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Home»Technology»Resident Evil Requiem: Haunted by its Own Legacy
Technology

Resident Evil Requiem: Haunted by its Own Legacy

By Admin01/03/2026No Comments4 Mins Read
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Resident Evil Requiem leans too much on the series’ past
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This year marks the 30th anniversary of Resident Evil. The franchise boasts a rich past — while the recently launched Resident Evil Requiem is considered the ninth primary installment, it’s also accompanied by numerous ancillary titles, reimagined versions, cinematic adaptations, and even a television series — making it an engaging saga for devotees. However, for newcomers or those, like myself, who haven’t experienced every entry, it can be quite daunting. Resident Evil Requiem, the newest title, endeavors to attract both factions by featuring a fresh face, the apprehensive FBI operative Grace Ashcroft, alongside a beloved figure from the franchise, the valiant Leon Kennedy.

At first, this approach truly succeeds: the initial segment of Resident Evil Requiem stands out as one of the most innovative horror experiences I’ve encountered. Yet, as the narrative progresses, the game becomes encumbered by its historical ties to the Resident Evil legacy.

**Caution: Revelations regarding Resident Evil Requiem follow below.**

Grace Ashcroft, the game’s secondary lead character.
Image: Capcom

Throughout a significant portion of Requiem’s opening act, the equilibrium between these two characters feels nearly flawless. Predominantly, control is assigned to Grace, and her restricted weaponry necessitates careful consideration of each movement and round. My nerves were perpetually frayed as I navigated the corridors of a healthcare institution, barely evading frights such as an entity referred to simply as “the girl” and a massive, cleaver-brandishing undead creature. Furthermore, although there are some links to earlier installments, Grace’s narrative is self-contained, alleviating my concern about any missed backstory while simultaneously struggling to stay alive.

During the game’s occasional transitions to short sequences from Leon’s viewpoint, I found myself dispatching adversaries I had felt utterly defenseless against as Grace, with comparative simplicity. Leon demonstrates superior combat prowess compared to the rookie Grace, having endured the Resident Evil crucible on multiple occasions already, and a profound sense of alleviation washed over me as I successfully eliminated the cleaver-wielding zombie with a few shotgun volleys. However, before long, I would revert to playing as Grace, once more confronting sheer dread and anticipating the moment the game would allow me to embody Leon for a respite from the intensity.

This alternating gameplay pattern persists until, following a deeply gratifying encounter with “the girl,” Grace abruptly departs with an enigmatic new antagonist who seemingly materializes from thin air. Consequently, players are compelled to control Leon as he endeavors to locate Grace within Raccoon City. Devoted followers of the franchise will identify Raccoon City as a pivotal location; Leon served as a novice police officer there in Resident Evil 2, and the city was ultimately obliterated by a nuclear device to curb a viral zombie outbreak.

A screenshot from the video game Resident Evil Requiem.

Image: Capcom

Within Requiem, a considerable duration is dedicated to navigating the bleak, desolate expanse Raccoon City has transformed into, encompassing the remnants of the police precinct where Leon began his career. However, deprived of the dynamic interplay of transitioning between Grace and Leon, the gameplay begins to lumber, akin to an excessively protracted action film. Additionally, several allusions to prior titles appeared, such as Leon’s remarks on a puzzle he previously deciphered. While these might resonate with aficionados intimately familiar with the Resident Evil saga, they held less impact for me. Beyond Requiem, my experience includes 7, Village, and both the initial Resident Evil 4 along with its reimagined version, thus preventing any surge of nostalgia. It simply felt like additional content to slog through en route to reuniting with Grace for some genuine terror.

The concluding primary locale in Requiem, a sophisticated laboratory, offered a slightly more engaging exploration, particularly during instances when the game reverted to alternating control between Grace and Leon. Yet, considering the game establishes Grace as the central figure, I found it disheartening that Leon essentially assumes the role of the chief protagonist, even participating in the ultimate boss encounter. (This boss itself proved to be a letdown: a colossal, vegetated zombie creature adorned with conspicuous red pustules, requiring uninspired target practice.)

The latter portion entirely failed to meet expectations, especially given that the game was initially developing into one of my preferred horror titles. Perhaps my sentiments regarding Requiem would differ had I experienced Resident Evil 2. However, due to Requiem’s heavy dependence on invoking nostalgia for Leon, the game’s two-character viewpoint, initially its paramount asset, ultimately transformed into a liability.

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