There are two types of moments in "Resident Evil" games: the slow, dreadful kind where you’re forced to confront your worst nightmares and the chaotic kind where you’re punching boulders in a volcano. "Resident Evil Requiem" looks at both of those extremes and confidently says, “Why not both?”
The result is one of the strongest modern entries in the franchise: a game that wants you trembling in fear one moment and feeling like an action hero the next.
"Resident Evil Requiem" follows FBI analyst Grace Ashcroft (Angela Sant’Albano), who is assigned to investigate a string of mysterious deaths connected to survivors of the Raccoon City outbreak. Her latest lead brings her to the Wrenwood Hotel, the site where her mother Alyssa was murdered years earlier. What begins as a routine investigation quickly spirals into a nightmare when Grace is abducted by former Umbrella scientist Victor Gideon (Antony Byrne) and taken to the ominous Rhodes Hill Chronic Care Center.
Along the way, Grace’s path crosses with Division of Security Operations agent Leon S. Kennedy (Nick Apostolides), who is slowly dying from a latent strain of the T-Virus and searching desperately for a cure. As the conspiracy deepens, both Grace and Leon are forced to confront demons, old and new, while uncovering the truth behind the outbreak and the sinister forces that brought them together.
What makes "Requiem" stand out is how confidently it balances its dual identities. Grace’s chapters lean fully into survival horror; they are tense, suffocating and terrifying in the vein of previous games like "Resident Evil 7: Biohazard." Every corner feels dangerous. Every hallway demands a second look.
In contrast, Leon’s sections are full-blown action in the best way possible, with gameplay similar to that of the "Resident Evil 4" remake. They’re off-the-walls, John Wick-style action sequences where you mow through zombies with a chainsaw and roundhouse kick grotesque monsters. Yet, even in these explosive moments, the horror and dread never fully disappear. The tension is simply redirected into momentum.
Grace stands out as one of the more compelling protagonists the series has introduced in years. Compared to the faceless — and sometimes insipid — Ethan Winters (Todd Soley), Grace feels more defined and dynamic as a character. She begins as a timid desk jockey who can barely hold a gun, clearly out of her depth. Over the course of the game, admittedly at a slightly rushed pace, Grace grows into someone courageous and resolute. Putting the player in her shoes and watching that transformation unfold gives the story great emotional weight.
Leon, meanwhile, is a welcome return. This is a grizzled, older veteran version of himself, but he still retains his signature deadpan dad humor. He’ll drop a one-liner seconds after blowing a zombie’s head off, and somehow it still works. The contrast between his battle-hardened appearance and his lingering charm makes him feel lived-in rather than exaggerated.
The creature design is among the strongest in the modern franchise. The game introduces a roster of grotesque monsters that feel both fresh and unmistakably familiar, and are not just obstacles to clear but sources of sustained tension. But the standout presence is The Girl, a grotesque stalker enemy whom the player meets early on.
The Girl's first appearance is one of the game's most terrifying scenes, trading jump scares for unbridled dread. Her position as a stalker enemy in the likes of Mr. X and Nemesis makes her a looming nightmare. In a game filled with loads of untold horrors, The Girl is the one that truly unsettles.
The performances deserve serious praise as well. Sant'Albano captures Grace’s fear with remarkable authenticity. Every shaky breath and emotional delivery reinforces the dread of the moment. Meanwhile, Byrne delivers one of the most chilling performances of the game as the mad scientist Victor. Even though Victor sadly has little screen time, Byrne's performance leaves a lasting impression. He shifts from calm and almost soothing to deeply psychotic within minutes, and that unease lingers long after he exits a scene.
Visually, the game is grossly stunning. Capcom’s RE Engine is on full display with its amazing graphics and technical execution. From the sleek and eerie halls of the clinic to the decrepit and decaying corpse of Raccoon City, every environment is alive with oppression and menace. The lighting, environmental detail and sound design combine to create an atmosphere that constantly immerses the player in the horror.
"Resident Evil Requiem" succeeds because it looks back at the franchise’s core elements and refines it rather than reinventing it. The series has always thrived on the tension between horror and action, and this entry understands that balance better than most. By giving players both suffocating dread and explosive catharsis, "Requiem" delivers a "Resident Evil" experience that feels both classic and modern at the same time.
It’s not just a good "Resident Evil" game; it’s a reminder of why the franchise endures.