem seems to be betting that if you include genuine stealth mechanics that work, players will use them. Not because the game forces them, but because they prefer it when they're playing as Grace.
Stealth as Playstyle Rather Than Mechanic
There's a subtle but important distinction here. Many games include stealth as a system—a set of mechanics layered on top of normal gameplay. Requiem seems to be designing stealth as a playstyle. Meaning it's core to how the game functions, not optional.
Leon will probably be worse at stealth because of his gear and build. He's equipped for combat. But he should still have the option. Grace, conversely, will be optimized for stealth—quieter movement, better crouch speed, maybe inventory space for items that aid evasion rather than combat. This means players naturally fall into different approaches based on character rather than difficulty settings.
The gameplay demonstrations showed this distinction. When Leon encounters enemies, the camera pulls back and you see multiple angles. You're evaluating how to dismantle the situation. When Grace encounters the same scenario, the camera tightens. It's more intimate. You're thinking about where to hide, where they're looking, how to move without being noticed. These are different problem-solving experiences.
Capcom also showed that enemy behavior changes based on how you interact with them. If you've been loud and aggressive, they're alert and cautious. If you've been stealthy, they're relaxed. This is environmental storytelling through gameplay. You're literally training the enemy AI through your actions. That's sophisticated systems design.
Unpredictability and Environmental Adaptation
What makes the stealth system feel genuinely dynamic is that enemies adapt. They're not following scripted patrol routes—they're reacting to stimulus. They hear a sound, they investigate. They see you, they attack. They defeat you, they return to routine. This creates emergent gameplay where two stealth attempts through the same space might play out completely differently.
The showcase demonstrated a moment where Grace created a distraction (possibly a noise or thrown object), and the zombies reacted naturally to it. They weren't teleporting or behaving magically. They simply moved toward the stimulus. This opened a path for Grace to move through the space. But the key is that if the distraction failed—if she'd made a sound in the wrong place—the outcome would have been different.
This is the foundation of good stealth design. The system has clear rules. Enemies have senses and limited cognitive abilities. You work within those constraints to accomplish your goals. It's a puzzle, but one where the pieces can shift based on how you approach them.
4. Zombie Personality Persistence: Horror Through Humanity
This is the element that genuinely unsettled me the most from the showcase footage, and not in a "that's scary" way, but in a "that's thematically brilliant" way.
Resident Evil has always wrestled with a core question: what makes a zombie horrifying? Is it the monster itself—the reanimated corpse, the alien parasite, the mutation? Or is it the idea of someone you knew transformed into something dangerous? Most of the franchise leans toward the first interpretation. Zombies are obstacles. They're problems to be solved through ammunition and melee weapons.
Requiem's approach is different. The showcase revealed that zombies in Requiem retain fragments of their humanity. They don't just mindlessly shamble. They continue with the tasks they were doing before infection. A zombie that was a chef before outbreak will be in the kitchen. Cleaners will still attempt to clean. This isn't flavor text—it's core to the design.
Why does this matter? Because it fundamentally changes how you relate to enemy encounters. You're not just fighting monsters. You're fighting people who are trapped in monstrous forms. That adds psychological weight that pure action-horror doesn't achieve.
The showcase demonstrated this with specific examples. A zombie wearing chef's whites approaches a counter where food had been prepared. Even though it's animated by a virus or parasite, the behavior isn't random. It's habitual. The creature is following neural pathways that existed before infection. And when Grace spots this zombie, she doesn't see a generic threat. She sees someone. Someone whose humanity is still visible beneath the corruption.
This is an old idea in horror fiction. The best zombie stories aren't about fighting monsters—they're about the tragedy of people becoming monsters. Dawn of the Dead works because there's intelligence behind the shambling. 28 Days Later terrifies because the infected are so human. Requiem seems to be pulling from that tradition.
Behavioral Complexity and Unpredictability
From a gameplay perspective, persistent personality creates tactical complexity. You can't predict enemy behavior purely from game mechanics. You have to understand context. A zombie approaching a stove isn't hunting you—it's following an impulse. But if it notices you, that impulse changes. The behavioral shift is jarring and disorienting in a way that scripted AI patterns aren't.
The showcase footage showed this unpredictability in action. Grace encounters a zombie doing a mundane task. She moves past it carefully. But another zombie, one that might have been a guard or security officer before outbreak, seems more alert. It's patrolling, not performing tasks. This creates emergent difficulty. The same space has different threat levels depending on which zombies are present.
Capcom also suggested that player actions influence behavior. If you kill a zombie in front of others, survivors might become more aggressive. If you move through areas without being noticed, they might remain in their routine patterns. This is environmental storytelling where the zombies are telling you about their previous existence through action.
The Moral Dimension
There's also a subtle ethical dimension to this design choice. In games like RE4, killing enemies feels entirely justified—they're mindless threats. In Requiem, knowing that these creatures retain human consciousness creates discomfort. You still have to kill them to survive, but the game seems to be creating space for players to feel uncomfortable about it.
This is mature game design. It's not forcing moral choices through dialogue trees. It's creating the emotional conditions where you naturally reflect on what you're doing. You're killing people. People who happen to be infected. But they were people. They still have echoes of personality and purpose.
I suspect this will be one of the most discussed elements of Requiem once players experience it fully. The showcase gave us just enough to understand the concept, but living with it through an entire campaign will create different emotional responses.

5. Raccoon City Revisited: Familiar Locations, New Horrors
Leon's returning to Raccoon City. That fact alone carries weight because of what Raccoon City represents in the Resident Evil timeline. The city was effectively destroyed at the end of RE3. It was evacuated, contaminated, left to rot. By the time RE4 happens, Raccoon City is a wasteland. Ghost town. Capcom spent years building that mythology—Raccoon City as the site of ultimate failure, the place where the T-virus outbreak could not be contained.
So bringing Leon back to Raccoon City raises immediate questions. What's changed? What's still happening there? The showcase didn't provide explicit answers, which I appreciate. Capcom is clearly planning to reveal story elements gradually. But the visual design gives us clues.
The areas shown look like Raccoon City, but not quite recognizable. Architecture feels familiar but decades have passed. Nature's reclaiming some spaces. Others are still contained, locked down, suggesting ongoing research or containment efforts. The visual language communicates that this isn't just "Resident Evil 2 again." This is the same location at a different point in its history.
Echoes of RE2 and RE3
What's clever about the setting choice is how it creates narrative resonance without relying on direct nostalgia. RE2 and RE3 players have emotional investment in Raccoon City. We've navigated its police station. We've seen its streets filled with zombies. Returning to a changed version of that location taps into that investment while avoiding simple recreation.
The showcase showed environmental details that suggest deep world-building. We see signs of pre-outbreak infrastructure still visible. Office supplies in abandoned rooms. Personal effects left behind. This is Capcom using environment to tell story, which the franchise does exceptionally well.
I'm particularly interested in how this setting supports the dual-protagonist narrative. Leon knows Raccoon City's layout from RE2 and RE4, but much has changed. For Grace, it's entirely new and unfamiliar. This could create interesting gameplay dynamics where Leon can find shortcuts and optimal routes that Grace must discover through exploration.
The Mystery of Outbreak Characters
Capcom confirmed that characters from Resident Evil Outbreak will appear in Requiem in some form. Outbreak is actually one of the most interesting entries in the franchise because it's about civilians trying to survive, not special forces operatives. The cast includes office workers, photographers, students, firefighters—people caught in outbreak rather than professionals trained for it.
The mystery is how these characters fit into Requiem's story. Are they NPCs? Playable at certain points? Part of a larger conspiracy? The showcase didn't clarify, which is maddening but smart. Capcom's clearly planning reveals for players to discover.
What this suggests thematically is that Requiem will explore what the T-virus outbreak meant for ordinary people. Leon's story is about government conspiracy and biological warfare. Grace's story is presumably about personal survival. But the Outbreak characters represent something different—the aftermath of catastrophe on regular people's lives.

Leon's gameplay focuses on combat and weapon use, while Grace emphasizes stealth and puzzle-solving. Estimated data based on described gameplay styles.
6. The Blend of RE2 and RE4: Design Philosophy Synthesis
This is the core promise of Requiem: it's supposedly a synthesis of RE2 and RE4. That's a bold claim because those games represent almost opposite design philosophies. RE2 is exploration-focused, puzzle-driven, deliberate in pacing. RE4 is action-focused, combat-driven, visceral in execution. How do you blend them without creating contradictions?
The showcase suggested Capcom's solution: different protagonists experience different game types. Grace's sections lean RE2—exploration, puzzles, stealth, resource management, environmental awareness. Leon's sections lean RE4—combat, environmental kills, momentum-based action. But they're in the same world, solving the same mystery from different angles.
This is actually a clever design solution that respects both game types while avoiding schizophrenic pacing. Players can experience both the careful exploration they loved in RE2 and the confident action of RE4, just through different characters.
The showcase also revealed layout design that supports both approaches. Areas are spacious enough for combat encounters but feature cover, concealment, and puzzle-based obstacles that reward exploration. A single room could be cleared through frontal assault (Leon) or by finding an alternate path (Grace). The level design acknowledges both playstyles.
Exploration vs. Linear Design
RE2 featured significant backtracking, puzzle-solving that required exploration, and environmental interaction that rewarded curiosity. RE4 streamlined this significantly—more linear progression, fewer pure exploration sections, faster pacing overall.
Requiem seems to be finding middle ground. The footage shown included areas that felt open enough to explore but guided enough to maintain pacing. Doors that might be navigable from different directions. Items that might be found multiple ways. The structure suggests both directed progression and player agency.
I'm particularly interested in how the dual-protagonist structure affects this. RE2 had two characters with partially different paths through the station, creating replay value. Requiem might expand this concept across an entire campaign. Playing through as Leon might show you combat-heavy sequences and certain story beats. Playing as Grace might unlock alternate paths and different story perspectives. This would create genuine reason to replay.
Resource Management and Inventory
RE4 introduced the briefcase system and streamlined inventory. RE2 featured complex inventory management with limited space forcing strategic choices. Requiem's inventory system wasn't fully shown, but the design philosophy suggests it might vary by character.
Leon likely has more carrying capacity because he's equipped for combat. Grace probably has less space but might carry items that serve different purposes—tools for puzzle-solving, items for evasion, resources for shelter creation. This would mechanically reinforce their different roles.
It's the kind of detail that seems minor but profoundly affects how you interact with the game. If Leon can carry twelve different weapons and Grace can carry four, you play differently. You choose differently. You experience the world through different constraints.

7. Enemy Variety and Adaptive Difficulty
The showcase hinted at enemy variety beyond standard zombies, though specific types weren't fully revealed. We saw regular infected and some variations, but Capcom clearly has more planned. This makes sense because pure zombie encounters would become repetitive across a 20+ hour campaign.
What's interesting is how the dual-protagonist system handles scaling difficulty. Leon can probably fight most enemies directly. Grace probably can't. So Capcom needs enemy variety that creates different threat profiles for different characters. A zombie might be a straightforward threat for Leon but a serious concern for Grace.
The showcase also revealed that enemy density seems to scale with encounter design. Some spaces had many enemies, others just one or two. This suggests Capcom is thinking about encounter pacing, varying challenges to maintain engagement without relying on constant combat.
Boss Design and Signature Threats
RE4 revolutionized boss design in the franchise with creatures that felt organic to the setting. Requiem needs to continue that tradition while providing challenges appropriate for both Leon and Grace. This is tricky—a boss that tests Leon's combat skills might be impossible for Grace to defeat in direct combat.
Capcom might be solving this through environmental interaction. Maybe Grace-specific boss encounters require puzzle-solving or environmental kills rather than direct combat. Maybe some boss encounters play out differently depending on character, with the same threat presented through different mechanics. The showcase didn't provide clear answers, but the design philosophy suggests these weren't overlooked concerns.
8. Technical Presentation and Art Direction
The visual showcase demonstrated significant technical achievement. Environmental detail is substantial—textures, lighting, character models, animation quality all appear polished. But more importantly, the art direction uses these technical capabilities to communicate information.
Capcom's clearly using environment to tell story and provide tactical information. Darkened areas communicate danger. Well-lit spaces feel safer but might be exposed. Cluttered environments offer more cover but reduce visibility. This is environmental design supporting both narrative and gameplay.
The color palette seems intentionally desaturated in some areas, more saturated in others. Zombie design maintains visual clarity even during chaotic combat. Character animation has weight and impact that makes actions feel significant. These aren't accidents—they're design choices that shape how the game plays and feels.
I'm particularly impressed by the animation quality shown in combat demonstrations. Melee finishers feature significant technical complexity—multi-character interactions, physics-based elements, smooth transitions between states. This requires substantial animation work and technical programming.


Requiem introduces a more dynamic stealth system with higher player agency, significantly improving upon the limited stealth elements seen in previous Resident Evil games. (Estimated data)
9. Story Ambition and Mystery Management
Capcom's being deliberately cagey about story details, which I respect. The showcase revealed enough to indicate significant plot stakes—Leon returning to Raccoon City, strange phenomena occurring, RE Outbreak characters involved in unknown capacity. But major story beats remain mysterious.
This is good marketing, but it's also good game design. Horror thrives on mystery. If players know everything that's coming, the surprise elements lose impact. Capcom seems committed to preserving major reveals for player discovery.
The dual-protagonist approach also creates narrative complexity. Two characters experiencing the same events from different perspectives creates natural story variation. A scene that's action-heavy from Leon's view might be terrifying survival from Grace's. The same mystery has different dimensions depending on who's uncovering it.
RE Universe Continuity
Requiem needs to reconcile existing RE lore while telling a new story. The timeline after RE4 and before RE5 has been explored through novels and side games, but the main numbered entries haven't touched this period extensively. Requiem seems positioned to fill that gap.
The return to Raccoon City particularly raises questions about continuity. The city was supposedly decontaminated and sealed. Are there still research operations? Are certain areas never fully cleaned? Is this related to the organization that hunted Chris across Africa in RE5? Capcom's not explaining yet, but these questions will drive player curiosity.
I suspect the mystery of what's happening in Raccoon City will prove as important as character interactions in driving the story forward.
10. Multiplayer and Online Features (What Wasn't Shown)
Interestingly, the showcase didn't emphasize multiplayer or online features. Given the long development cycle and the early multiplayer concept, this is notable. Either multiplayer isn't featured in the final game, or Capcom is saving those reveals for later.
If there is multiplayer, it seems like it might not be central to the experience. The showcase's focus on single-player story and character progression suggests the main campaign is the priority.
This actually aligns with how RE7 approached multiplayer—added features rather than core design. RE Village did something similar. The franchise seems to have learned that horror experiences work best in single-player contexts, with multiplayer as optional addition.

11. Accessibility and Difficulty Considerations
The showcase footage didn't explicitly address accessibility features, but the dual-protagonist design hints at difficulty flexibility. Grace's sections presumably offer stealth and evasion as options, making them more accessible for players who struggle with complex combat. Leon's sections can presumably be approached aggressively if direct combat suits player preference.
This is more subtle than traditional difficulty settings, but potentially more effective. You're not choosing "easy" or "hard"—you're choosing a protagonist whose gameplay style matches your preferences. Grace naturally plays easier because of her available options. Leon naturally plays harder because direct engagement is often his answer.
Capcom's likely to include traditional difficulty settings as well, but the character-specific design approach suggests thoughtfulness about accessibility.

Estimated data suggests Requiem will score well across key review criteria, with story reveals potentially being the strongest aspect.
12. Performance and Platform Optimization
Residents Evil Requiem is coming to Play Station 5 and presumably Xbox Series X|S. The showcase footage was rendered to look impressive but likely represents target specifications, not minimum performance.
Real-time rendering of complex environments with numerous interactive elements and dynamic AI creates legitimate technical challenges. Capcom will need to balance visual fidelity with steady framerate, especially in action-heavy Leon sequences where responsiveness matters.
The studio's proven competent at this across RE7, RE8, and the RE4 remake. Requiem should meet modern performance standards, though I wouldn't assume 4K at 120fps—more likely 4K at 60fps or 1080p at 120fps options.

13. Audio Design and Environmental Immersion
The showcase didn't include audio demonstrations, which is a shame because sound design often carries more weight in horror than visuals. What we can infer from previous RE entries is that Capcom invests substantially in audio—spatial sound, ambient design, dynamic music, unsettling sound effects.
Requiem probably continues this tradition. Environmental audio should communicate information (where are the zombies, what threats are nearby) while creating atmosphere. Music should underscore emotional beats without overwhelming the experience.
Given the stealth gameplay and the emphasis on personality persistence, sound design likely plays a tactical role. You might hear zombies before seeing them. You might need to move quietly to avoid drawing attention. Audio feedback should communicate that.
14. Marketing Strategy and Information Drip
Capcom's been deliberately selective with what it reveals. The Game Awards 2025 trailer introduced Leon. The showcase provided gameplay context. But major story elements, additional characters, full game features remain unrevealed. This suggests a controlled information strategy stretching to launch.
Expect more reveals over the next month. Promotional screenshots. Extended gameplay demonstrations. Maybe story details that create intrigue without spoiling major beats. Capcom has learned from previous RE marketing that too much information kills surprise, but too little kills sales momentum.
The short timeframe to launch (12 minutes of gameplay shown, February 27 release) suggests Capcom is confident in the product and can let the game speak for itself rather than requiring extensive promotion.


The early development of Requiem focused heavily on traversal and cooperation, while the final design shifted towards combat, aligning more with traditional Resident Evil themes. Estimated data based on thematic descriptions.
15. What We Don't Know (Yet)
Major story revelations are clearly being saved. We don't know why Leon's returning to Raccoon City. We don't know what Grace's connection to the outbreak is. We don't know what role RE Outbreak characters play. We don't know the overarching plot.
We also don't know specific gameplay details. How long is each campaign? Are there different endings? What's the upgrade system? What weapons are available? What are the full enemy roster and boss designs?
Most interestingly, we don't know how the dual-protagonist structure works narratively. Do they meet? Do their campaigns converge? Do they have separate stories? The gameplay demonstrations showed them separately, but the larger narrative structure remains mysterious.
16. Franchise Implications and Future Direction
Requiem's success or failure will likely define the franchise's direction for years. If the dual-protagonist structure and gameplay blending works, we might see future RE games adopt similar approaches. If it doesn't, the franchise might recalibrate toward one style or the other.
The return to Raccoon City and acknowledgment of earlier games suggests Capcom values franchise continuity. The RE Outbreak character connections hint at building toward larger RE universe narratives. This might mean future games exploring other outbreak events or characters from the expanded universe.
The emphasis on core single-player experience over multiplayer continues a trend. RE7 started moving away from multiplayer emphasis. RE Village continued that direction. Requiem seems to double down on story and character over online components. This reflects industry recognition that horror experiences work best in single-player contexts.

17. Comparison to Recent RE Entries
RE7 took risks by reinventing the franchise for VR and first-person perspective. It worked, establishing a new baseline for horror intensity in the series. RE Village (RE8) continued first-person but evolved the formula with more action elements. Both shifted the franchise away from the action-heavy RE5 and RE6 era.
Requiem returns to third-person, suggesting Capcom recognized that perspective shift opened story possibilities RE7/RE8 couldn't fully explore. Third-person action-horror has deeper franchise tradition than first-person anyway. RE4 proved this perspective works brilliantly for combat-focused horror.
The dual-protagonist structure sets Requiem apart from recent entries. RE7 and RE8 focus on single perspective and single protagonist. Going back to multiple playable characters feels like returning to franchise roots while maintaining modern design sensibilities.
18. Why This Matters: Horror Gaming in 2025
Horror gaming has become increasingly mainstream. Games like Alan Wake 2, Dead Space Remake, and Resident Evil Village prove horror sells at AAA level. But the formula risks stagnation. Capcom's response with Requiem—blending gameplay styles, creating character contrast through mechanics, maintaining atmospheric horror alongside action—suggests thoughtfulness about where the genre goes next.
We're at a point where photorealistic graphics are normalized. Capcom's not competing on gore or shock value alone. It's competing on design sophistication. Making horror through mechanics rather than just visuals. Creating tension through uncertainty rather than predictability.
Requiem seems positioned to showcase what mature horror game design looks like at AAA level. Not just scary visuals, but carefully constructed experiences where every system—from combat to stealth to character selection—supports the emotional intent.

19. Realistic Launch Expectations
Cape's shipped numerous successful franchises. RE4 Remake was excellent. RE7 and RE8 were commercially successful. Requiem enters under positive expectations but isn't automatically perfect. Launch day will likely reveal balance issues, maybe some AI quirks, possibly performance hiccups on specific hardware configurations.
The day-one review scores will be interesting. Critics will evaluate whether the dual-protagonist structure actually works or feels disjointed. They'll assess stealth mechanics against demonstrated promises. They'll rate combat complexity and engagement. Major story reveals will shape narrative reviews.
What seems clear is that Requiem won't be a disappointment. The foundation shown is solid. The design philosophy is coherent. The execution looks competent. Whether it's great or merely very good remains to be seen.
20. Final Thoughts: Why the Wait Will Be Difficult
Watching 12 minutes of gameplay footage and then waiting weeks for release is genuinely rough. Capcom showed enough to be compelling without showing enough to satisfy curiosity. That's expert marketing.
My personal takeaway from the showcase is optimism tempered with caution. The design philosophy seems smart. The execution looks polished. The ambition seems grounded rather than overreaching. These are good signs.
But I've been burned by hype before. Games that look amazing in demonstrations sometimes feel different in full experience. Balance issues emerge. Story pacing falters. Design systems that seemed coherent in short bursts become repetitive across a campaign.
Still, if I'm being honest, February 27 can't come soon enough. Capcom's earned the benefit of the doubt with recent entries. The franchise's proven it can evolve while respecting its roots. Requiem looks like the next evolution.
The question isn't whether Requiem will be good. The question is whether it'll be great. Whether the promises made in this showcase translate to the full experience. Based on what's been shown, I'm betting on yes.

FAQ
What is Resident Evil Requiem's setting?
Resident Evil Requiem returns to Raccoon City, the iconic location from Resident Evil 2 and 3. The city has changed significantly over the decades since the original outbreak, creating a familiar-yet-transformed environment that serves as the backdrop for the story. Leon S. Kennedy will navigate these spaces alongside a new protagonist named Grace, each experiencing the location through different perspectives.
When will Resident Evil Requiem be released?
Resident Evil Requiem launches on February 27, 2025 for Play Station 5 and Xbox Series X|S. The game has been in development for several years, with Capcom refining the concept from an early multiplayer open-world design to the current dual-protagonist structure. Pre-orders are likely available now through major retailers and digital platforms.
What are the main differences between Leon and Grace's gameplay?
Leon's gameplay emphasizes combat expertise with stylish melee finishers, complex weapon combinations, and aggressive engagement strategies. Grace's gameplay focuses on survival horror with dynamic stealth, evasion tactics, and puzzle-solving. Both characters navigate the same environments but experience them differently based on their capabilities and story roles. This creates two distinct campaigns within a single game.
Will there be multiplayer features in Resident Evil Requiem?
The showcase did not emphasize multiplayer features, suggesting that online components may be minimal or absent from the core experience. Capcom's recent entries in the franchise have prioritized single-player story experiences, and Requiem appears to continue this direction. Any multiplayer features would likely be revealed closer to or after launch.
How does stealth gameplay work in Requiem?
Stealth in Requiem offers genuine player agency through dynamic encounters where you can fight, flee, or hide depending on the situation. Zombies retain behavioral patterns from their previous lives, making enemy encounters unpredictable and contextual. You can create distractions, move around enemies, or wait for them to pass—offering true problem-solving rather than simple wait-and-hide mechanics seen in previous entries.
What are Resident Evil Outbreak characters doing in Requiem?
Characters from Resident Evil Outbreak appear in Requiem in some form, though Capcom has not revealed specific details. RE Outbreak focused on civilians surviving outbreak rather than trained operatives, so their inclusion suggests Requiem will explore how ordinary people were affected by the broader RE universe events. Their exact roles in the story remain mysterious until launch.
Why is Capcom keeping so much story information secret?
Capcom's deliberate information control preserves the horror experience where surprise and mystery drive emotional impact. Revealing major plot points, boss designs, or story twists during marketing would diminish the experience of discovering them while playing. This strategy has proven effective for recent RE entries and allows the game itself to be the primary marketing tool.
How long is Resident Evil Requiem's campaign?
Capcom has not officially announced campaign length, but based on the showcase structure showing two distinct character campaigns and the expected scope of a mainline RE entry, expect 20-40+ hours depending on playstyle and difficulty. Previous modern RE games typically offer 12-20 hours for single campaigns, so Requiem likely exceeds this given the dual-protagonist structure.
What makes Requiem's combat different from RE4 Remake?
While RE4 Remake already featured excellent melee combat, Requiem expands this with even more stylish finishers, weapon combinations, and animation variety. Leon's demonstrated capabilities in the showcase show more complex takedowns and environmental interactions than even the already-refined RE4 Remake. This evolution reflects Capcom's continued refinement of action-horror combat systems.
Is Resident Evil Requiem canon to the main franchise timeline?
Yes, Requiem appears to be a mainline numbered entry (RE9) rather than a spinoff, making it part of the franchise's official timeline. The return to Raccoon City, Leon's involvement, and continuity with previous events suggest this is a significant canonical entry that will shape future franchise directions. How it connects to RE7, RE8, and other recent games will likely be revealed through story progression.
Capcom's 12-minute showcase accomplished something remarkable: it generated genuine excitement while maintaining narrative mystery. The design philosophy seems cohesive, the execution looks polished, and the ambition feels grounded in what's actually been demonstrated.
Resident Evil Requiem arrives February 27, 2025. Launch day can't come soon enough.
Key Takeaways
- Leon's combat system surpasses RE4 Remake with stylish melee finishers and seamless weapon transitions, creating action-focused gameplay that rewards skill and creativity
- Grace's character provides genuine stealth mechanics through dynamic encounters where players choose between fighting, fleeing, or hiding—the franchise's first true stealth system with real agency
- Zombies retain human personality and behavioral patterns from their previous lives, creating psychologically weighted encounters where you're fighting people, not just monsters
- Dual-protagonist structure successfully blends RE2's exploration-puzzle focus with RE4's action intensity through character-specific gameplay that feels intentional rather than contradictory
- Capcom's deliberate information control and focus on core single-player experience suggests confidence in Requiem as a franchise-defining entry that prioritizes design sophistication over marketing hype
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