Resident Evil Requiem finally fixed the horror vs action problem for me

Resident Evil Requiem finally fixed the horror vs action problem for me

Lan Di·3/2/2026·16 min read
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Resident Evil Requiem: The First Time Dual Protagonists Really Clicked For Me

Resident Evil has been trying to have it both ways for years. On one side, you’ve got the slow, sweaty survival horror of the classics and RE7. On the other, the gun-fu carnival ride of RE4 and the more generous chunks of RE8. Requiem is the first time in a long while where that split personality doesn’t feel like a problem – it feels like the whole point.

This is a tight 10-15 hour game that hard-commits to a two-lead structure: Grace Ashcroft, an F.B.I. analyst who might as well have “final girl” stamped on her forehead, and veteran himbo icon Leon S. Kennedy, who shows up like he never stopped flexing after Resident Evil 4 Remake’s credits rolled.

The trick isn’t just that they play differently; it’s that the game weaponizes that contrast. Grace is pure survival horror dread and scarcity. Leon is nonsense in the best way – huge set pieces, parries, explosions, and more bullets than sense. Requiem constantly swings you between the two, and the resulting whiplash is exactly what makes it work.

Two Campaigns, Two Vibes – And They Actually Talk To Each Other

The structure is simple but smart. You start as Grace, investigating a murder that drags her into a blood-soaked medical nightmare. Then, before the game can grind you into dust with tension, it throws you over to Leon, stomping through related locations in a parallel storyline that intersects with Grace’s at key moments.

Grace moves through tight, looping spaces filled with locked doors, backtracking shortcuts, and enemies she frankly shouldn’t be fighting. Her “hub” areas feel small on paper but huge in practice because you’re constantly doubling back with new key items, recipes, and tools while trying not to burn your last bullet or crafting syringe.

Leon, in contrast, often arrives after Grace has already turned the same area into a war story. Walking into a place that you know as a stealthy, panicked rat maze – and then turning it into a shooting gallery as Leon – never stopped being satisfying. It makes the locations feel lived-in and coherent, instead of the usual series of disconnected haunted house sets.

The game juggles control between them frequently enough that neither style ever wears out its welcome. Grace dominates the first half, which keeps Requiem grounded and genuinely scary. In the back half, the throttle slides further and further into Leon’s territory until the finale is basically a fireworks show built on everything you’ve earned. It’s a deliberate escalation, and it’s paced far better than a lot of recent big-budget horror.

Grace Ashcroft: Resident Evil Remembering How To Be Cruel

Grace’s side is where Requiem leans hardest into classic survival horror. Limited inventory. Careful aim. Typewriters for saving. And, on the hardest difficulty, the return of ink ribbons, just in case you thought Capcom had lost its mean streak.

She doesn’t have Leon’s plot armor or his absurd arsenal. Early on, Grace is armed with a sad little pistol, brittle knives, and pure fear. Her sections feel designed to remind you what it’s like to be underpowered and unwanted in a Resident Evil game. Enemies hit hard, hover uncomfortably just off-screen, and sound like they’re breathing down your neck even when they aren’t.

The real twist with Grace isn’t the guns, though – it’s the syringe-based crafting system built around infected blood. Instead of just combining herbs into drinks, you’re literally siphoning blood into injector tubes and mixing up all sorts of disgusting chemistry. Healing shots, buffs, and my personal favorite: concoctions that make enemies pop like grotesque zits when you chain them together just right.

New recipes come from two main sources: documents and experimentation. Sometimes you’ll find a proper formula tucked away in a lab. Other times you’re basically playing mad scientist, jamming together components until you discover that, yes, this particular blend makes “blister-head” zombies detonate in a far corner of the hallway, buying you four seconds of peace.

Inventory management ties into this beautifully. Grace’s inventory starts laughably tiny. She can expand it with fanny packs (cue British readers snickering), but even fully upgraded she never has enough room for everything she wants. There’s a constant tradeoff between hanging onto rare crafting components, carrying a bit of extra ammo “just in case,” and keeping healing injectors in reserve for when things go sideways.

The result is a slow, methodical tempo. You’re listening to every creak in the hospital, counting bullets in your head, and sweating over whether you can afford to explore one more side room. Crucially, the game avoids cheap, constant one-hit kills. It’s punishing if you get sloppy, but rarely feels unfair; when you die, it’s usually because you got greedy or lazy, not because the designers pulled a “gotcha.”

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Leon S. Kennedy: Glorious, Stupid, Wonderful Chaos

Then there’s Leon. Where Grace is all about scarcity and restraint, Leon is basically Resident Evil 4 Remake’s loud cousin showing up to the funeral in a leather jacket and sunglasses. His inventory is huge, his guns are plentiful, and he gets a brutal axe that never breaks.

The axe deserves special mention. It sits in that sweet spot between a melee fallback and a proper core system. You can swing it freely, you can parry incoming attacks with it, and you “reload” it by briefly holding it out in front of you, as if he’s sharpening it mid-combat. It’s ridiculous, and yes, it rules. When you nail a parry on a lunging mutant and counter with a finish that sends limbs flying, Requiem veers right into stylish action territory.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem

Leon’s side leans heavily into big combat arenas, crowd control, and boss fights. The same injector-based crafting system exists here, but he mostly uses it for bullets, grenades, and combat buffs. His inventory freedom means you’re often loaded to the teeth, which radically changes your relationship to the environments Grace crept through so cautiously. Areas that once felt like mazes become playgrounds where you’re vaulting over cover, kicking ladders down, and lining up explosive barrels with zombie conga lines.

Checkpoints are far more generous during Leon’s set pieces than in Grace’s quieter stretches, reflecting their different tones. Getting wiped by a late boss still stings – especially if you’re wrestling with default controller settings – but you’re rarely forced to replay massive chunks. When the game does switch Leon over to typewriter saves late in the story, it feels like a conscious escalation rather than a cheap spike.

What really keeps Leon’s campaign from turning into pure noise is how self-aware it is. The one-liners are cheesy in exactly the right way: not self-parody, but absolutely aware that the guy is basically an action figure someone brought to the wrong genre. It’s the same tonal sweet spot RE4 hit, and Requiem gets dangerously close to matching it.

Injectors, Inventory Tetris, And That Old Resident Evil Tension

Underneath the contrasting playstyles, Requiem is glued together by a couple of core systems that feel properly thought through rather than gimmicky.

The injector crafting system is the star. There’s just enough complexity to encourage experimentation – different enemy types react uniquely to certain blends, and some recipes are clearly tuned for Grace’s stealthy survival while others are built for Leon’s battlefield control. But it stops short of becoming a fiddly alchemy sim. Recipes slot cleanly into your mental toolbelt: this one’s for burst damage, that one’s for healing, this weird purple sludge is for “I don’t want to see that thing get back up.”

Inventory management, historically one of Resident Evil’s love-it-or-hate-it mechanics, is handled smartly here through asymmetry. Grace is always under the gun, constantly forced to make hard calls about what to bring. Leon rarely feels that squeeze, which turns his sections into reward laps where you can revel in excess. That contrast also makes it feel genuinely luxurious when the game hands you control of Leon after a long, stressful stretch as Grace.

Puzzles are probably the weakest link in this chain. They exist, they’re functional, and they occasionally pause the action long enough for you to unclench your jaw. But they rarely rise above “find the thing that obviously goes into the other thing” or light pattern-matching. If you were hoping for another RE2-style RPD full of strange contraptions and elaborate locks, this isn’t that.

Pacing, Length, And How Requiem Avoids The RE4 Remake Problem

One of the most refreshing things about Requiem is that it knows when to leave. The main campaign clocks in around 10–15 hours depending on difficulty, how thorough you are, and how often you die. It feels like a greatest hits album instead of a bloated double LP.

The early game is dominated by Grace, letting the horror and mystery breathe. As you progress, the balance shifts – more Leon, bigger arenas, louder weapons, and increasingly unhinged boss fights. But because the game keeps bouncing you between them, you don’t hit that fatigue point that some people felt in the last stretch of RE4 Remake, where yet another firefight in yet another grey room could start to blur together.

Requiem is also pretty generous about new ideas. You’re not getting a brand new mechanic every hour, but the campaign regularly tweaks enemy mixes, environmental hazards, and the way your injectors interact with both. By the time the credits roll, it feels like the game has said what it wanted to say and leaves before you start checking your watch – which, frankly, more AAA games need to learn to do.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem
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RE Engine Still Has It: Graphics And Performance Across Platforms

Requiem is another strong showcase for Capcom’s RE Engine. Whether you’re creeping through Grace’s sterile, blood-smeared hospital corridors in first person or watching Leon’s coat flap dramatically in third person, this is a sharp, confident-looking game.

Character models are highly detailed, with expressive faces, convincing cloth physics, and some deeply unpleasant enemy designs that lean into body horror without just rehashing past monsters. Lighting is the real MVP, though. Flashlights carve out harsh, narrow cones in dark spaces, emergency lights throb in sickly reds, and the way fog and particles catch stray light is consistently impressive.

On high-end PCs, the optimization is especially notable. On rigs using GPUs like AMD’s 7900 XTX, you’re looking at 4K resolutions with very high frame rates while cranking settings – including ray tracing – and using modern upscaling (FSR 3.x) on its quality preset. It’s the good kind of “I forgot about my framerate counter” performance, the kind where you only remember how smooth it is when you stop to think about it.

PlayStation 5 and PlayStation 5 Pro both hold their own. The base PS5 version is roughly in line with the Xbox Series X build in terms of raw settings, but the Pro model clearly benefits from extra attention, with higher resolution and cleaner image quality in its performance mode. Nintendo’s Switch 2 version is surprisingly solid as well – naturally pared back compared to the big consoles, but with thoughtful cuts that maintain atmosphere rather than turning everything into a muddy smear.

The weak link is the Xbox Series release. It’s not a disaster – frame rates are acceptable and the game still looks good – but it feels like a straight port of the base PS5 settings without much extra optimization. Series S in particular has some conspicuous compromises like missing hair strand effects, and both it and Switch 2 can occasionally make characters’ hair and skin look a bit plasticky under certain lighting.

That “waxy skin” issue pops up on Series X and standard PS5 as well in specific cutscenes, though it’s noticeably reduced on PS5 Pro and high-end PC with settings cranked. It never ruined the mood, but it’s one of those little visual quirks you can’t unsee once you’ve noticed it.

The good news: stability is rock solid. Across platforms, reports of crashes or serious bugs are rare, and in extended sessions the game holds frame rate and responsiveness well. For a big, cross-platform release at launch, that’s not something to take for granted.

Sound Design, Screams, And Music That Stays In The Shadows

Resident Evil lives or dies on sound design, and Requiem absolutely understands that. Footsteps echo just a beat longer than feels comfortable. Wet, slithering noises seep through walls. Distant groans lure you into thinking an enemy is close, only for them to stagger out from a totally different direction.

Foley work is sharp and aggressive. Reloads, injector clicks, splattering blood, the crunch when Leon’s axe finds bone – it all lands with gnarly weight. The game leans on audio as a primary tension tool for Grace in particular; half the time, you’re reacting to what you hear long before you see anything.

Voice acting is similarly on point. Grace’s actor sells the “way in over her head but refusing to fold” tone, with some legitimately raw moments during story beats that actually sting. The script does lean a little too hard on a few stock lines (if she whispers “What was that?” one more time, someone in QA owes the world an apology), but when the emotional swings hit, they hit hard.

Nick Apostolides returns as Leon, going full weary smartass. He sounds older, rougher around the edges, but still very much the guy who will crack a joke 30 seconds after surviving something that should have killed him. It’s exactly the kind of performance you want anchoring the more over-the-top half of the game.

The music mostly plays a supporting role. It builds tension, spikes during jump scares, and swells for big boss encounters, but it rarely steps into the spotlight with memorable melodies. That’s not a fatal flaw – horror scores are often more about texture than hooks – but don’t expect to walk away humming a new save room theme.

Screenshot from Resident Evil Requiem
Screenshot from Resident Evil Requiem

Annoyances: Xbox Woes And Controller Tweaks You’ll Want Immediately

For all the praise, Requiem isn’t spotless.

The most immediate frustration for a lot of people will be the default controller settings. Aim response and dead zones feel too mushy out of the box, especially on Xbox pads. For a game that expects reasonable precision during Leon’s firefights and makes every bullet count for Grace, it’s baffling that you basically need to dig into menus and lower dead zones significantly to get things feeling snappy.

As mentioned earlier, the Xbox Series version also kind of gets the short end of the stick. It’s fine. It runs. It looks good. But when you put it side by side with PS5 Pro or a decent PC, the lack of extra polish is obvious. If you have multiple platforms and care about image quality and responsiveness, Xbox probably shouldn’t be your first choice for this one.

Outside of that, the biggest design nitpicks are the undercooked puzzles and a story that leans heavily on familiar Resident Evil beats without doing much to push the lore somewhere new. For longtime fans, the nostalgia and character-driven moments will be enough. Newcomers might find some of the late-game reveals oddly under-explained or emotionally thin.

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Who Resident Evil Requiem Is Actually For

If you bounced off Village because its action outweighed its scares, Requiem is worth a serious look. Grace’s sections are some of the tensest, most oppressive Resident Evil has been since 7, without trapping you in pure misery for the whole game.

If, on the flip side, you just want more RE4-style carnage, Leon’s campaign scratches that itch without turning the whole experience into a shooting gallery. It’s not as long or elaborate as a full RE4-style game, but the highlights absolutely punch at that level.

The people least served here are absolute newcomers looking for a clean entry point into the series’ lore, and players who only care about elaborate puzzles. This is a fan-focused, mechanically polished entry that cares more about feel, pacing, and combat variety than reinventing the series narrative or puzzle design.

Resident Evil Requiem finally fixed the horror vs action problem for me
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Resident Evil Requiem finally fixed the horror vs action problem for me

A Lean, Mean High Point For Modern Resident Evil

Resident Evil Requiem feels like the series finally embracing its split personality instead of apologizing for it. Grace is the reminder that Resident Evil can still be brutally tense survival horror when it wants to be. Leon is the reminder that it can also be gloriously dumb action, full of roundhouse kicks, parries, and boss fights that belong on heavy metal album covers.

The pacing is sharp, the campaign doesn’t overstay its welcome, and the core systems – injectors, inventory juggling, dual perspectives – all feed into that central tension between vulnerability and power. Throw in top-tier RE Engine visuals, excellent sound design, and strong optimization on most platforms, and you’ve got one of the most confident mainline entries in years.

It’s not perfect. Xbox owners get a merely okay port, the default controller setup needs immediate adjustment, puzzles coast on autopilot, and the story mostly plays the hits instead of writing a new song. But when you’re creeping past something unspeakable as Grace, or blowing it to pieces as Leon an hour later, those issues fade into the background.

L
Lan Di
Published 3/2/2026 · Updated 3/16/2026
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