Resident Evil Requiem – A Hands-On Impression

Resident Evil Requiem – A Hands-On Impression

Resident Evil Requiem feels like a confident step forward for the series, one that leans into atmosphere, character, and perspective in ways that genuinely change how the game plays. After finishing it, I walked away feeling like this is one of the more focused and intentionally crafted entries in recent years. It isn’t long, but it knows exactly what it wants to be.

A Dual‑Character Structure That Shapes the Experience

Requiem splits its story between Grace Ashcroft and Leon S. Kennedy, and the game uses perspective to reinforce their personalities. By default, Grace’s sections are in first‑person to heighten the horror, while Leon’s are in third‑person to emphasize control and combat readiness.

But here’s the key:

You can change the camera settings for both characters.

If you want first‑person Leon or third‑person Grace, the game lets you do it. That flexibility makes the experience feel tailored to your playstyle.

Still, the default setup works extremely well:

  • Grace’s chapters feel tense and vulnerable. She starts shy, quiet, and emotionally shaken, and the first‑person view makes every sound and shadow feel closer. These are the most suspenseful parts of the game.

  • Leon’s chapters feel confident and grounded. He’s experienced, capable, and ready for a fight, and the third‑person camera reinforces that sense of control.

The contrast between the two characters keeps the pacing fresh and gives the game a strong identity.

Atmosphere and Visuals

Requiem is a sharp-looking game. The graphics are crisp, the lighting is moody, and the environments feel dense with detail. Whether you’re exploring an abandoned hotel or walking through the ruins of Raccoon City, the atmosphere is thick and consistent.

The game also offers a surprising number of system settings, including quality and performance modes, which is always appreciated. It’s easy to tune the experience to your preference.

Story and Tone

The story is interesting and unfolds at a deliberate pace. It doesn’t rush. Instead, it ramps up slowly, building tension in a way that feels intentional. Grace’s emotional journey adds a grounded, human layer to the horror, while Leon brings the familiar sense of duty and resilience fans expect.

The return to Raccoon City adds nostalgia without relying on it too heavily. It’s more of a backdrop than a crutch.

Gameplay Feel

Combat feels tight and responsive, especially with Leon. Gun control is sharp, and encounters feel deliberate rather than chaotic. Grace’s gameplay leans more into investigation, puzzles, and survival, which helps break up the pacing and keeps the game from feeling repetitive.

The ability to switch between first and third-person views, depending on the character, adds variety without ever feeling disjointed.

Length and Pacing

Requiem isn’t a long game, and that works in its favor. It’s focused, polished, and doesn’t waste your time. The pacing is steady, the tension builds naturally, and the game ends before it overstays its welcome.

Final Thoughts

Resident Evil Requiem is a well-crafted, atmospheric entry that blends horror and action through two distinct perspectives. Grace and Leon each bring something meaningful to the experience, and the game’s structure makes both of their stories feel important.

If you’re looking for a tight, suspenseful survival horror experience with strong atmosphere and smart design choices, Requiem is absolutely worth your time. It’s not the longest Resident Evil game, but it’s one of the more focused and immersive ones.

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