A slick, scary, and surprisingly heartfelt Resident Evil that proves Capcom still knows how to make the old nightmares feel new
Resident Evil Requiem
For a franchise that has spent 30 years lurching between survival horror, camp, action spectacle, and absolute nonsense, Resident Evil Requiem has no business being this coherent. And yet, here we are. Capcom has somehow made a game that feels like a greatest-hits album without turning it into a lazy nostalgia parade. It is a smart, sharply designed horror game that understands exactly why Resident Evil has survived this long.
The big trick this time is the split between Grace Ashcroft and Leon Kennedy. On paper, this sounds like the sort of idea that could go spectacularly wrong. One side gives you fear, stealth, and vulnerability. The other gives you swagger, gunfire, and enough confidence to make a BOW question its own career choices. In practice, it works far better than it should.

Grace is the anxious pulse of the game. Her sections lean into what modern Resident Evil does best: slow-building dread, tight spaces, scarce resources, and the constant feeling that every creak in the room is a personal insult. You are forced to think, to conserve, to sneak, and occasionally to run as your rent depends on it. The hospital and care-facility style environments are especially good at making you feel trapped in a maze designed by someone with a medical degree and serious emotional issues.
Her fear also feels human. Unlike the usual horror-game hero who reacts to monstrosities with the emotional range of a toaster, Grace trembles, panics, and struggles. That vulnerability adds real weight to her gameplay. The puzzles tied to her sections are satisfying, even if a few of them could be truly brain-melting. Still, the balance between stealth, scavenging, and survival is excellent, and when the game unleashes its larger horrors on her, it becomes properly nerve-racking.

Then there is Leon, who enters the game like he knows he is the coolest man in any room, even if that room is on fire and full of infected. His sections trade terror for momentum, and honestly, what a relief. After carefully tiptoeing through Grace’s nightmare, stepping into Leon’s shoes feels like being handed permission to solve your problems with bullets, axes, and dramatic timing.
Capcom has absolutely nailed his combat. Guns feel weighty, melee is brutal and responsive, and the parry system is the sort of thing that makes you want to fight enemies just because it looks cool. Leon’s chapters still have structure, pacing, and just enough pressure to keep things tense. He is overpowered compared with Grace, yes, but that contrast is the point. Requiem is at its best when it swings between these two energies and lets each one sharpen the other.

Visually, the game is absurdly good. The lighting does a lot of heavy lifting, especially in the darker interiors, where every shadow looks like it might be hiding trauma. The sound design deserves special mention, too. This is headphone gaming in the best and worst possible way. Every moan, shriek, and distant thud feels engineered to make your skin crawl.
That said, the game is not flawless. Some boss fights are more spectacle than substance, and a few story beats near the back end get a little too tangled up in franchise baggage. Still, the emotional core lands more often than it misses, and that matters.

Resident Evil Requiem surprised me. I was expecting a run-of-the-mill horror shooter, but what I got instead was sophisticated gameplay and storytelling that had me at the edge of my seat. I really loved the stealth missions with Grace Ashcroft as much as I enjoyed “the answer is more violence and gore” with Leon Kennedy. If you are into the horror genre of gaming, this one is a no-brainer; just buy it.
Resident Evil Requiem
Rating: 4.5/5
Developer and Publisher: Capcom
Platform: PC, PS5, XBS
Price: Rs 5199
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