Resident Evil Requiem Dated: Dual Leads, Scarier Edge, Ps5 Focus

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Resident Evil Requiem Dated: Dual Leads, Scarier Edge, Ps5 Focus
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Capcom has locked in February 27 for the release of Resident Evil Requiem on PlayStation 5 – the ninth mainline chapter in the survival‑horror series. In a developer conversation, director Koshi Nakanishi outlined how the project reconnects to the series’ core storyline and revisits Raccoon City. The studio aims to keep series veterans and newcomers on equal footing, pairing franchise staple Leon S. Kennedy with a fresh protagonist, Grace. A switchable first‑ or third‑person camera and intertwined campaigns frame the experience. The team also highlighted redesigned zombies and a renewed push on atmosphere and pacing.

Story Direction: Back to Where It All Began

Man smiling, wearing a Resident Evil Requiem t-shirt, related to the latest game launch on PS5
Man smiling, wearing a Resident Evil Requiem t-shirt, related to the latest game launch on PS5

Pre‑production began six years ago, with full production shaping up over the last three. After Ethan’s arc in Resident Evil 7 and Village, the team chose to realign the narrative with the main thread that led up to Resident Evil 6. Leon’s first mainline appearance since RE6 brings him back to Raccoon City, focusing on how years of bioterror battles have changed him. Grace, who only knows of the Raccoon City Incident through her mother’s past, serves as a lore‑friendly entry point for players jumping in for the first time.

“Leon’s back in Raccoon City – the place where his bioterror nightmare began and caused his early struggles and losses.”

A woman with a flashlight examines a bloodied figure in a dimly lit hallway, creating a tense atmosphere
A woman with a flashlight examines a bloodied figure in a dimly lit hallway, creating a tense atmosphere

Horror Design and Tone

Capcom’s major swing this time is to reimagine zombies. Enemies retain faint human instincts: some repeat unsettling routines; others can grab dropped weapons and attack. That unpredictability is meant to restore fear and keep players guessing beyond the usual headshot meta. The tone varies by character – Leon’s segments skew toward high‑intensity action, while Grace’s chapters push the horror more aggressively, balancing spikes of terror with moments of relief.

A player aims a gun at a zombie in a dimly lit, elegant mansion setting in Resident Evil Requiem
A player aims a gun at a zombie in a dimly lit, elegant mansion setting in Resident Evil Requiem

“Overall, this game may be scarier than Resident Evil Village, but it alternates between tension and relief.”

Two Leads, One Evolving Space

A zombie chef wielding a cleaver in a dimly lit, blood-splattered kitchen, evoking horror atmosphere
A zombie chef wielding a cleaver in a dimly lit, blood-splattered kitchen, evoking horror atmosphere

Leon and Grace operate in shared locations where actions persist across perspectives. If you clear foes as one character, they remain down for the other; items left behind stay put. Because Grace is often short on ammo, using Leon to eliminate threats she evaded becomes a strategic layer that encourages replays and route optimization.

Combat and Progression

A woman cautiously approaches a restrained zombie in a dimly lit room, setting a tense atmosphere
A woman cautiously approaches a restrained zombie in a dimly lit room, setting a tense atmosphere
  • Camera choice: Players can select first‑ or third‑person from the outset.
  • Movement: Crouching and timely evasion apply to both characters, with Grace leaning more on survival tools over direct combat.
  • Upgrades: In the sanatorium, antique coin upgrades are exclusive to Grace; Leon relies on traditional weapon enhancements and mods.
  • Set‑piece design: A “chainsaws for everybody” concept drives enemy variety – even weaker zombies can try to wield one, with mishaps feeding emergent moments.

World Layout and Pacing

A tense scene with Leon aiming a gun at zombies in a dimly lit, blood-splattered hallway
A tense scene with Leon aiming a gun at zombies in a dimly lit, blood-splattered hallway

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The hands‑on demo centered on a suspicious sanatorium. The full game broadens out – trailers and the director confirm a shift to present‑day Raccoon City, with Leon and Grace diverging into different areas as their stories unfold. The series’ tradition of changing locations remains intact.

Audio???Visual Targets (Ps5)

A player aims a handgun at a zombie in a dimly lit hallway, capturing the tense atmosphere of Resident Evil Requiem
A player aims a handgun at a zombie in a dimly lit hallway, capturing the tense atmosphere of Resident Evil Requiem

Requiem is developed for PS5. Ambient sound is captured across 12 channels to heighten spatial presence. On PS5 Pro, players can enable ray tracing for 4K at 60fps, or disable it to target up to 120fps (with an average around 90fps) on high‑refresh displays.

Who It's For: Veterans and First???Timers

The campaign is framed to be accessible if this is your first Resident Evil, while still building on long‑running character arcs. Leon’s return to Raccoon City anchors the continuity; Grace’s perspective provides fresh eyes and a survival‑first playstyle.

Key Features at a Glance

  • Release: February 27 on PlayStation 5
  • Perspective choice: first‑person or third‑person, switchable
  • Dual protagonists: Leon S. Kennedy and newcomer Grace
  • Interlinked progression: shared world state between characters
  • Redesigned zombies: unpredictable behaviors, weapon pickups
  • Locations: sanatorium and present‑day Raccoon City, with branching paths
  • Performance targets (PS5 Pro): 4K‑60 with ray tracing; up to 120fps (avg ~90fps) with ray tracing off
  • Audio: 12‑channel ambient capture for enhanced spatial presence

The Bottom Line – Why It Matters

Resident Evil Requiem reconnects the series to its core storyline while refreshing its undead playbook and offering flexible first‑ or third‑person control. With interwoven campaigns and a sharper horror‑action balance, it looks designed to satisfy returning fans and welcome new players – a modern Raccoon City that remembers its past while keeping you off balance.

Meet the Author

Daniel Togman

Editor-in-Chief & Gaming Analyst

Pro editor and gamer to the core. Runs By-Gamers.com — a gaming site for reviews, news, and the latest in the gaming universe. Known for raw, straight-up reviews and spotting what makes (or breaks) a game. Solid experience in editing, content creation, and keeping readers engaged with the real stuff. Always in tune with trends, mechanics, and dev insights.

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