

Resident Evil Requiem
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Resident Evil Requiem
Resident Evil Requiem brings together two intertwined survival-horror journeys: FBI analyst Grace Ashcroft investigates a mysterious death, while agent Leon S. Kennedy pursues a string of deaths. Combat, investigations, puzzles, and resource management shape their return to Raccoon City, and you can freely switch between first- and third-person views. On Steam PC, 95% of 108,458 player reviews are positive.
Credits
Lowest recorded in 36 months
$39.892026-09-17 · FanaticalBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | Yes |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
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| Language | Interface | Subtitles | Audio |
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| French | Yes | Yes | Yes |
| Italian | Yes | Yes | Yes |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | Yes |
| Arabic | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | Yes |
| Portuguese-Brazil | Yes | Yes | Yes |
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | Yes |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-10-10
02Before you buy
Play and control
The Steam PC version has full controller support and a confirmed single-player mode.
Language
English is listed for full audio and subtitles. The interface language list includes English.
03Frequently asked questions
Who are the main characters?
FBI analyst Grace Ashcroft investigates a mysterious death, while agent Leon S. Kennedy pursues a string of deaths. Their stories and distinct gameplay styles intertwine.
What does the gameplay involve?
Combat, investigations, puzzles, and resource management form the survival-horror gameplay.
Can I change the camera perspective?
You can switch freely between first- and third-person views.
“Here's the pitch: two horror games in one. Grace's chapters have you holding your breath; Leon's hand you a hatchet to swing back. Want both flavors plus free first/third-person swapping? You'll love it. Only want unbroken dread? Go in warned.”
Our Verdict
Where 92 sits: above 7 and Village, a breath short of 4
Drop Requiem into the series' coordinate grid and the spot is clear. A Metacritic 92 cleanly tops Resident Evil 7's 86 and Village's 84, proof it walks the horror-action fusion road more steadily than either forebear. It still cannot touch the 96 ceiling of Resident Evil 4 — the franchise peak remains the mountain nobody gets around. Add six million copies sold in roughly seventeen days, the fastest in series history, and a 95% Overwhelmingly Positive Steam rating, and this reads as a launch that won on both fronts at once: commerce and reception, the kind of double win the series has rarely pulled off so cleanly.

As the ninth mainline entry, its largest historical mark is being the first to fold both product lines — horror and action — squarely into a single game rather than forcing a choice between them.
That ambition alone earns a line in the ledger, regardless of how the final scores shake out. For years the series has swung like a pendulum, lurching toward dread in one game and toward spectacle in the next; Requiem is the first to stop choosing and try to hold both at once. The fact that it largely succeeds is what makes the 92 feel earned rather than inflated.
Who should dive, and who should wait
So who is it for? If you are the kind of Resident Evil fan who wants to be scared breathless and then pick up a weapon and swing back, who can take the cold-to-hot lurch from horror to action mid-game, this game is all but tailored to you — go in eyes closed.
The free first/third-person swap also lets you dial the experience to your own comfort: stay first person when you want the dread maxed out, flip to third when motion sickness creeps in or you simply want a clear look at the fight. The controls hand you that authority instead of locking you into one designer's idea of how the game should feel, and for a horror title that flexibility is more valuable than it sounds.

A few people, though, should think before they buy. First, anyone who wants unbroken pure horror and bristles at Leon's action breaking the suffocation — that action thread may be a subtraction rather than an addition for you, no matter how well it is built.
Second, anyone who weighs post-credits longevity heavily; the launch lacks a Mercenaries-style mode and the long tail is thin, and the promised story DLC is still months out and unpriced. If "how many hours will this keep me busy" is high on your checklist, the honest answer is: one excellent run, and then not much until that expansion actually lands. Against the Silent Hill 2 remake and its single-minded run of pure psychological dread, Requiem wins on scale and on the richness of its action thread — but on undisturbed, nothing-interrupts-it horror immersion, it is the one that chose to step aside. That is not a flaw so much as a different goal: one game wants to suffocate you for ten hours straight, the other wants to put you through an emotional rollercoaster of fear and release. Neither is wrong; they are simply after different things.
Decide which of the two you actually want from a Resident Evil — the kind that keeps you pinned in fear from start to finish, or the kind that scares you and thrills you by turns — and then decide whether to board now. Whichever camp you fall into, though, this is a horror release that 2026 simply will not let you ignore.
Latest news about Resident Evil Requiem
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
One of the most detailed gore systems in a game right now It’s not even in my top 3 Resident Evil games (but it’s still amazing).Show moreShow less
People keep commenting on my review, a whole lot of fanboys who can't fathom their favorite suits doing something bad and harmful. Shocker. "Denuvo Anti-Cheat (DAC) is considered highly detrimental by a large portion of the gaming community, primarily due to its intrusive kernel-level access, negative impact on game performance, and privacy concerns. Because it operates at "Ring 0" (the lowest level of the operating system), it has unrestricted access to the entire machine, leading to fears that it could act as a rootkit, compromise security, or cause system instability." Ripped straight from reddit, denuvo operates on the kernel level in other words "Ring 0" Your personal files are not safe, your messages are not safe, pictures, videos. NOT safe. It causes system wide instability, and even cause system-wide crashes and bugs, such as the blue screen of death (Literally killing your PC) It is hard to remove from your system once installed aswell. Forcing players to take on those system wide risks while playing a NON COMPETITIVE SINGLEPLAYER STORY GAME. Is beyond stupid. This isn't about the "NSFW mods" This is unacceptable. It's past just taking away your freedom to do what you want with the game you paid for, it's forcing a pay to own nothing model, while at the exact same time, putting your system at DETRIMENTAL RISK. But sure I'm just some guy who wants sexual mods for grace. Im in the wrong for not wanting my PC and everyone elses PC which I and others have spent thousands on to just turn off because this company made a horrible, potentially system destroying, degrading, and ruining decision that could cost thousands from innocent people who weren't AWARE of the risks. That is why I wrote this review, to WARN the people who weren't aware so they could protect their thousand dollar PC. The fact so many people have a problem with that is worrying. I never said the game was bad. It isn't it's the greatest resident evil i've played IMO. BUT WHY ARE YOU IN MY SYSTEM. "Seems like a fair deal! I pay you $100 you get ALL my information! :D Thanks capcom!"Show moreShow less
Playing as Grace is basically "Extreme Hide and Seek" where the seeker wants to eat your face. Then you swap to Leon, who is basically too tired to be scared anymore and just starts parrying everything with a hatchet. 10/10 Also can't wait to play tetris with my inventory.Show moreShow less
TL;DR: The first half feels daring and tense. The second half collapses into hollow nostalgia and recycled Leon angst. It looks fantastic and plays smoothly, but the story and pacing feel unfocused, villians are paper thin, low replayability in my eyes. Less of a confident evolution to the series and more a retreat into safe, familiar ground that chips away at what makes new resident evil games special and interesting. Full review: Let me be clear right up front: I personally don’t like this game. I wish steam had a better review system than don't reccomend and reccomend. That doesn’t mean I think it’s garbage. It’s not the worst thing ever made. It’s not broken or offensively bad. This is just where I land on it after sitting with it. These are my thoughts, my experience with it. Everyone’s going to take something different away from it. If it clicks for you, that’s great. It just didn’t hit the way I needed it to. I genuinely hope people enjoy this game more than me! The first half genuinely pulled me in. It felt daring in a way this series almost never allows itself to be. The tone was tighter, the atmosphere heavier and scarier, and Grace actually felt like the start of something new for the direction of the series. It felt like the franchise might finally be willing to grow. Then the care center ends and everything just… collapses. The back half doesn’t feel confident in itself it's like someone in a boardroom decided the only safe response to risk was to slam the nostalgia button as hard as possible. Instead of building on the momentum and committing to the new direction, it pivots into familiar territory and expects recognition alone to carry emotional weight. Leon’s second-half stretch especially feels misguided. Sending him back to Raccoon City should mean something. Instead it plays like a checklist of “cool Leon moments” that you would see in the CGI movies without a strong narrative reason for revisiting that trauma. We’ve already explored his guilt, his burnout, his failed-hero arc. It had resolution years ago. Reopening it here doesn’t deepen him any further than we have already seen. A few scenes land. I won’t pretend they don’t, I love Leon and I do love seeing him kickass. But most of it feels strangely empty. The pacing stumbles, the emotional beats feel rushed or unearned, or even just illogical at points and the structure loses the tension the opening worked so hard to establish. And circling the entire back half around Leon again, without meaningfully elevating other core Racoon City protagonists (won't name for spoilers sake) makes it feel less like a celebration of the series and more like a branding decision. That’s what frustrates me most. The game starts like it wants to evolve. Then it retreats into safety. The ambition drains out and we’re left with something polished but cautious. In a weird way, this feels like the refined version of what RE6 was reaching for. It actually lands some of those big swings. It’s tighter. It’s more controlled. But even while it improves on that formula, it still sands down the identity of the series in the same way, just not as catastrophically. It chips at the atmosphere, the restraint, the specific tension that made Resident Evil feel distinct. Not a full collapse like RE6, but on a smaller scale. Visually? Incredible. Technically? Solid and well-optimized for many players, though I know some friends have run into issues. Gameplay-wise, Grace’s sections are easily the standout. I wanted more of her. Leon’s gameplay is fine and competent, familiar, very much built off the 4/5/6 template and the 4 remake, but slightly pared back. His segments almost feel like DLC stitched alongside Grace’s stronger material rather than a cohesive progression. At times, it feels like two seperate games and ideas clashing. Grace’s voice actress kills it. Leon’s performance is strong. But strong performances can’t carry a structure that feels this sloppy in my eyes. The villains are paper thin and their motives are borderjng the edge of nonsensical. Gideon gets intriguing setup during Grace’s portion, and it just goes nowhere. The lore tweaks and borderline retcons muddy things. Some of the decisions feel careless, like no one stopped to ask whether they were actually strengthening the canon or just bending it for convenience of the plot. As for replayability, I believe it has some, but it's limited in its current state. There are no extra modes as of launch, and the main story has a lot of set dressing/scripted parts that often plague the newer RE titles, making going back feel more like a chore. I'm sure Capcom will add in some DLC and maybe a Mercenaries mode or something similar for Leon, and maybe something similar to RE7's extra modes for Grace. A return of Raid mode would be interesting to see if they do a new take on bonus content. Looking forward to when and if that stuff comes. And the overwhelmingly glowing reviews baffle me to some degree. It’s not a bad game. I don’t hate it. I’m not saying it’s a disaster. It’s competent. It’s polished. It has strong performances and great production value. But the nonstop glazing? I don’t get it. It’s a good game. An okay-to-really-solid game. What it isn’t is the daring, genre defining masterpiece it briefly tricks you into believing it might become during those opening hours. That early momentum sets expectations sky-high, and the back half just doesn’t justify that level of praise. Right now it feels like everyone’s caught up in the spectacle, the visuals, the hype, the return of familiar faces. And that’s fine. First impressions matter. But once the honeymoon phase fades and people start looking deep, I think the cracks are going to be a lot more visible. That being said, no hate to those that absolutely love this game, I wish I could share that sentiment. Hope you all enjoy playing and find countless replayabilitiy in it! EDIT: Guys, for me this just isn’t a 9/10. It’s more like a 4 or 5 at best, a pretty average an Resident Evil entry in my book. That’s just where it landed for me. If you loved it? That’s genuinely great. I’m not mad that people disagree with me. That’s the whole point of opinions, we all have different thresholds, different expectations, different things we value. What’s confusing is when people act like I secretly adored it or ignored the criticisms I clearly laid out and was just mad to be mad. I spelled out exactly what worked for me and what dragged it down. Disagree all day, that’s totally fair, but you can't rewrite my stance into something it wasn’t. :) Ragebait won't work so my review stays at a not recommended.Show moreShow less
Grace’s voice actor (Angela Sant’Albano) definitely deserves an award. Edit: Comments have been disabled due to spoilers being shared in the replies.Show moreShow less
Should've just done 2 separate campaigns. Grace's sections have the potential to be fun but once you get over the initial "horror" factor, her stuff kind of turns into a glorified Benny Hill skit. The game gives you a tutorial for distracting enemies with glass bottles, then follows it up with a monster that all you do is lead around in a giant circle. The only reason I took damage from it was because I thought I was supposed to hide in a corner and throw a bottle to distract it, when in reality I was supposed to just loop it around the area Dead By Daylight style; it literally cannot catch you if you just keep running. The Grace sections started off with such potential, but by the third one I essentially lost all motivation to keep going. The game ♥♥♥♥-teased me twice with blink-and-miss-it segments where I got to do cool ♥♥♥♥ as Leon, right before throwing me back into the pilot seat of Grace and her unintuitive, frustrating gameplay segments. I'm honestly tired of the first person fad that Capcom adopted for these games after the success of 7 and 8, both of which did it way better. The issue with it here is that features and abilities were stripped from Grace that Ethan Winters had, such as the ability to melee, block or shove. I assume these were taken because Grace is meant to be the "puzzle" character, while anything combat is loaded exclusively onto Leon. This design concept makes sense, but in practice is awful. All Resident Evil characters are combat and puzzle solvers by their very being, and what Capcom should've done was make two separate campaigns that featured both combat and puzzles but in different ways that were complimentary to the characters' abilities: - Leon should fight hordes of fast and lethal enemies, while doing puzzles that relate to marksmanship or use of his axe. - Grace should fight smaller amounts of "stalking" enemies, while doing the more investigative puzzles. But most importantly, both of these should be secluded to their own campaigns that you select at the start of the game. The pacing is absolutely whacked with how it lets you solve 1 puzzle as Grace, then immediately throws you into a 5-10 minute combat arena as Leon, another 15 minute puzzle as Grace, then another 5-10 minute combat arena for Leon, and then immediately back to Grace. It's awful, honestly. TL;DR: Game would be absolutely fine (save for the obvious launch day bugs and graphical issues) if Grace and Leon were separate campaigns you select at the start of the game. Addressing the "Skill Issue" claims: My only deaths were on the Leon portion. The puzzles for the Grace portions were so mind-numbingly easy that the only hardship I faced was when the game tricked me into believing that the glass bottle mechanic mattered for the first boss-monster encounter. Otherwise, her sections are nothing more than scripted roadblocks that kept me from playing as Leon for upwards of 20-30 minutes.Show moreShow less
I didnt think anything would top Resi 2 for me but here we are. I so badly wanted Capcom to go back to the old stories after 7/8, and they delivered. This game feels like 1 with the mansion, 2 with locations and characters, pays homage to 0, enemies from 1/2/3- Its 100% a love letter to all those early games and I adore it so much, several times I left my chair from pure excitement. Thank you Capcom for genuinely making the best REShow moreShow less
⚠️ Long rant + heavy spoilers ⚠️ The industry standard must have hit an all-time low for this game to be sitting at “Overwhelmingly Positive.” To me, this is yet another example of Capcom’s ongoing identity crisis when it comes to storytelling, game design, and artistic direction as a whole. It feels like the studio has been recycling its 20+ year-old franchises for decades now, relying almost entirely on them for success (aside from technical achievements like the RE Engine). But when it comes to creating something truly fresh or original, they seem unable to move forward without leaning on nostalgia bait or stretching a franchise for as long as it remains profitable. Hype over substance We’re living in a clickbait, TikTok-driven era where content is judged less on depth and more on hype — and RE9 is a perfect example of that formula. Even before release, the marketing machine was already in full motion, largely driven by content creators. Many made it seem like we were about to witness the game of the decade. Reaction videos flooded social media for months, especially around Leon, while Grace was barely highlighted. “We’re back in Raccoon City? We’re so back.” “Porsche & Hamilton collab? So much aura.” “Leon kicking the ♥♥♥♥ out of zombies? I can’t wait.” And just like that, the hype built itself. Result: : fastest-selling Resident Evil title in history, over 350k concurrent players on PC at launch, and 6 million copies sold within a week. The shareholders must be thrilled. But longtime fans? They paid $70 for roughly 9 hours of gameplay. Sadly, the FOV slider wasn’t even included in the deluxe edition — might have to wait for a DLC. s/ Safe, scripted, recycled The game takes no risks. Capcom is playing it as safe as possible. It’s overly scripted, constantly holds your hand, and once again falls back on the same formula: narrow corridors, puzzle backtracking (“oh no, the power is out again”), and of course the usual stalker-type enemies. Grace arc — good idea, bad execution Ironically, despite being almost absent from the promotional material, Grace ends up carrying the first half of the game pretty much on her own. But that doesn’t necessarily make her section enjoyable. The voice acting is decent, but the constant stuttering feels overdone and immersion-breaking (“W-w-w-what t-t-the hell is happening?”). The game director mentioned he wanted players to be scared during her sequences, and that Grace was designed to reflect us, the player. Because she isn’t special, she isn’t trained in combat or gunfights — she’s just a random person, just like most of us (though she's FBI). She is supposed to mirror our real-time emotions, but in reality, the devs end up taking away the freedom of feeling fear by forcing you into what is supposed to be scary and how you should react. It feels like the game is trying to be a movie rather than an actual game. As a result, Grace comes off as this clumsy character who constantly panics, stumbles, and falls during chase sequences. I’m not gonna lie — when I fell twice in the span of 4 seconds while running away from "The Girl" trying to reach the safe room, I just alt-F4’d the game on my first playthrough and went to sleep. Level design doesn’t help either. The care center feels like a reused and glorified RPD: a big reception hall as a safe hub, with side corridors leading to key items needed to progress. Doesn’t ring a bell? Because that’s basically the RE2R layout. Lastly, Emily. At first, I thought she would be a key player in this new storyline, tying the plot together as the mysteries unraveled. But to my disappointment, she was nothing more than a vessel for dramatic and emotional impact to deepen Grace’s character. After her “death,” the cracks really started to show. Honestly, this feels like the point where Capcom abandoned their original idea for RE9. Grace and Victor weren’t enough to sell the game, so they brought Leon and Raccoon City back (just my theory). The whole post-apocalyptic Raccoon City honestly feels like it came from a canceled project that got repurposed here. And remember, this game was in development for 7 years. Leon arc — mixed bag at best As much as I like Nick Apostolides as our new "Leon", his performance here just doesn’t hit. He lowers his voice way too much, to the point where it sounds forced — like a Discord mod trying too hard to sound cool. Capcom wants him ultra serious, but also forces him to drop cringe one-liners every 5 minutes because people need their new “bingo” quotes. His early scenes — chasing Victor, meeting Grace — are actually great. He feels mature, grounded, professional. But once the “I’m not on the menu” type lines start, it’s over. From that point on, it’s constant one-liners until the credits roll. Marketing gimmicks… that go nowhere You can’t even drive the Porsche. The Hamilton watch? Barely used outside of a single scene. It could have been a great way to display health or interact with the world. Or wouldn’t it have been cool if we actually had to drive our way to Raccoon City? Instead, it’s just branding. Zero gameplay impact. Raccoon City — empty in the worst way Once we arrive in Raccoon City, it feels… empty. As it should — but also empty from a game design perspective. There is no ambience, no real soundtrack, no memorable audio or SFX. The buildings, colors, and lighting are bleak, but they don’t deliver that emotional “we’re back where it all started” feeling. Leon’s voice delivery doesn’t help either — it just adds to the already sterile environment Enemy variety is a joke. Whereas the care center staff each had their own personality, textures, and behavior, in Raccoon City we literally have two enemy types (three if you count the spider): dust zombies and BSAA zombies (plus the chainsaw guy, I guess). Cherry on top : the BSAA soldiers all have the exact same face and hair. Every single one. In 2026. That’s not artistic choice Capcom — that’s asset reuse. After collecting the detonator parts (which was already a chore), you suddenly get a motorbike section, infinite ammo, wolves chasing you, and you’re shooting Victor Gideon in the ass. RE: Vendetta called, they want their plot back. I thought we were in a grounded, emotional story. Guess not. Villains and plot — completely lost It’s official — Capcom cannot make villains anymore. And that's concerning for the future titles. Not only do they jeopardize already existing ones (Salazar and Saddler in RE4 Remake, Spencer…), they also clearly can’t come up with any decent replacement for Wesker since RE5 — hence Zeno. Zeno is the perfect example of Capcom’s inability to create anything unique without reusing what made their franchises successful in the first place. And the worst part is: we know just as little about Zeno at the end of the game as we did when he was first introduced. By the time the credits roll, nothing meaningful has been revealed or developed about him. Victor Gideon actually had potential, but gets sidelined for this deus ex machina character. His voice actor is probably the best in the game too, which makes it even worse. As for the plot… what happened? Emily not being dead feels like a last-minute asspull. The Elpis storyline had real potential (government conspiracy, erased evidence, cure for bioweapons), but it goes nowhere. And where are the OG characters? Claire, Jill, Ada, Carlos… nobody shows up or even matters. It could have led to something interesting — like the original cast going rogue with the cure. Instead, Leon just hands it over… and that’s it. TL;DR Nostalgia bait, hype-driven game that plays it safe, reuses old ideas, and delivers a short, forgettable experience. At least in runs well, and looks decent. Wait for a discount.Show moreShow less
What stood out the most to me is how well the game manages to capture the spirit of the older survival horror entries while still feeling modern in the way it plays. It really feels like the developers tried to bring back that balance between exploration, tension, and resource management that made the earlier titles so memorable, the story is told in a gradual way and doesn’t immediately explain everything to the player, which honestly makes it much more engaging. Very early on, the game sets up a mystery around the events that happened before you arrive, as you progress, you slowly uncover pieces of information through the environments, documents you find, and certain interactions with characters. It encourages the player to pay attention and connect the dots themselves rather than just giving all the answers right away, without going into spoilers, the narrative stays very faithful to the classic themes that have always defined the series. You still get that sense of dangerous experiments, situations spiraling out of control, and the consequences that come with people trying to push science too far, there are also several references to elements longtime fans will recognize, but they are integrated naturally and don’t feel forced. If you’ve played previous entries in the franchise, there are a few moments that quietly acknowledge the past without relying entirely on nostalgia, the characters are also quite well handled, at first, it’s not always clear what everyone’s motivations are, which adds a layer of uncertainty to the story, as the game progresses, you begin to understand them better, and that slow reveal keeps you curious about what will happen next, atmosphere is easily one of the strongest aspects of the game, the environments are extremely detailed and often feel oppressive in the best way possible, many of the locations feel like places with a real history behind them, and small environmental details hint at what might have happened before the player arrived. It really adds to the immersion and makes exploration rewarding, the game also does a great job at building tension, there are plenty of moments where you move slowly through an area simply because you’re not sure what might be waiting around the next corner. Sometimes even hearing a distant sound in another room is enough to make you stop and think before moving forward, that kind of atmosphere strongly reminds me of the older entries that focused more on suspense and dread rather than constant action, gameplay wise, it sticks closely to the survival horror formula, resources are limited, so every bullet matters, you often have to decide whether it’s worth fighting an enemy or if it’s smarter to avoid them and save your ammo. Inventory management also plays an important role since you can’t carry everything you find, that forces you to plan ahead and think carefully about what you bring with you, puzzles are present throughout the game as well, and they’re implemented nicely, they’re not overly complicated, but they still require observation and a bit of thought, some of them also encourage you to revisit areas after finding certain items or clues elsewhere, which makes exploration feel more interconnected, from a technical perspective, the game looks great, the environments are highly detailed, and the lighting especially stands out in darker areas where shadows and limited visibility play a big role in the atmosphere, the creature designs are also very well done and sometimes genuinely unsettling, sound design deserves a lot of credit too, footsteps, distant noises, creaking doors, and subtle background sounds all contribute to the constant feeling of tension, of course, it’s not completely perfect, there are a few moments that lean a bit more toward action compared to the rest of the experience, which can slightly break the slower survival horror pacing if you prefer the more suspenseful sections, enemy AI can also behave a little strangely on rare occasions, but it’s nothing that seriously affects the overall experience, even with those minor flaws, the overall experience is extremely solid, the atmosphere is excellent, exploration feels rewarding, and the story keeps you interested without revealing everything too quickly, you can clearly feel the influence of the older titles while still benefiting from modern gameplay and presentation, for longtime fans of the series, there’s a lot here to appreciate, and even for someone who is newer to this type of survival horror experience, it’s still a very strong and memorable game :)Show moreShow less
As a longtime fan of the Resident Evil series, I found Resident Evil: Requiem to be a very uneven and disappointing experience overall. Requiem is not without its bright spots. Namely, the game features fantastic optimization, a very fun gore system (I love the way it “remembers” blood), and the first half with Grace (and a little bit of Leon) is an excellent time all-around. Unfortunately, in many ways, the game feels like a major regression in several key areas that prior entries did better, including (but not limited to) - Replayability - Progression - Difficulty options - Pacing - Enemy variety - Bosses - Movement Having given it some thought, I think I would have preferred the game was centered entirely around Grace in a fixed first-person perspective, rather than the half Grace, half Leon, choose your perspective treatment we received. Regarding my list above, I do feel that this game is seriously lacking in replay value, which is something that both the RE4 Remake and RE: Village did significantly better. While this game does integrate the same challenge points system featured in their newer titles, a proper New Game+ mode and Mercenaries mode are completely absent from Requiem. Related to this notion of replay factor are this game’s issues with sense of progression and selectable difficulties. One problem of devoting half of the game to Grace and the other half to Leon is not experiencing the satisfaction of building up a single character across an entire playthrough à la RE7, RE8, and RE4. Right when I felt like I was hitting my stride with Grace, the game switched over to Leon for (essentially) the rest of the game. There were some RE7 type systems (e.g. purchasable upgrades with antique coins) that are never seen again after finishing the first half of the game. While on the subject of Grace’s progression, it needs to be mentioned that she only gets to use three total guns over her entire play through: her starting pistol, a worse version of her starting pistol, and Leon’s Requiem. She never gets access to a shotgun, SMG, or rifle of any kind. She also does not ever gain access to weapon part upgrades, although Leon does. Leon’s overall progression is better in the weapons department but pretty much non-existent everywhere else. The medium through which you upgrade Leon’s arsenal (a very gamified computer interface) also feels very tacked on and last-minute, which could also be said about Leon’s later sections in general. It really feels like two different games with competing visions once you finish the first half. Going back to my comment on selectable difficulties, I’ll offer a straight comparison with this game’s predecessor. There are three total difficulties to choose from, with a fourth (Insanity) available upon game completion. These are Casual, Standard (Modern), and Standard (Classic). Insanity is pretty ridiculously tuned as the name implies, and there is no difficulty in between that and Standard. To contrast, RE: Village had Casual, Standard, Hardcore, and Village of Shadows (upon game completion). Hardcore served as a very nice middle ground between VoS and Standard mode, and is very missed in Requiem. Now, I am the last person to care about the story in RE titles because I think they are all goofy in one way or another, but this game’s plot really does nosedive the further you get. In particular, I really feel that Victor Gideon started off as a compelling, interesting villain, only to later be overshadowed by a boring Wesker cliché. While I do think the combat is satisfying, most of it is experienced as Leon against an incredibly limited variety of enemies in a fairly bare setting. Leon is also noticeably slower, and while he is older in this, I actually think that this is a limitation induced by the ability to freely switch perspectives rather than an intentional decision from the developers. Just another consequence of attempting to capture the best of both worlds. There has been plenty else said in other reviews that I didn’t capture here, but the last thing I will mention is that I believe the overwhelmingly positive reception to this game is overblown and is actually a result of a few things. The first is that I believe this game attracted an entire cabal of new fans, especially given the record player counts. I’m not saying that as a slight to new fans — in fact, if this game was my entry point to Resident Evil, I would also give it a 9/10 or higher. We saw the same thing happen with Elden Ring. It attracted swarms of new people who had never really played Souls games before, and naturally it felt incredible to those newcomers. Yet if you read opinions from veterans of the series, you’ll find far more criticism of that game’s systems and open-world design. The second thing contributing to this game’s overblown reception is how successful Capcom has been in controlling the media narrative around the Resident Evil franchise since RE7. You will see the same rehashed comments made again and again on social media for Capcom now. “Survival horror is back!” “Man, Capcom just never misses.” “With Resident Evil, they just keep knocking it out of the park.” “They really turned the franchise around since fumbling RE6, even though they didn’t have to.” It’s funny, because outside of RE this doesn’t really exist other than DmC. MH Wilds was received very poorly, as was Dragon’s Dogma 2. It’s like Schrödinger’s Capcom - they are simultaneously awful and amazing. Overall, I give Resident Evil: Requiem a 7/10. I hope that they abandon the dual protagonist system going forward in favor of a tighter vision and gameplay loop with less fan service and more substance. While this game was disappointing to me, I am very happy that so many others enjoyed it. I just pray that future installments don’t go this same route.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.




