

It would be no exaggeration to assert that *Resident Evil Requiem* is among the most eagerly awaited games scheduled for release in the upcoming months. Following eight years of development in gameplay mechanics and environments, the *Resident Evil* franchise is intentionally returning to its survival horror origins with this installment, and it is completely spine-chilling. At gamescom 2025, Capcom provided journalists and fans with an enticing 20-minute sneak peek into what promises to be one of the most immersive entries in the series since *Resident Evil 7*, and my excitement couldn’t have been greater.
The demo unfolds within the cramped setting of the Rhodes Hill Chronic Care Center, where FBI technical analyst Grace Ashcroft finds herself after being kidnapped by an unidentified assailant. Right from the outset, you don’t feel as empowered as in earlier titles. This is not a return to the *Resident Evil 4* power-fantasy style. You are exposed, and the creatures pursuing you are terrifying. This clear limitation instantly reinforces the game’s dedication to vulnerability rather than empowerment, a design principle that has shaped the franchise’s most unforgettable moments.
As the child of investigative reporter Alyssa Ashcroft from *Resident Evil Outbreak*, Grace’s ties to Raccoon City are profound. Remarkably, it manages to connect the larger universe and previous games while still providing an experience that feels refreshingly unique. The demo was short, offering just a glimpse of what the full game could present, but it effectively sets the tone and atmosphere. I haven’t genuinely been startled by a *Resident Evil* game in years, yet I must confess this one is deeply unsettling—and it will certainly make you flinch.
*Resident Evil Requiem* is a breathtakingly beautiful game that portrays the franchise’s universe in gruesome detail. Even in the brief demo, I felt a strong impression of its tone, visual aesthetics, and character dynamics. Running on an RTX 5090, Grace’s performance expresses both emotion and fear with striking realism. When she extracts a needle from her arm, the precision is disturbingly acute, and when she cowers in dread, you can sense the weight of her anxiety.
This version introduces a notable new feature: the option to switch seamlessly between first- and third-person perspectives at any time through the menu. It may appear trivial, but it can significantly modify the gameplay experience—especially when being pursued by something genuinely terrifying.
Yet, the true highlight of the gamescom demo is *Resident Evil Requiem*’s unnamed stalking enemy, which upholds the franchise’s legacy of relentless pursuers, tracing back to Nemesis and evolving through Mr. X and Lady Dimitrescu. What distinguishes this new menacing figure is its three-dimensional hunting behavior, capable of emerging from walls, ceilings, and surprising vertical angles. Its intelligence seems more sophisticated than that of its predecessors, adjusting to player actions and creating a truly unpredictable atmosphere of fear. I won’t deceive you—it is intense. When the creature seizes you, it is unrelenting in consuming you, in all its graphic horror.
Fortunately, this is where the upgraded stealth mechanics in *Resident Evil Requiem* come into play, marking the first time in the series that stealth feels like a thoroughly developed system rather than a temporary escape. As Grace, hiding often feels like your only option aside from becoming prey. Players can utilize environmental cover and shadows, and can even execute silent movements when the chance arises.
The lighter you discover early in the demo serves a dual function: it offers illumination but also poses a risk, as its light can attract the stalker’s attention. This risk-reward dynamic transforms every decision regarding the use of light into a strategic gamble. Even moving when you believe you are safe can result in being caught. It is intense, but also incredibly thrilling.
As seen in many recent *Resident Evil* titles, environmental interaction plays a crucial role in gameplay in *Resident Evil Requiem*, featuring destructible environments and interactive objects that can be weaponized during encounters. We have not experienced this level of intricacy before in a *Resident Evil* game, and it feels like a welcome enhancement.
What truly shines through, however, is how completely realized the world is. *Resident Evil* has consistently provided nail-biting experiences, but the immersion here is stronger than ever. Being drawn into this universe, with its increased interactivity, amplifies the experience—both positively and negatively.
Naturally, given that this is a Resident Evil game, the puzzle aspects are more closely woven into the narrative framework. Rather than acting as arbitrary obstacles to progression, the puzzles in *Resident Evil Requiem* seem crafted to disclose story elements and character histories. The demo’s progression adheres to classic survival horror reasoning—locating item A to unlock item B to gain access to item C—but the execution feels more natural within the game’s universe.
The visual presentation showcases the RE Engine
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