The boundary between a thoughtful reflection on a franchise’s history and simple fan-pleasing nostalgia is incredibly narrow, and it’s hard to tell which path Resident Evil Requiem truly follows. Released during the series’ 30th anniversary, the latest horror entry from Capcom blends action and terror more confidently than ever before. Yet despite that ambition, it struggles to say anything truly meaningful about what its long legacy represents. Capcom has framed Requiem as a turning point where veteran survivors meet a new generation, but in the end, it largely feels like another familiar Resident Evil adventure.
That may be exactly what some players want, and the story centered on Grace and Leon delivers a solid example of that formula. Still, by the time I reached the finale, my initial sense of reflection turned into confusion. Requiem brings together elements from nearly every era of Resident Evil, but it can’t decide whether it wants to thoughtfully examine those eras or simply remix them for fans to recognize and applaud. It feels like a safe fallback—a return to basics when a franchise is in trouble—which is strange considering Resident Evil is currently in such a strong position. Instead of taking bold risks, it chooses comfort and familiarity.

Requiem tells a dual narrative focused on the anxious newcomer Grace Ashcroft and the seasoned hero Leon Kennedy, both drawn back into the lingering shadow of the Umbrella Corporation’s bioterror legacy. Grace is abducted by a former Umbrella scientist for reasons she doesn’t yet understand, while Leon searches for a possible cure to a dormant infection that has haunted him and other survivors since the events of Resident Evil 2.
Fate leads both characters to the Rhodes Hill Chronic Care Center, where Grace is imprisoned and Leon hunts for answers. This becomes the stage where Resident Evil’s many timelines and stories collide. There is a wealth of lore here that longtime fans will appreciate and newcomers will at least find intriguing. For much of Requiem, I was impressed by how many old threads it revisited, as if the game were truly reckoning with the scars left on its world and the people who survived it.

Resident Evil has always been horror, but it’s also a long-running drama about battle-hardened survivors nearing the end of their road. At its best, Requiem captures that weight through Leon’s self-reflection and Grace’s growth into her role. At its weakest, it only pretends to explore change before quickly returning to business as usual. Aside from a few moments, it’s hard to imagine much from Requiem shaping the future of the franchise.
The Care Center is not the only location in the game, but it best demonstrates Requiem’s core idea. Grace is a vulnerable survivor who solves puzzles and tries to escape, while Leon is a walking weapon who can bulldoze through threats that would overwhelm most people. Even when they occupy the same space, they experience it in completely different ways. Grace has limited inventory and relies on crafting and scavenging, and even her handgun feels weak compared to Leon’s firepower. Her sections are tense and gripping, where even basic enemies remain dangerous and something far more horrifying is often close behind.

Playing as Grace becomes a constant balance between scarce resources and survival. Unlike most Resident Evil heroes who grow increasingly powerful, she remains fragile throughout the game. Even near the end, she still depends on the same basic tools she used early on, only now against stronger foes. This design choice keeps fear alive far longer than usual. If stealth-based horror wears you out, be warned: Grace’s sections never truly let up. However, these are balanced by Leon’s segments, which showcase some of the best action-horror gameplay the series has offered since Resident Evil 4.
This contrast shines most when switching perspectives. Leon explores the same environments as Grace but with different abilities, opening paths and accessing supplies she couldn’t. His heavy weaponry and armor let him move with confidence, which feels refreshing after hours of sneaking as Grace. Actions taken with one character can influence the other—clearing enemies as Grace can make Leon’s later battles easier. Seeing the aftermath of your own earlier choices from another perspective reinforces the idea that their journeys are connected.

When Leon isn’t retracing Grace’s steps, he’s as entertaining to control as ever. He’s powerful, well-armed, and every reload animation looks stylish. Knowing a zombie’s weak points turns combat into something almost playful. Their groans stop being scary and become the prelude to Leon’s next takedown. His introspection about decades of fighting monsters while carrying the same infection himself keeps the story grounded, preventing the action from becoming pure camp.
Unfortunately, the balance between the two protagonists feels uneven. While the story initially seems focused on Grace, Leon’s playable time eventually dominates, pushing her into the background during the latter half of the game. By the conclusion, many of the themes hinted at—Grace’s future and Leon’s internal struggle—don’t fully pay off.

Requiem begins with the promise of shaping what comes next for the series, but ultimately seems hesitant to commit to that vision. As Resident Evil celebrates 30 years, it looks backward far more than forward. Still, the shooting feels great, the scares remain effective, and Leon is as charismatic as ever. Maybe that’s enough. The formula still works, even if it leaves behind a lingering sense of missed opportunity.