{"id":12457,"date":"2026-03-06T13:00:00","date_gmt":"2026-03-06T13:00:00","guid":{"rendered":"https:\/\/nextlevelnews.co.uk\/blog\/2026\/03\/06\/resident-evil-requiem-is-suffering-an-identity-crisis\/"},"modified":"2026-03-06T13:00:00","modified_gmt":"2026-03-06T13:00:00","slug":"resident-evil-requiem-is-suffering-an-identity-crisis","status":"publish","type":"post","link":"https:\/\/nextlevelnews.co.uk\/blog\/2026\/03\/06\/resident-evil-requiem-is-suffering-an-identity-crisis\/","title":{"rendered":"Resident Evil Requiem Is Suffering an Identity Crisis"},"content":{"rendered":"<section class=\"article-page\"><img decoding=\"async\" src=\"https:\/\/assets-prd.ignimgs.com\/2026\/03\/04\/re-requiem-identity-crisis-blogroll-1772622435092.jpg\" \/>\n<section data-transform=\"mobile-ad-break\"><\/section>\n<p><em><strong>Warning:<\/strong><\/em><em> this opinion piece contains <\/em><em><strong>spoilers <\/strong><\/em><em>for Resident Evil Requiem. <\/em><\/p>\n<section data-transform=\"divider\"><\/section>\n<p>For three decades, players have been going toe-to-toe with zombies and other monsters in the Resident Evil series. This year\u2019s latest mainline entry, Resident Evil Requiem, marks the beloved franchise\u2019s 30th anniversary by being a love letter to the series\u2019 entire past, from its early days of creepy, puzzle-filled survival horror to its adrenaline-fuelled action horror era. But while this approach has been praised almost unanimously across the board \u2013 <a href=\"https:\/\/www.ign.com\/articles\/resident-evil-requiem-review\">we awarded Requiem 9\/10<\/a> and its Metacritic score stands at 89, the highest of any modern, non-remake Resident Evil \u2013 I feel that its attempt to mix both of the series\u2019 historic styles together creates a clash, rather than cohesion. Rather than a game that knows exactly what it wants to be, it feels to me like Resident Evil Requiem has a bit of an identity crisis. <\/p>\n<p>Over the past decade, Resident Evil has reformulated itself as a slow-paced survival horror game, returning its mainline entries to the style of the 1996 original where every shot counts and everything around you is a threat. You&#8217;re not a larger-than-life hero, instead you&#8217;re an everyday person thrown into a nightmare scenario and you have to somehow find a way out alive. Seemingly inspired by indie hits like Amnesia and Outlast, Capcom opted for a first-person POV for Resident Evil 7: Biohazard and its sequel, Village, which anchored you in the terrifying experience of their everyman protagonist, Ethan Winters. This new formula worked well, garnering critical acclaim and reigniting many people\u2019s interest in the franchise, myself included. This was an especially important victory for Capcom because of how poorly<a href=\"https:\/\/www.ign.com\/games\/resident-evil-6\"> 2012\u2019s <u>Resident Evil 6<\/u><\/a> was received, which almost entirely abandoned the series\u2019 survival horror roots in favor of horror-themed action. <\/p>\n<p><a href=\"https:\/\/assets-prd.ignimgs.com\/2026\/03\/03\/performanceanalysis-residentevilrequiem-blogroll-1772571554547.jpg\"><img decoding=\"async\" src=\"https:\/\/assets-prd.ignimgs.com\/2026\/03\/03\/performanceanalysis-residentevilrequiem-blogroll-1772571554547.jpg\" class=\"article-image-full-size\" title=\"undefined\" \/><\/a><\/p>\n<p>But with the release of Resident Evil Requiem, it feels as if some of the work that Capcom has been doing over the last few years with Biohazard and Village has been thrown out the window. It is, for sure, a great game that\u2019s engaging from start to finish, but its big swings from terrifying survival horror to relentless action set pieces makes it feel as if Capcom couldn&#8217;t pick a lane for Requiem\u2019s overall tone. While playing through the campaign, I couldn\u2019t help but feel that it was suffering from an identity crisis. And because of that, I found that many key plot points missed the mark for me. A prime example of this occurs towards the campaign\u2019s midpoint, when Grace\u2019s child ward, Emily, transforms into a giant monster. It\u2019s a moment that\u2019s supposed to create a cocktail of emotions \u2013 shock and upset over what\u2019s become of your friend, fear for what will happen next \u2013  but before any of that really comes into play, Leon rushes in, guns blazing, to save the day. <\/p>\n<p>While playing as Grace, Requiem is a slow-burning survival horror \u2013 the exact style of game I&#8217;ve come to expect from the series. Similar to when playing as Ethan Winters, I was forced to think carefully about how I wanted to approach each situation, and I often would ask myself, &#8220;Is this fight worth the ammo?&#8221; Every time I ran into a creature that would tower over me, I&#8217;d often scream out in real life, then proceed to run for my life in-game. The fear was only amplified by the fact that Grace\u2019s sections employ the series\u2019 traditional labyrinthine level design, and so I was often forced to revisit locations I\u2019d previously barely made it out of alive in search of hidden treasure pieces needed to move the plot forward. The puzzles those treasures are used to solve aren\u2019t exactly the hardest, but their presence is appreciated, and it made playing as Grace even more enjoyable. <\/p>\n<section data-transform=\"quoteBox\">Leon gets better gear by racking up a high kill count, a system that goes against everything that Grace&#8217;s half was building towards. <\/section>\n<p>Ultimately, a lot of Grace&#8217;s gameplay is grounded in reality \u2013 yes, a reality where zombies tear off faces and doors are unlocked by gemstones \u2013 but the oppressive atmosphere, overwhelming odds, and vision-limiting first-person perspective makes playing as her truly scary. Even though she is employed by the FBI, she&#8217;s essentially a pencil pusher who has next to no combat experience in the field. It makes you feel truly vulnerable, and so this was the strongest part of the game for me.<\/p>\n<p>Leon\u2019s sections, meanwhile, feel like a complete 180 from everything you experience as Grace. Replicating the approach of 2005\u2019s Resident Evil 4, Leon\u2019s most famous mission, most, if not all of the horror elements are removed from his sequences and story beats, which undermines much of what you played through as Grace \u2013 once again, Leon\u2019s brutal gunning down of the monster Emily transforms into feels like it\u2019s from a completely different story than the one Grace was experiencing. This is where the identity crisis really kicks in. Ammo is not as scarce anymore, and you&#8217;re encouraged to run headfirst into battle. Rather than search for helpful scraps, Leon has access to a shopping and weapons upgrade system that rewards you with currency based on how many zombies you&#8217;ve killed. The only way to get better gear is by racking up a high kill count, a system that goes against everything the game\u2019s Grace-centric first half was building towards. As Grace, I\u2019d learned to be fearful of pretty much everything coming my way, especially the larger monsters that stalked the corridors of the Rhodes Hill Chronic Care Center. Leon, on the other hand, could solve such issues with a few shotgun shells and a grenade.<\/p>\n<p><a href=\"https:\/\/assets-prd.ignimgs.com\/2026\/03\/03\/resident-evil-requiem-kick-1772549426460.jpg\"><img decoding=\"async\" src=\"https:\/\/assets-prd.ignimgs.com\/2026\/03\/03\/resident-evil-requiem-kick-1772549426460.jpg\" class=\"article-image-full-size\" title=\"undefined\" \/><\/a><\/p>\n<p>Unfortunately, the same can also be said about the puzzles (or lack thereof) Leon has to solve in his portion of the game. A lot of them mostly involve running to site X just to open location Y, which feels a notable step down compared to the more sophisticated problems facing Grace. This huge shift in approach between the two characters means it almost feels like playing an entirely different game during Requiem\u2019s second half. Leon and Grace&#8217;s parts feel like two sides of a strong coin, but they are underdeveloped because they&#8217;re so split. Rather than complimentary halves, they feel like mandatory reflections of the series past to honor the series\u2019 30-year milestone. As I played, I began to wonder if Capcom was trying to directly appease its many generations of fans \u2013 those who loved Resident Evil 7 and 8&#8217;s old school-influenced gameplay <em>and<\/em> those who liked the more action-packed style of RE 3-6 \u2013 rather than finding a new formula that combined elements of both. <\/p>\n<p>It seems strange that Capcom has tried to do this multi-style catering, as such an approach was widely unpopular when the studio first tried it in 2012 with Resident Evil 6. Much like Requiem, that game was split into distinct sections that delivered different gameplay styles. Leon\u2019s storyline, while admittedly still action heavy, was focused on more traditional horror goals, while Chris and Jake\u2019s campaigns were almost Call of Duty-like in their approach to action. Granted, this time around, Capcom has done a much better job of both sides of the coin \u2013 Grace\u2019s side of things is genuine survival horror, while Leon\u2019s is a good tribute to the style of RE4 \u2013  but it\u2019s nonetheless odd to see it take such a massive swing towards a campaign structure that had already done a lot of damage to the franchise. Towards the end of the game, it almost feels like you&#8217;re playing a more polished version of Resident Evil 6 rather than the successor to Resident Evil 7 and 8.<\/p>\n<section data-transform=\"poll\" data-id=\"3f289e42-a954-4d43-a8a7-57b0311e6b4f\"><\/section>\n<p>What really makes all this frustrating is that Capcom has shown with<a href=\"https:\/\/www.ign.com\/articles\/resident-evil-village-review\"> <u>Resident Evil Village<\/u><\/a> that you can still have these over-the-top action moments without undermining the horror and tension built up throughout the game. A key example can be found at the tail end of the campaign, when the perspective switches from Ethan to Chris Redfield \u2013 the classic Resident Evil hero who\u2019s a proficient soldier at this point in the timeline. You play his sequence as an FPS, killing everything that stands in your way. But because this is a single sequence, rather than half of the game, it feels like a refreshing vignette rather than a case of split personality.<\/p>\n<p>With it being the 30th anniversary of Resident Evil, it&#8217;s clear that Capcom&#8217;s goal for Requiem was to pay respect to and celebrate the many different things this series has been. And when it\u2019s exploring those things in isolation, it\u2019s undeniably compelling. I loved creeping around Rhodes Hill as Grace, and I loved ripping through the streets of Raccoon City as Leon. Together, though, these elements make for a campaign that feels fractured. Its lack of commitment to one style really hurts Requiem\u2019s overall big picture, and in its worst moments the clash between horror and action undermines much of the tension built up as Grace and inflicts tonal whiplash. There\u2019s a lot I like about Resident Evil Requiem, but I wish the game belonged to either Grace or Leon, not both of them.<\/p>\n<section data-transform=\"divider\"><\/section>\n<p><em>Luis Joshua Gutierrez is a freelance writer who loves games. You can reach him at <\/em><a href=\"https:\/\/x.com\/imluisgutierrez\">@ImLuisGutierrez<\/a><em> on Twitter.<\/em><\/p>\n<\/section>","protected":false},"excerpt":{"rendered":"<p>Warning: this opinion piece contains spoilers for Resident Evil Requiem. For three decades, players have been going toe-to-toe with zombies and other monsters in the Resident Evil series. This year\u2019s latest mainline entry, Resident Evil Requiem, marks the beloved franchise\u2019s 30th anniversary by being a love letter to the series\u2019 entire past, from its early [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":12458,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"pagelayer_contact_templates":[],"_pagelayer_content":"","_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2}},"categories":[1],"tags":[],"class_list":["post-12457","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-uncategorized"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Resident Evil Requiem Is Suffering an Identity Crisis - Next Level News<\/title>\n<meta name=\"description\" content=\"Stay on top of the gaming world with Next Level News. 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