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Resident Evil Requiem Review: A Bloody Homecoming for Fans

Resident Evil Requiem Review: A Bloody Homecoming for Fans

March 1, 2026 Sarah Wu - Tech Editor Tech and Science

Resident Evil Requiem, released today on PS5, PC, Xbox, and surprisingly, Nintendo Switch 2, is a game deeply engaged with its own history. After nearly three decades as a cornerstone of the horror genre, the Resident Evil franchise has consistently redefined what survival horror can be. This latest installment, the ninth mainline title, isn’t necessarily forging entirely new ground, but rather meticulously revisiting and remixing familiar elements – a strategy that will resonate strongly with long-time fans, particularly those who, like me, first experienced the series with Resident Evil 4 on the Nintendo Wii.

Even as polished to a high sheen, Requiem feels less like a direct sequel to 2021’s Resident Evil Village and more like a continuation of the successful remake formula established with Resident Evil 2, 3, and 4. As noted in Esquire’s review, the game leans heavily on fan-favorite monsters and callbacks to previous characters, creating a blend of action and horror that ties up loose ends in the overarching narrative. For newcomers, this might not be the ideal entry point. But for those who’ve been following the series since its early days, Requiem offers a compelling sense of homecoming.

A Dual Narrative: Grace and Leon

The roughly ten- to eighteen-hour campaign centers around two protagonists: Grace Ashcroft, a rookie FBI agent, and Leon S. Kennedy, a series veteran. The story begins with Grace investigating a series of unsettling murders at the Wrenwood Hotel, a location with a personal connection to her past – it’s where her mother, Alyssa Ashcroft (a character originally from the PS2 spin-off Resident Evil: Outbreak), died. Alyssa left behind a crucial clue regarding the origins of Umbrella Corporation, the organization responsible for the initial outbreak that set the entire series in motion. Grace’s investigation quickly takes a dark turn when she’s kidnapped by Dr. Victor Gideon, a steampunk-inspired villain, and transported to the town of Rhodes Hill. Simultaneously, Leon is tracking Gideon, seeking a cure for a mysterious illness, a pursuit that eventually leads him back to Raccoon City.

Grace’s Horror Focus and Resource Management

Gameplay is distinctly divided between the two characters. Grace’s sections are heavily focused on horror, and playing in first-person is strongly recommended (and, in my experience, essential). Resources are scarce, and every encounter feels like a desperate struggle for survival. Enemies vastly outnumber available ammunition – a five-to-one ratio is not uncommon. This is where Requiem introduces some of its most interesting mechanics. The crafting system feels genuinely meaningful, and the monster designs are often inspired, pushing the boundaries of the series’ established bestiary.

A key twist is the implementation of ink ribbons for saving. Like the original Resident Evil 4, players must use these limited resources at typewriters to save their progress. However, Requiem allows players to craft ink ribbons, creating a constant trade-off between saving and conserving resources for ammunition, and healing. This mechanic, available on the “Classic” difficulty, adds a layer of tension that will appeal to series veterans. It’s a welcome return to the more punishing gameplay of earlier titles.

Leon’s Return to Raccoon City and Action-Packed Sequences

Leon’s sections offer a stark contrast, returning to a familiar setting – Raccoon City, decades after its destruction. The environment is bleak and apocalyptic, providing a backdrop for intense, action-packed sequences. Wielding a variety of weapons, including shotguns, rifles, and a trusty hatchet, Leon cuts through hordes of zombies and faces off against formidable bosses, triggering a wave of nostalgia. One particular set piece stands out as a truly cinematic moment, rivaling some of the best action sequences in recent films.

However, while enjoyable, Leon’s gameplay feels less innovative than Grace’s. It’s a refinement of the mechanics established in the Resident Evil 4 remake, delivering a satisfying experience but lacking the fresh ideas that define Grace’s sections. As Esquire’s review points out, it feels as though all the new concepts were concentrated in Grace’s storyline.

A 30-Year Highlight Reel and the Future of the Franchise

The latter half of Requiem leans heavily into fan service, revisiting iconic moments and characters from throughout the series’ history. While some might criticize this approach, it’s executed with such enthusiasm that it’s difficult not to get caught up in the celebratory atmosphere. Requiem feels like a culmination of the past decade of Resident Evil, a final opportunity to hit all the notes that have made the series so successful before potentially charting a new course.

The Resident Evil franchise is currently experiencing a resurgence in popularity, and Capcom seems to have found a winning formula. With a new film adaptation in development, directed by Zach Cregger (director of Weapons), the series appears poised for further expansion. The recent fix for Resident Evil 4 on the Nintendo Switch 2, alongside other backwards compatibility updates, demonstrates Nintendo’s commitment to supporting the franchise on its new platform. According to NintendoEverything, this patch went live on December 9, 2025, addressing texture and graphical issues that previously plagued the game on the Switch 2.

Resident Evil Requiem is a fitting tribute to the series’ legacy, and a strong indication that Capcom is ready to explore new directions. The game’s success will likely pave the way for further innovation and experimentation within the franchise, ensuring its continued relevance for years to come. The next steps will be watching how Capcom builds on this momentum, and whether the upcoming film adaptation can capture the same magic that has made Resident Evil a beloved franchise for so long.

horror, resident evil, resident evil requeim, video game

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