

Capcom has consistently pushed the limits of horror, but with Resident Evil Requiem, it appears they’re intent on making us feel uneasy in a manner that emphasizes raw, unfiltered fear over combat. Following a thirty-minute presentation, it’s apparent: this isn’t merely another return to Raccoon City; it’s a plunge into a realm that’s colder, more anxious, and profoundly personal. I can’t shake the thought of it.
Slated for release next year, Resident Evil Requiem is already setting itself up to be one of the most unsettling entries in the franchise, not solely due to the grotesque creatures or the return to a nuclear-devastated Raccoon City. The crucial transformation comes from the viewpoint—not just the camera angle, which players can switch between first and third-person at will, but in the narrative tone and the emotions Requiem aims to evoke. The key term here is helplessness. It masterfully encapsulates that feeling in every breath and misstep made by protagonist Grace Ashcroft.
Grace is not a gun-wielding action hero. She doesn’t resemble Jill Valentine or Chris Redfield. Instead, she’s a terrified FBI agent who regains consciousness strapped upside down to a hospital bed, injured and utterly confused. Her breathing is ragged. Her footsteps echo ominously as if an anvil has fallen on the ship deck. Her voice quivers, perpetually teetering on the brink of panic, as if each step could be a blunder. It’s unsettling and at times draining, but that’s the intent.
“Resident Evil Requiem doesn’t merely simulate fear; it enforces it.”
Indeed, the heavy breathing and pained gasps may become grating over time, and the thunderous footsteps might feel engineered to shatter eardrums, but there’s a purpose behind this chaos. Resident Evil Requiem doesn’t just simulate terror; it enforces it. The game endeavors to make you feel overexposed, vulnerable, as though every action is a risk. It wants your head to throb a little. At least, that’s what I gathered.
Fortunately, you are not confined to that stifling first-person perspective the whole time. At any moment, players can access the pause menu and switch to a third-person viewpoint, a feature we eventually saw in Resident Evil Village’s Winters Expansion DLC. It’s not merely a gimmick, either. It significantly alters how you perceive Grace and your environment. The third-person view allows for a bit of distance and detachment, providing a much-needed breather from the suffocating intimacy of the first-person perspective, particularly when you’re fleeing from the massive creature that pursues Grace through the dilapidated corridors.
Speaking of that creature, it’s a grotesque, towering woman-beast with hands reminiscent of catcher’s mitts and an aura that evokes nightmares. She doesn’t just pursue Grace; she consumes her prey and disrupts the area they inhabit in the demo, chasing her and cutting power to the lights, forcing Grace to traverse through darkness once again. One moment in the Resident Evil Requiem demo unfolds like a horrifying exhibit: the beast lifts a corpse and tears into it. It’s a gruesome, visceral scene, and the animation is so expertly done that it approaches the line of being offensive.
Much of the Resident Evil Requiem demo hinges on this kind of tension. You’re not constantly under attack, yet you never feel secure. Most of Grace’s time is spent trying to figure out her location, flicking nonfunctional light switches, searching through drawers for keys and fuses, and glancing into shadows that seem deeper than they ought to be. The environments are dimly lit, often by red emergency lights that cast a blood-like hue over everything. The facility she’s trapped in is decrepit and claustrophobic, filled with narrow corridors and locked doors. This embodies classic Resident Evil but viewed through a perspective that feels more psychological, suffocating, and quiet—at least until it isn’t.
When violence occurs, it strikes hard. An infected body tumbling from a doorway represents the closest thing to a jumpscare we encountered early in the demo, and even that is overshadowed by the reveal of something far more monstrous lurking behind it. Grace does not retaliate, at least not in this segment. She flees. If you’re seeking shotgun-blasting action like in Resident Evil 4 Remake, that hasn’t been presented so far. However, if you appreciate the slow, dread-filled panic of Resident Evil 7, you’re in your element.
Nonetheless, that doesn’t imply Grace lacks efficacy. We’re told she has training; she is, after all, an FBI agent, and this comes through more in how she manages herself under duress rather than through combat. A syringe supplants the traditional green herb as the primary healing item, instantly
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