Requiem for a duo
If the recipe of the last numbered episodes has accustomed us to a renewed horror partly thanks to the use of the first-person camera, the license has not forgotten the other string to its bow. The support of Resident Evil Village of a third-person mode and the success of the remakes of 2, 3 and 4, also with a shoulder camera, demonstrate Capcom’s ability to satisfy on several fronts.
The design of Resident Evil Requiem was therefore based on offering two sides of the same coin, more scintillating than ever. And according to Nakanishi, the idea of playing both Leon and Grace was already clear relatively early in development, along with the thoughts about the structure that would entail. This will approach a Resident Evil Revelationswith playing time shared equally between the two main characters:
“ Leon isn’t really cut out for horror. Since the silent sequences of remaining hidden from monsters do not suit him, his chapters focus more on intense action that gets the adrenaline pumping. On the other hand, Grace’s sequences are the scariest. This time we really wanted to emphasize the difference between their experiences.”
We saw it clearly during the various trailers, it is indeed two rooms, two atmospheres. A gap which serves a very particular rhythm for this ninth episode, again according to Nakanishi:
“It’s almost like having two games with completely different levels of tension mixed together. At first we were worried that players would have a hard time getting used to it, but now we think that this contrast gives the game a unique rhythm, like diving into a bath of cold water after sitting in a sauna (laughs). It was important to combine the slow and fast segments as best as possible, and Grace and Leon presented themselves as the best combination. Leon also has new moves, which feels liberating compared to Grace’s sequences. »
The evolution of Leon and horror in Resident Evil
New movements among which we visibly find the use of the chainsaw, an obvious nod to his discovery in Spain of the ravages of this weapon. It is also the symbol of a Leon who has changed a lot since his debut at the RPD in Resident Evil 2. A reflection on its evolution that Nakanishi and the team had to carry out:
“This is the first new game since Resident Evil 6 where Leon is the main character, and he’s now older and more experienced. A major development topic for us was: “What would Leon look like in 2026?” » Although he always fights to save the world, bioterrorism never really stops, so what state of mind is he in now? What is he capable of in combat with his experience? With these concepts in mind, we added new elements to the Resident Evil 4-based gameplay style.”
And if the director confirms these rather blatant similarities with Resident Evil 4 for Leon’s gameplay, Grace’s would resemble RE2 more according to him. The opportunity to evoke fear, an element that has returned to the center of experience since Resident Evil 7which does not plan to attenuate but which is balanced thanks to duality:
“If the whole game took place with Grace, it would have been extremely scary. In this sense, the sequences with Leon are there to release the pressure. You feel safe during Leon’s chapters, and scared again during Grace’s. It is a conscientiously designed horrific structure. Therefore, while Requiem is certainly scary, I think players will also feel a kind of euphoria and satisfaction that previous Resident Evil games didn’t offer. »
It is clear that this duo of main characters risks giving this ninth opus varied flavors, going even further than Resident Evil 4 and his sequences with Ashley. Controller verdict in hand on February 27 on PC (via Steam), PlayStation 5, Xbox Series, and Switch 2.