March 9, 2026

Few game franchises have reinvented themselves as many times as Resident Evil. What began in 1996 as a slow, methodical survival horror experience gradually evolved into something much larger. Over the years the series has shifted between atmospheric horror, explosive action, and psychological dread, constantly redefining what survival horror can look like. Yet despite these changes, the core idea has always remained the same. You are placed in a hostile world where resources are scarce, danger is constant, and survival never feels guaranteed.

With Resident Evil Requiem, the franchise finds itself at an interesting crossroads. Modern entries have proven that the series can still terrify players while embracing contemporary game design, but expectations have also grown higher than ever. Longtime fans want the tension and vulnerability that defined the early games, while newer players expect fluid combat and cinematic storytelling. Requiem enters this landscape attempting to balance both traditions.

Whether Resident Evil Requiem successfully blends nostalgia with modern horror is the real question. In this review, we will break down the game’s atmosphere, gameplay systems, narrative direction, and overall execution to see if it truly stands among the franchise’s best entries.

Story

Set in October 2026, Resident Evil Requiem takes place nearly three decades after the destruction of Raccoon City, the catastrophic outbreak that defined the early history of the Resident Evil series. While the world has since endured numerous bioterror incidents, the shadow of that original disaster still looms large. Requiem builds its narrative around that legacy, focusing on characters whose lives have been shaped by the aftermath of the outbreak and the lingering secrets left behind by Umbrella Corporation.

The story introduces a new protagonist, Grace Ashcroft, an FBI intelligence analyst and the daughter of investigative journalist Alyssa Ashcroft, one of the survivors of the Raccoon City incident. Unlike the seasoned fighters the series often revolves around, Grace is not a trained combatant. She is an analyst by profession, someone who spends more time investigating information than confronting danger directly. Her story begins when a series of mysterious deaths connected to survivors of the Raccoon City outbreak catches the FBI’s attention. The investigation eventually leads her to the abandoned Wrenwood Hotel, the same place where her mother was murdered years earlier while researching Umbrella’s hidden activities.

What begins as a personal investigation quickly spirals into something far more dangerous. Grace is abducted by Victor Gideon, a former Umbrella scientist who believes she holds the key to unlocking a mysterious project known as Elpis. Gideon brings her to Rhodes Hill, an abandoned care facility that once served as a front for his viral research. According to him, Grace’s blood may be the final piece needed to activate Elpis, a long-dormant experiment tied to decades of Umbrella’s work with the T-Virus.

At the same time, series veteran Leon S. Kennedy begins his own investigation. Now working as an agent for the U.S. government’s Division of Security Operations, Leon tracks the same chain of events after a police officer connected to the Wrenwood case disappears. His search eventually leads him to Rhodes Hill as well, where he discovers that Gideon’s experiments may be linked to a degenerative illness known as Raccoon City Syndrome, a condition affecting survivors who were exposed to the virus during the original outbreak.

From this point forward, the narrative unfolds through two parallel perspectives. Grace’s sections focus heavily on survival as she navigates Gideon’s facility and attempts to escape the horrors within. Along the way she encounters Emily, a blind young girl who has also become a victim of Gideon’s experiments. Leon’s storyline, on the other hand, leans more toward action as he confronts infected creatures, uncovers Umbrella’s buried research, and follows the trail of Elpis back to the ruins of Raccoon City itself.

Eventually, both paths converge beneath the destroyed city in a hidden Umbrella facility known as ARK. It is here that the truth about Elpis finally comes to light. For years it was believed to be the ultimate bioweapon capable of controlling infected hosts. Instead, it turns out to be something far more significant. Elpis is a universal antiviral designed to neutralize viral infections entirely, a discovery that could render bioweapons obsolete and potentially end the cycle of viral warfare that has plagued the world for decades.

The revelation dramatically shifts the stakes of the story. For some, Elpis represents salvation and a chance to erase the legacy of the viruses that created so much destruction. For others, it is a powerful technology that could reshape the balance of global bioterrorism. As competing forces move to claim the discovery and Gideon mutates into a monstrous final form, Grace and Leon are forced into a final confrontation deep within the ruins of Umbrella’s last hidden laboratory.

In many ways, the narrative of Resident Evil Requiem is less about stopping another outbreak and more about confronting the consequences of everything that came before. By returning to the ruins of Raccoon City and revealing the possibility of ending the viral nightmare once and for all, the game frames its story as a reckoning with the past. Whether that reckoning truly brings closure to the series’ long history or simply sets the stage for the next chapter is left for players to decide.

Gameplay

At its core, Resident Evil Requiem is structured around two distinct gameplay styles that alternate throughout the story. Players take control of Grace Ashcroft and Leon S. Kennedy, with each character offering a noticeably different approach to survival. This dual-protagonist structure is the backbone of the game’s design, creating a deliberate contrast between tense survival horror and more traditional action-focused combat.

Grace’s sections lean heavily into classic survival horror. She is not a trained soldier, and the game constantly reminds you of that through its mechanics. Ammunition is scarce, inventory space is tight, and direct confrontation with enemies is often the worst possible choice. Instead, players are encouraged to move cautiously through environments, sneaking past threats, hiding under objects, and using distractions to avoid detection. Some encounters even feature persistent enemies that stalk the player through certain areas, forcing you to plan your movements carefully and manage your limited resources wisely.

Despite her vulnerability, Grace does have tools to survive. The most notable is the powerful revolver known as Requiem, a high-caliber weapon capable of eliminating enemies in a single devastating shot. However, ammunition for the gun is extremely limited, turning every use into a calculated decision. Alongside traditional crafting mechanics, the game also introduces a system that allows Grace to create specialized items using infected blood, adding another layer to resource management and experimentation during tense encounters.

Leon’s campaign, by contrast, shifts the gameplay into a far more aggressive direction. As a veteran government agent, Leon has access to a wider arsenal of firearms and melee abilities, allowing players to confront enemies more directly. His combat system builds on ideas from previous entries in the series, combining precise shooting with close-quarters combat. Enemies can be staggered by targeting specific body parts, which then opens them up for brutal melee finishers.

One of the most significant additions to Leon’s gameplay is a new parry system centered around a hatchet. The weapon can be used both offensively and defensively, allowing players to block incoming attacks and counter with devastating strikes. Leon can also temporarily use weapons dropped by enemies during combat, creating chaotic moments where encounters can quickly escalate into intense action sequences.

While the two characters play very differently, the game maintains a consistent survival horror foundation. Exploration remains a key part of the experience, with interconnected environments filled with locked doors, hidden items, and puzzles that gradually open new paths as players progress. The game also allows players to switch between first-person and third-person perspectives at any time, letting them tailor the experience to their preferred style.

Difficulty settings further reinforce the game’s roots. In addition to standard modes, a Classic difficulty option reintroduces the limited ink ribbon save system from earlier entries in the franchise, forcing players to carefully consider when and where they record their progress.

Together, these mechanics create a gameplay loop that constantly shifts in tone. Grace’s sections build tension through vulnerability and careful resource management, while Leon’s sequences provide moments of release through more confident and combat-driven gameplay. The result is a structure that deliberately mirrors the broader history of the Resident Evil series itself, blending the slow dread of survival horror with the explosive intensity that later entries embraced.

Visuals and Audio

From a technical standpoint, Resident Evil Requiem is another impressive showcase of the RE Engine, the in-house technology that has powered nearly every modern entry in the Resident Evil series since 2017. Over the past few years the engine has consistently delivered highly detailed environments, lifelike character models, and some of the best lighting systems currently seen in modern horror games. Requiem continues to build on that foundation, using the engine’s strengths to create an atmosphere that feels dense, oppressive, and constantly unsettling.

Lighting is easily one of the most important elements of the game’s visual identity. The RE Engine’s real-time lighting system plays a major role in shaping the tone of each environment. Hallways are often dimly lit by flickering bulbs, emergency lights cast long shadows across crumbling walls, and darkness frequently swallows entire corners of a room. This creates a constant sense of uncertainty as players move through environments where visibility is limited and every shadow feels like it could hide something dangerous.

Environmental detail is another area where the technology truly shines. Locations feel believable because they are layered with signs of decay and history. Abandoned medical facilities are filled with old equipment, scattered documents, broken furniture, and stains that hint at the violence that once occurred there. The ruins of Raccoon City are particularly striking. Buildings stand partially collapsed, streets are choked with debris and overgrowth, and the entire area carries the eerie feeling of a place that was abruptly abandoned after unimaginable tragedy.

Character models are equally impressive. The RE Engine has always excelled at rendering faces, and that strength continues here. Subtle facial animations allow characters to convey fear, fatigue, and determination with surprising realism. Close-up moments in cutscenes highlight the level of detail in skin textures, hair movement, and clothing materials. These touches make characters like Grace Ashcroft and Leon S. Kennedy feel more grounded and believable during the game’s more dramatic moments.

Enemy design also benefits greatly from the engine’s rendering capabilities. Mutated creatures are grotesque in ways that are difficult to ignore. Distorted anatomy, exposed tissue, and unnatural movement patterns are presented with disturbing clarity. The RE Engine’s material system allows infected flesh to glisten under harsh lighting, emphasizing the body horror elements that have always been a core part of the series.

Audio design complements the visuals extremely well and plays a major role in maintaining tension. The game makes heavy use of environmental sound to keep players on edge. Footsteps echo differently depending on the surface beneath the player, distant metallic noises reverberate through empty corridors, and subtle creaks or movement in the distance can make you hesitate before entering the next room.

Enemy audio cues are also carefully designed. Growls, breathing, and sudden bursts of movement often signal danger before the player even sees the threat. In some sequences, sound becomes the primary source of tension, especially in darker areas where visibility is extremely limited.

The musical score is used with restraint, which ultimately strengthens the atmosphere. Rather than constantly filling the background with music, the game often allows silence and ambient noise to dominate the experience. When the soundtrack does appear, it usually signals a major encounter or an important narrative moment, amplifying the emotional impact of those scenes.

Together, the visual and audio design show just how capable the RE Engine has become over the years. The technology allows Resident Evil Requiem to deliver environments that feel believable, enemies that look disturbingly real, and an atmosphere that constantly keeps the player uneasy. The result is a presentation that not only looks impressive from a technical perspective but also reinforces the tension that lies at the heart of the survival horror experience.

Final Thoughts

Ultimately, Resident Evil Requiem succeeds because it understands the identity of the franchise it belongs to. It embraces the slow dread and vulnerability that defined the early games while still acknowledging the action-driven direction that later entries explored. The result is a game that feels respectful of its legacy while continuing to experiment with new ideas.

For longtime fans, Requiem feels like a meaningful return to the roots of the series while also offering a glimpse of where the franchise could go next. It may not completely redefine survival horror, but it proves that Resident Evil still knows how to evolve without forgetting what made it iconic in the first place.

10/10