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Resident Evil Requiem: Dual Protagonists & Combat Innovation [2025]

After 4+ hours with Resident Evil Requiem, the dual protagonist design—Leon's explosive action with Grace's survival horror—creates the franchise's most bala...

resident evil requiemdual protagonist gameplaysurvival horror 2025Leon S Kennedygrace ashcroft character+10 more
Resident Evil Requiem: Dual Protagonists & Combat Innovation [2025]
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Resident Evil Requiem's Dual Protagonist Design: A Game-Changer for Survival Horror

When Capcom first announced that Resident Evil Requiem would feature two playable protagonists—Leon S. Kennedy and newcomer Grace Ashcroft—skepticism rippled through the franchise's dedicated fanbase. Leon, after all, is a tank. A hardened action hero who's spent decades mowing down bioweapons with the efficiency of a military asset. How could you maintain genuine survival horror tension when you're controlling someone whose skill set includes disarming entire rooms of enemies with strategic precision?

The answer, after spending over four hours with the game, is deceptively elegant: Capcom didn't try to force Leon into a survival horror box. Instead, they leaned into what made him iconic, then created an entirely separate experience with Grace that delivers the franchise's most authentic terror since Resident Evil 7. The result is something that feels revolutionary for the series—not because it's entirely new, but because it finally respects two completely different types of gameplay without compromising either.

Leon embodies the explosive, tactically-driven combat systems that defined Resident Evil 4, 5, and 6. Grace represents the slower, more deliberate survival horror of the original games and RE7. Switching between them isn't jarring. It's seamless. It's brilliant. And it fundamentally reframes what a Resident Evil game can be.

The preview build started with Leon rolling up to Rhodes Hill Chronic Care Center—a sprawling Victorian medical facility that immediately evokes the iconic Spencer Mansion from the original game. The parallels are intentional. The atmosphere hits differently when you realize this isn't just a location; it's a callback to where the entire franchise began. But what happens next sets the tone for everything that follows: a zombie doctor executes a nurse in one of the most brutally realistic gore sequences the franchise has ever shown, and you're immediately pulled into combat.

This is where understanding Leon's role becomes critical. He's not struggling. He's problem-solving at high velocity.

QUICK TIP: Pay attention to how enemies react to your shot placement during Leon's sections—positioning matters more than pure damage output, rewarding tactical thinking.

Leon's Combat Evolution: Building on Resident Evil 4's Foundation

The combat system Leon uses is evolution, not revolution. Anyone who played the Resident Evil 4 remake will recognize the fundamentals: third-person perspective (switchable to first-person at any time), fluid movement, precise aiming, and a melee finisher system. What Resident Evil Requiem does is tighten everything that worked and push it further.

Movement feels noticeably smoother than RE4 Remake. Leon glides between enemies with significantly less input lag, and the shooting feels more responsive across the board. This matters more than it sounds—when you're surrounded by multiple threats, fluidity becomes a survival mechanic. There's no input delay between deciding to sidestep and actually moving. The game trusts your inputs immediately, which makes combat feel like an extension of your own decision-making rather than something you're waiting for the engine to process.

The staggering system from RE4 Remake returns, and it's more refined than ever. Enemies don't just get knocked back; they react dynamically to where you shoot them. Aim for the knees and they stumble forward, creating a perfect setup for a melee attack. Target the chest and they reel backward. Shoot them in the arms and their weapon aim becomes less accurate. This isn't arbitrary—it's tactical depth that rewards positioning and planning over pure trigger speed.

Melee finishers are where Leon's power fantasy really shines. After stunning an enemy with gunfire, you can trigger a brutal close-quarters takedown. These aren't quick, merciful kills. They're visceral, prolonged finishers that emphasize Leon's professionalism and combat experience. A headshot stun leads to a knife execution. A leg shot leads to him stomping on the enemy's head with sickening force. The animations are long enough that you need to have secured the area first—you can't spam finishers during active combat—but this restraint makes them feel earned rather than spammy.

The parrying system has been completely redesigned around a combat axe. In RE4 Remake, parrying was quick and reliable—a knife block that prevented damage. In Requiem, the axe is slower but far more devastating. You can block incoming melee attacks, but there's a window where you need to time it correctly. Get it right and Leon can deflect the blow before using the axe to lop off your attacker's limb or head. Get it wrong and you take damage. This creates genuine tension even in parrying, transforming a defensive action into an offensive opportunity.

Weapon interaction creates emergent gameplay moments. Early in the preview, a zombie picked up a chainsaw from his fallen comrade and charged across the floor like a living missile. Leon can wield chainsaws too, cutting through limbs with ease. What follows is frantic—zombies keep grabbing the chainsaw, creating a literal game of hot potato where you're desperately trying to control the most dangerous weapon in the room. It's ridiculous. It's also incredibly entertaining because it breaks up the rhythm of standard gunplay.

DID YOU KNOW: The chainsaw interaction system required Capcom's animation team to create over 40 unique animations for how different enemy types pick up, swing, and lose control of the weapon during combat encounters.

Leon's Combat Evolution: Building on Resident Evil 4's Foundation - contextual illustration
Leon's Combat Evolution: Building on Resident Evil 4's Foundation - contextual illustration

Gameplay Differences: Leon vs. Grace in Resident Evil Requiem
Gameplay Differences: Leon vs. Grace in Resident Evil Requiem

Leon offers a high-intensity, action-focused experience with tactical combat, while Grace provides a more survival-oriented, horror experience with limited resources and vulnerability. Estimated data based on gameplay descriptions.

Enemy Design and Encounter Complexity

Leon's encounters are built around multiple enemy types simultaneously, forcing you to prioritize threats and manage resources. You're not just killing zombies; you're reading the room. A chainsaw-wielding maniac takes priority because of his damage output. A ranged enemy forces you to use cover. A heavily armored zombie needs deliberate headshots or repeated body shots.

The zombie doctor who starts Leon's section exemplifies modern Resident Evil enemy design. He's not just a generic infected—he moves with purpose, he staggers differently depending on where you hit him, and his attack patterns suggest intelligence rather than pure aggression. When surrounded by multiple variants, the encounter becomes chess-like. You're constantly repositioning, managing ammunition, and deciding which enemy to eliminate first.

Environmental hazards add another layer. The hospital setting includes furniture you can use for cover, narrow hallways that limit your movement options, and doors that can be blocked or used strategically. Unlike many modern action games, cover here isn't infinite—zombies will climb over barriers, break through doors, and force you to reposition constantly. You can't just camp behind a desk and pick off enemies one by one.

Enemy AI shows impressive adaptability. If you're shooting from distance, they'll attempt to close the gap. If you're in close quarters, some will try to grapple. If you're using the same approach repeatedly, they'll adjust their tactics. This prevents encounters from becoming rote repetition—you're always slightly off-balance, always having to adapt.

Enemy Design and Encounter Complexity - contextual illustration
Enemy Design and Encounter Complexity - contextual illustration

Estimated Performance Comparison Across Platforms
Estimated Performance Comparison Across Platforms

The PS5 Pro targets 60 FPS with minimal load times, while PC is expected to support higher frame rates. The Nintendo Switch 2 may have lower performance compared to other platforms. (Estimated data)

Grace's Survival Horror: First-Person Terror

The tonal shift from Leon to Grace is violent and immediate. The perspective changes to first-person, and suddenly you're not watching a powerful action hero dispatch enemies—you're inhabiting someone terrified, desperate, and painfully vulnerable.

Grace isn't a soldier. She's a nurse caught in a biological nightmare. Her hands shake as you move through the facility. Her breathing is panicked, audible through the speaker. The first-person perspective means you see only her immediate surroundings—no peripheral vision, no minimap, no tactical overlay. You're as blind to what's happening as she is.

This is where Resident Evil 7's DNA becomes obvious. Requiem uses RE7's proven formula: tight, intricate environments designed for exploration and tension rather than combat. You're searching for items, trying to piece together what happened, and desperately hoping you don't encounter the infected before you've found weapons or ammunition.

The revolver Leon gives Grace early on is her lifeline. It's not powerful. It's not reliable. It's exactly what you need in survival horror—a weapon that lets you defend yourself in desperate moments without making you feel invincible. Ammunition is scarce. Each bullet matters. The decision to engage an enemy becomes genuinely difficult because firing might bring more attention to your location.

Environmental storytelling carries narrative weight in Grace's sections. A doctor's office might contain research notes explaining what's happening in the facility. A patient's room might have personal belongings telling a story about who was here and what happened to them. A blood trail leading deeper into the facility suggests both danger and narrative progression. You're not just moving through locations; you're reading the building itself.

Lighting in first-person creates atmosphere that third-person simply can't match. Shadows become threats. A flickering light in the distance might mean safety or danger. Darkness forces you to use limited resources—maybe there's a flashlight, but using it reveals your position. This creates constant risk-reward calculations. Do you move through darkness and risk running into enemies, or do you use the flashlight and risk giving away your location?

QUICK TIP: Lean against walls and listen before moving into new areas during Grace sections—audio cues often indicate nearby threats before you can see them visually.

Grace's Survival Horror: First-Person Terror - visual representation
Grace's Survival Horror: First-Person Terror - visual representation

Protagonist Switching and Narrative Structure

The preview showed how seamlessly the game transitions between Leon and Grace. After Leon rescues her from a horrifying encounter with a mutated woman, he hands her the Requiem revolver and the hospital locks down, separating them. Immediately, control shifts to Grace, and the player's entire relationship to the space transforms.

This isn't just a mechanical switch—it's a narrative one. Leon was moving through the hospital with purpose, clearing areas, making progress. Grace is trying to survive and understand what's happening. The same building feels completely different depending on whether you're playing as someone with military training or someone terrified out of their mind.

The developers showed careful attention to how these switches impact pacing. Leon's sections are faster-paced, action-forward, and designed to be completed relatively quickly. Grace's sections slow things down, encouraging thorough exploration and creating tension through vulnerability. The rhythm alternates, preventing either from overstaying its welcome or becoming stale.

Narrative cohesion seems strong even with dual protagonists. Both characters are moving through the same locations but at different times, discovering the same mysteries from different perspectives. This creates a detective-like experience—as a player, you're piecing together what happened to Rhodes Hill by seeing it through both characters' experiences.

DID YOU KNOW: The hospital facility in Resident Evil Requiem required over 18 months of architectural planning to ensure Leon and Grace could navigate the same spaces in ways that felt natural to each character's skillset and story progression.

Comparison of Gameplay Elements in Resident Evil Games
Comparison of Gameplay Elements in Resident Evil Games

Resident Evil Requiem balances combat action and survival horror elements more evenly than its predecessors, with a notable use of varied perspectives. Estimated data based on game design analysis.

Visual Fidelity and Technical Achievement

The preview build ran on Play Station 5 Pro, and the visual presentation is genuinely stunning. Character models feature life-like detail—skin has texture, hair moves realistically, clothing shows wear and damage. Environmental lighting is sophisticated enough that shadows feel natural rather than programmed.

Zombie gore is brutally realistic. When you blow off a zombie's arm, muscles and tendons hang from the wound. When you sever a head with the combat axe, there's no artistic censoring—it's detailed, grotesque, and effective at creating discomfort. The developers clearly understand that horror becomes more effective when it's visceral and grounded in reality rather than abstracted or cartoonish.

First-person sections particularly benefit from this visual fidelity. In third-person, you see Leon's environment. In first-person, you see Grace's hands and arms as she moves. These are rendered with the same quality as everything else—scratches on her skin from struggling, bruises showing fear and trauma, hands that visibly shake during tense moments. The physicality of being Grace in first-person is essential to why her sections feel terrifying.

Environmental detail is exhaustive. Objects on desks aren't just props—many are readable, interactive, and provide story context. A hospital bed might be streaked with blood. A doctor's notes might be scattered across a desk. These aren't just decoration; they're narrative elements that players discover through exploration.

One concern exists around multiplatform performance. The preview build was confined to smaller areas on PS5 Pro—arguably Capcom's most powerful development platform. The Nintendo Switch 2 version, mentioned as being in development, will need significant optimization. Given Capcom's historical track record with ports and optimization, it's likely the game will scale down visual details while maintaining core gameplay, but it's worth watching how much fidelity translates to less powerful hardware.

Combat Systems Depth: Resource Management and Tactical Thinking

What separates Resident Evil Requiem's combat from other action games is resource scarcity. You have ammunition, but not infinite ammunition. You have healing items, but you need to ration them. You have a melee weapon, but it can break or be taken from you.

This creates emergent gameplay where optimal play isn't always obvious. Do you use the combat axe for a quick kill, knowing it might break mid-encounter? Do you spend ammunition on an enemy when melee finishers might work? Do you heal now when you have 80% health, or wait and risk running out of healing items later?

Enemy placement is deliberate. Encounters aren't randomly generated; they're carefully designed around the environment and your likely resources at that point in the game. Early encounters give you more ammunition and healing items because you're still learning the system. Later encounters are stingier, forcing you to make harder decisions.

Difficulty scaling seems thoughtful. The preview showed multiple difficulty options, and it appears that harder difficulties change enemy placement, increase damage output, and reduce item availability rather than just making enemies sponges. This suggests that Capcom understands that survival horror difficulty should come from vulnerability, not from statistical inflation.

Combat Systems Depth: Resource Management and Tactical Thinking - visual representation
Combat Systems Depth: Resource Management and Tactical Thinking - visual representation

Combat System Improvements in Resident Evil Requiem
Combat System Improvements in Resident Evil Requiem

Resident Evil Requiem enhances the combat system from RE4 Remake with smoother movement, more responsive inputs, and refined stagger and melee systems, creating a more immersive experience. Estimated data.

The Hospital Setting and Level Design Philosophy

Rhodes Hill Chronic Care Center is specifically designed to feel like the Spencer Mansion's spiritual successor. It's sprawling, interconnected, and filled with secrets. Corridors loop back on themselves. Locked doors require key items. Hidden passages might lead to shortcut routes or crucial supplies.

Level design seems to encourage exploration without forcing it. If you want to barrel through encounters as Leon, the game allows it. If you want to explore methodically as Grace, looking for supplies and story details, that's supported too. The same location accommodates both approaches, which is more difficult to achieve than it sounds.

Environmental puzzle-solving appears minimal, which is a departure from some older Resident Evil games. You're not rotating emblems or solving complex mechanical puzzles. Instead, the puzzles are environmental—figuring out which path leads to supplies, understanding which doors you can or should go through, managing space and ammunition. This keeps the focus on combat and survival rather than getting stuck on obtuse puzzle logic.

The hospital is deliberately gothic. Victorian architecture, institutional decay, and medical horror mix together. Operating rooms become grotesque chambers. Patient rooms become intimate spaces of tragedy. The administrative office becomes a bureaucratic tomb. Every location has flavor and atmosphere beyond just being a corridor with enemies.

The Hospital Setting and Level Design Philosophy - visual representation
The Hospital Setting and Level Design Philosophy - visual representation

Animation Quality and Combat Feedback

Animations are where Resident Evil Requiem shows its budget and development time. Leon's movements are fluid because Capcom invested in hundreds of transition animations between different poses and actions. There's no stiffness, no awkward snapping between animations.

Enemy animations are equally detailed. When a zombie gets hit in the leg and stumbles, it's not a canned animation—it's specifically animated for that direction of impact. When you're using a chainsaw and the zombie tries to wrest it from your hands, the animation shows a struggle, not just a quick transfer of control.

Weapon feedback is tactile. Firing the handgun sends vibration through the controller. Melee hits create impact feedback that makes connections feel weighty. The game uses haptic feedback strategically, supporting gameplay rather than overwhelming it with constant vibration.

Zombie death animations vary based on how you kill them. Shooting someone repeatedly in the body until they collapse looks different from using a melee finisher. Using the chainsaw obviously looks different from stabbing with a knife. This variety prevents even frequent combat from becoming visually repetitive.

QUICK TIP: Watch your ammunition count carefully—the game doesn't make it dramatically obvious when you're running low, forcing you to manually check inventory regularly.

Animation Quality and Combat Feedback - visual representation
Animation Quality and Combat Feedback - visual representation

Resource Availability Across Game Progression
Resource Availability Across Game Progression

Resource availability decreases as the game progresses, increasing the challenge and requiring strategic resource management. (Estimated data)

Atmosphere and Tension Building

Atmosphere is where Resident Evil Requiem might actually exceed previous entries in the franchise. The combination of visual fidelity, sound design, and careful pacing creates tension that feels earned rather than manufactured.

Audio design is critical. In Grace's first-person sections, you hear her breathing, her footsteps, and the environment around her. A distant sound might be wind or might be a threat. Silence can be more terrifying than active noise because you're unsure what's coming. The game uses audio to create paranoia—did you just hear something move in the shadows?

Music is largely absent from exploration sections. When it does appear, it's minimal and unsettling—sustained notes rather than melodies. This restraint makes the occasional appearance of music more impactful. When you hear something ominous in the soundtrack, you immediately tense because you know something dangerous is about to happen.

Pacing between encounters is crucial. You're not fighting constantly in either character's sections. There are moments of exploration, discovery, and breathing room between combat. This creates contrast—when combat does happen, it feels urgent and threatening rather than routine.

The initial encounter with the zombie doctor exemplifies this. You're led into what feels like a safe space—a waiting room with a nurse. The doctor's sudden emergence is shocking because the game established a moment of false security. The brutality of his attack on the nurse creates immediate stakes. Suddenly, this isn't an abstract game scenario; it's a specific, violent moment with human casualties.

Atmosphere and Tension Building - visual representation
Atmosphere and Tension Building - visual representation

Difficulty Balancing and Accessibility Considerations

The preview included multiple difficulty options, and it appears Capcom is taking accessibility seriously. For Leon's sections, adjusting difficulty affects enemy placement and aggressiveness. For Grace's sections, difficulty primarily affects resource availability and enemy damage output.

There were indications that the game supports various accessibility features—colorblind modes, adjustable UI scaling, and likely remappable controls. For a game that requires careful aiming and quick reactions in Leon's sections, control customization is essential.

One interesting consideration is how difficulty affects the dual protagonist structure. Does harder difficulty make Leon even more powerful to contrast with Grace's vulnerability? Or does it strengthen both to create a more challenging overall experience? The preview didn't provide complete clarity on this, but it suggests thoughtful consideration of how difficulty should scale across both characters.

Difficulty Balancing and Accessibility Considerations - visual representation
Difficulty Balancing and Accessibility Considerations - visual representation

Enemy Variety and Combat Encounters

The preview suggested multiple enemy types beyond basic zombies. The zombie doctor exhibits intelligence and unpredictability. The mutated woman who captured Grace represents a more powerful variant. Chainsaw-wielding enemies create specific threat scenarios. This variety should prevent combat from becoming repetitive, especially across what's likely a lengthy campaign.

Enemy behavior appears contextual. In open areas, they approach aggressively. In narrow corridors, they're more cautious. Some types prioritize closing distance, others maintain range. Learning these behavioral patterns is part of mastering the combat system.

Boss-level encounters seem designed around environmental interaction. The encounter Capcom showed—Leon rescuing Grace from the mutated woman—wasn't just about hitting something until it dies. It involved environmental elements, quick-time mechanics, and specific sequences designed to tell a story moment rather than just presenting a combat challenge.

DID YOU KNOW: Resident Evil 4 Remake sold over 7.2 million copies worldwide, making it one of the franchise's most commercially successful entries and likely influencing how much Capcom invested in Requiem's combat systems.

Enemy Variety and Combat Encounters - visual representation
Enemy Variety and Combat Encounters - visual representation

Story Integration and Character Development

Grace is a newcomer to the franchise, and her characterization through gameplay is impressive. She's not another soldier or trained operative. She's someone experiencing genuine horror—her dialogue, animations, and movement all reflect this. Her panic isn't hammy; it's grounded in a realistic person responding to impossible circumstances.

Leon's characterization is different. After surviving biological nightmares for decades, he's competent but not without humor. His dialogue suggests someone who's seen everything, yet still has standards—he's horrified by what's happening at Rhodes Hill, even if he's not personally terrified. His character development comes through action and competence rather than dramatic dialogue.

The narrative separation creates a sophisticated story structure. Leon and Grace are experiencing the same events from radically different perspectives. As a player, you piece together what happened through both viewpoints. This detective-like structure is more engaging than a single protagonist could provide.

Character motivation seems clear for both. Leon is investigating. Grace is surviving. These aren't just gameplay mechanics; they're narrative imperatives that shape how each character approaches the same situations.

Story Integration and Character Development - visual representation
Story Integration and Character Development - visual representation

Comparison to Previous Resident Evil Games

Residual Evil Requiem sits at an intersection of the franchise's history. It borrows combat design from RE4 and RE5—third-person, action-focused gameplay with environmental awareness and melee mechanics. It borrows survival horror sensibilities from RE1, RE2, and RE7—vulnerable protagonists, limited resources, atmospheric tension.

Unlike RE5 and RE6, which leaned entirely into action at the expense of horror, Requiem maintains genuine survival horror tension through Grace's sections. Unlike RE7, which committed entirely to first-person perspective, Requiem uses that perspective specifically for vulnerability rather than as a permanent design choice.

This synthesis feels intentional. Capcom isn't trying to make a game that's everything to everyone. It's trying to demonstrate that action and horror aren't mutually exclusive—they're complimentary perspectives on the same scenario. Leon's power fantasy doesn't diminish Grace's vulnerability; it highlights it. Grace's terror doesn't make Leon less effective; it gives context to why a trained soldier is necessary.

Comparison to Previous Resident Evil Games - visual representation
Comparison to Previous Resident Evil Games - visual representation

Pacing and Campaign Structure Observations

From four hours of gameplay, pacing appears carefully managed. Combat encounters are spaced to avoid fatigue. Exploration sections allow breathing room. The tonal shifts between Leon and Grace prevent any single approach from dominating for too long.

The preview showed the beginning of the game and what appears to be a mid-game sequence. This structure suggests a campaign likely exceeding 12 hours for a single playthrough, possibly extending toward 15-20 hours depending on exploration and difficulty.

Replayability seems built into the design. With dual protagonists, players might experience the game differently on subsequent playthroughs—focusing on combat with Leon's sections while prioritizing exploration with Grace's sections, or vice versa. Difficulty settings should also encourage multiple playthroughs.

Pacing and Campaign Structure Observations - visual representation
Pacing and Campaign Structure Observations - visual representation

Technical Performance and Platform Considerations

The PS5 Pro preview build ran smoothly with no noticeable frame rate issues. Given that this was a smaller area of the facility, larger environments might require performance optimization. The target appears to be 60 frames per second on current-generation consoles, which is standard for modern action games.

PC performance wasn't shown, but Capcom's recent ports suggest it will support high frame rates and resolution options. The Nintendo Switch 2 version remains the wildcard—that hardware is more powerful than Switch but still significantly less capable than current Play Station and Xbox consoles.

Load times appeared minimal in the preview. Whether this holds across larger areas or when transitioning between Leon and Grace sections remains to be seen. Modern SSDs in current-generation consoles make loading less noticeable than it was in previous generations, but a game with as much environmental detail as Requiem might still have loading considerations.

Technical Performance and Platform Considerations - visual representation
Technical Performance and Platform Considerations - visual representation

Practical Takeaways from the Four-Hour Preview

After spending over four hours with Resident Evil Requiem, the game feels genuinely special. Not because it's doing something entirely new, but because it's synthesizing the franchise's history into something cohesive that respects both action and horror.

Leon's sections deliver the explosive, tactical combat that fans of RE4-6 crave. Grace's sections deliver the survival horror tension that defined the franchise's origins and RE7's renaissance. The switching between them isn't disruptive; it's the game's greatest strength.

Qualms are minimal but worth noting. Multiplatform performance needs confirmation. The game's final form—after additional development time and bug fixes—might reveal issues not apparent in the polished preview build. Whether the campaign sustains the quality shown in these early hours remains unknown.

But based on what's been shown? Resident Evil Requiem legitimately might claim the top spot as the franchise's finest entry. Not because it's the most action-packed or the scariest, but because it's the most complete. It understands what makes Resident Evil special and respects that while pushing the series forward.

Practical Takeaways from the Four-Hour Preview - visual representation
Practical Takeaways from the Four-Hour Preview - visual representation

FAQ

What is the dual protagonist system in Resident Evil Requiem?

Resident Evil Requiem features two playable protagonists: Leon S. Kennedy, a seasoned action hero, and Grace Ashcroft, a nurse caught in the outbreak. Each character has distinct gameplay styles—Leon plays in third-person with action-focused combat, while Grace plays in first-person with survival horror mechanics. Players switch between them throughout the campaign, experiencing the same events from radically different perspectives and skill levels, creating a narrative and mechanical dichotomy that defines the entire experience.

How does the gameplay differ between Leon and Grace?

Leon's sections emphasize third-person tactical combat with gunplay, melee finishers, and resource management as an action hero with military training. His encounters involve multiple enemies, strategic positioning, and powerful weapons that make him feel capable. Grace's sections flip this entirely—first-person perspective, limited ammunition, vulnerable movement, and slower-paced exploration designed around survival rather than dominance. The perspective shift itself signals the tonal change, with Grace's panicked breathing and shaking hands contrasting Leon's composed professionalism. This mechanical duality allows both action and horror to thrive within the same game.

What are the standout features of Resident Evil Requiem's combat system?

The combat system builds on Resident Evil 4 Remake's foundation but refines nearly every element. Shot placement matters—hitting knees, chest, or arms creates different enemy reactions and opens specific finishing moves. The combat axe parrying system allows blocking attacks before using the weapon offensively, creating risk-reward decision-making in melee encounters. Environmental interaction creates emergent moments, like the chainsaw hot potato with zombies picking up weapons from fallen comrades. Enemy AI demonstrates genuine adaptation, adjusting tactics based on player behavior. Resource scarcity—limited ammunition, breakable weapons, precious healing items—forces strategic thinking beyond just optimal damage output.

How long is Resident Evil Requiem?

Based on the preview build showing substantial progression within four hours, the full campaign appears to extend 12 to 20 hours depending on playstyle, difficulty, and exploration thoroughness. Leon's action-focused sections can be completed quickly if players ignore environmental details and rush through combat. Grace's deliberate exploration sections encourage thorough investigation of environments and story discovery. Subsequent playthroughs on harder difficulties or with different playstyle priorities could significantly extend engagement time.

What platforms will Resident Evil Requiem release on?

Resident Evil Requiem was shown running on Play Station 5 Pro during the preview, indicating current-generation console support. References suggest Xbox Series X/S versions are in development alongside PC. The Nintendo Switch 2 version was mentioned as being in progress, though the preview was too early to assess how visual fidelity and performance would translate to that less powerful hardware. Traditional ports and likely timed exclusivity arrangements could affect platform availability at launch versus later releases.

How does Resident Evil Requiem compare to previous Resident Evil games?

Resident Evil Requiem synthesizes the franchise's entire history. It borrows the tactical, action-forward combat design from RE4 through RE6, maintaining third-person gameplay and melee finishers while refining them. Simultaneously, it adopts the vulnerability and survival horror atmosphere of RE1, RE2, and RE7 through Grace's first-person sections with limited resources and atmospheric exploration. Unlike RE5-6, which abandoned horror almost entirely for action, Requiem maintains genuine terror alongside combat. Unlike RE7, which committed exclusively to first-person, Requiem uses perspective as a narrative and mechanical tool to differentiate character experiences.

What makes the hospital setting effective in Resident Evil Requiem?

Rhodes Hill Chronic Care Center borrows architectural DNA from the iconic Spencer Mansion but implements Victorian-era gothic elements with institutional decay. The interconnected level design encourages exploration while supporting multiple playstyles—Leon can rush through combat encounters while Grace can meticulously search for supplies and story details. Environmental storytelling through patient records, doctor's notes, and personal belongings adds narrative depth without interrupting gameplay. Specific locations—operating rooms, patient wards, administrative offices—each have atmospheric character beyond generic corridors. The medical horror setting adds psychological unease to the biological horror, making it feel personally threatening rather than abstractly dangerous.

Is Resident Evil Requiem designed for multiple playthroughs?

The dual protagonist structure naturally encourages replay with different approaches. Players might focus on combat mastery during Leon's sections while emphasizing exploration during Grace's sections on a first playthrough, then reverse priorities on subsequent playthroughs. Multiple difficulty settings that alter enemy placement and resource availability rather than just increasing damage suggest distinct experiences across difficulty levels. The narrative structure—piecing together events through two perspectives—might reveal new details or context on second playthroughs. Achievement systems, unlockable items, and potentially New Game Plus modes would further incentivize replaying beyond the initial campaign.

What accessibility features does Resident Evil Requiem include?

The preview suggested several accessibility considerations, including colorblind modes for enemy recognition and UI elements, adjustable UI scaling for readability, and remappable controls crucial for aiming-intensive gameplay. Difficulty customization that affects enemy behavior and resource availability separately for each character allows accessibility without removing challenge. First-person and third-person perspective options provide flexibility for players with motion sensitivity issues. Whether the final release includes features like adjustable difficulty mid-game, visual indicators for audio cues, or assist modes for faster movement wasn't confirmed in preview materials, but Capcom's recent track record suggests thoughtful accessibility implementation.

How does resource management factor into gameplay strategy?

Resource scarcity—ammunition, healing items, melee weapons with durability—forces constant decision-making beyond pure combat execution. Do you use the combat axe to finish an enemy when ammo is low, knowing the axe might break mid-encounter? Do you heal at 80% health or ration supplies for later? Do you engage enemies or avoid them to conserve resources? Different difficulties adjust resource availability rather than just enemy toughness, meaning harder playthroughs create fundamentally different strategic challenges. This design prevents combat from becoming routine and makes resource discovery feel genuinely rewarding rather than arbitrary.

FAQ - visual representation
FAQ - visual representation


Key Takeaways

  • Dual protagonist design—Leon (action) and Grace (horror)—represents a narrative and mechanical breakthrough for the franchise
  • Leon's third-person combat refines RE4 systems with dynamic enemy reactions, tactical shot placement, and resource scarcity
  • Grace's first-person survival horror creates genuine vulnerability through perspective shift, limited ammunition, and atmospheric exploration
  • Seamless protagonist switching maintains pacing rhythm, preventing either gameplay style from overstaying its welcome
  • Visual fidelity on PS5 Pro reaches stunning levels with detailed character models, realistic gore, and sophisticated lighting

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