Game reviews
Resident Evil Requiem Review — 2 For 1
Does Resident Evil 9 bring the noise for a new generation of survival-horror?
Resident Evil fans will flock to any new release from the long-running survival horror franchise, so the question of whether or not to buy Resident Evil Requiem seems kind of moot. However, whether Requiem is one of the best Resident Evil games or not — that is a fair question, and it’s safe to say that this ninth primary instalment leverages the best bits from the remakes from recent years and OG games to form one of the best RE experiences to date.
The set-up for Resident Evil Requiem seems like a homecoming of sorts, although a massive push into the future too. The dual-protagonist set-up is reminiscent of Resident Evil 2, but instead of Leon and Claire, you take control of Leon and Grace in a story that intersects with one another’s journey through the hellish, virus-infected locales that the game has to offer.
Grace’s sections are heavy on the stealth and slow exploration, with some combat thrown in here and there. Leon is more balls-to-the-wall chaos, and the game does an incredible job transitioning between the two. It really does feel like two games in one, as each character plays so extremely differently.
As mentioned, Grace is a more classic horror experience, giving you little to no ammo, and urging you to play smart, use stealth, and manage Grace’s shaky aiming, panicked breath, and gasping at every sudden movement. It feels a lot more cat-and-mouse with the creatures floating around the spooky Rhodes Hill Chronic Care Centre, with some truly frightening moments that push the realms of tension. It’s an enjoyable coming-of-age story; and you do see Grace build courage throughout the game, but it definitely feels more vulnerable, like you’re a potential victim in a slasher movie, and the result is a very unique experience.

Of course, Grace is an FBI agent and can kick some ass too, and as you work out how to craft weapons, handle a gun, and use the environment to your advantage, you feel like you can put up a fight, for the most part at least.
Now, on the other side of things, Leon plays like a beefed-up version of his no-nonsense approach in Resident Evil 4. After certain pivotal story points, you’ll switch between Leon and Grace, and as Leon, you’re often thrown into scenarios already cranked up to 12, fending off a ton of zombies or creatures from the outset. Thankfully, Leon moves quickly, has some brutal melee attacks that utilise the environment, and a lot of firepower. The juxtaposition and contrast between Leon and Grace is awesome, and having similar mechanics but such a different ‘feel’ when you’re thrown into the gory, meaty combat in Leon’s sections will scratch the itch of fans who love the action elements of RE games.

There are just so many well-oiled mechanics in Requiem, with the item management, weapon handling, and risk/reward of what to pursue around the level, that it just feels like a sandbox playground full of horrifying monstrosities. Should you go back to lockpick that chest you saw earlier but risk using all your ammo? Or should you just push on but risk missing an important item? It’s these moments that make Resident Evil games stand out.
If the solid gameplay wasn’t enough, the game is stunning to look at. Characters feature stellar facial and body animations, and everything about Requiem screams top-tier visual fidelity. The gooiness is as gooey as ever, and the game still manages to capture that grotesque, gritty feel despite the spiffy visuals.

There’s so much to enjoy with Resident Evil Requiem that it’s hard to cram into a single review. Having those unique moments where you get caught off guard by a stalker enemy or a surprise zombie, and how you choose to deal with it, is where the magic lives in RE games, and Requiem has a bucket load of that. It may be swinging for the fences and trying a lot of new things, but all of them land thanks to the excellently designed systems and brilliant atmosphere and presentation. Go and play Resident Evil Requiem.



