
Why does Resident Evil: Requiem have a 70% completion rate?
When many people talk about horror games, they start with whether they’re scary or not, but what I care more about is whether the game can steadily carry players all the way to the ending. A little over a month after the release of Resident Evil: Requiem, its completion rate on Steam reached 70%, while on PS5 it also hit 67%. That number is genuinely impressive, because it shows that players weren’t just drawn in by the trailers and then left—they were willing to stay with the journey to the very end, like being willing to listen as a good storyteller finishes their final line.

When it comes to characters, I’ve always felt that simply “being able to finish the game” is itself a kind of emotional vote. When players are willing to stick with it, it’s often not just because the systems feel smooth, but because the experience doesn’t keep draining their patience along the way. The original text mentions that Resident Evil 9 has an average playtime of under 20 hours, with a tight pace and a highly complete overall experience. That point is crucial: the biggest fear in horror games is a weak middle section, where the emotional tension starts to feel like a relationship that runs hot and cold, and the sense of investment that was just built up suddenly falls apart. Requiem, clearly, does a good job of keeping that loss of momentum under control.

What struck me most is that this completion rate says even more when compared with similar and other popular titles. For comparison, the original text mentions that The Last of Us Part II has a completion rate of about 58%, Ghost of Tsushima about 50%, and Silent Hill f only 42.7% on Steam. Of course, different games vary in length, pacing, and audience, so you can’t crudely measure them all with the same ruler. But the fact that Resident Evil: Requiem managed to climb to 70% at least proves that Capcom found a more comfortable balance this time between horror atmosphere and player retention, without pushing the sense of oppression so far that players felt like putting the controller down.
What pulls me out of the experience, though, is that quite a few games still mistake “high-intensity horror” for “high-quality experience.” Being scary is of course important, but if the pacing drags and the feedback grows repetitive, the player’s emotions slowly slide from tension into fatigue, until only discomfort remains. The data for Resident Evil 9 this time happens to prove the opposite: a truly mature horror game isn’t one that only knows how to pile on pressure, but one that knows when to push you forward and when to let you breathe—so that beyond being afraid, you still want to keep moving closer to the truth.
In terms of buying advice, if you’re the kind of person whose weekdays are fragmented by work but still wants to seriously finish a game, something like Resident Evil: Requiem, with a length of under 20 hours, is actually very friendly. It’s not like some blockbuster titles that immediately turn into a marathon and end up getting shelved halfway through. For players who value a complete experience and care about pacing density, works like this—short but tight—feel more like emotionally engaging experiences with consistently solid quality. As for the lighthearted question of whether a “cloud playthrough” counts, the original text shows that only 1 person has even voted on it so far, which is pretty interesting in itself—because in the end, the people who truly make a game a hot topic are still those who personally make it all the way to the ending.





















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