Resident Evil Requiem Review: Two Completely Different Games in One Box
Requiem splits itself between a terrifying stealth game as Grace Ashcroft and a chainsaw-swinging action game as Leon Kennedy. Both halves are excellent. Whether they belong in the same game is the real question.

Developer
Capcom
Genre
Survival Horror
Platforms
PC · PS5 · Xbox Series
Release
27 February 2026

Written by
Kaushik Hirpara
Editor · Game Reviewer
Kaushik Hirpara is an Editor and Game Reviewer at Unihfy Games, where he works on gameplay testing, browser game guides, gaming articles, controls, mechanics, and player-focused game information.
The Best-Selling Game of the Year Is Two Games
Resident Evil Requiem is the ninth numbered game in this series and the best-selling release of 2026. It is also the strangest big-budget horror game we have played in years, because it is not really one game. It is two, and they take turns.
For roughly half of it you are Grace Ashcroft, an FBI analyst with almost no combat training, trapped inside a hospital with a handful of bullets and a knife that will break. For the other half you are Leon Kennedy, who has been doing this for nearly thirty years, carries a hatchet with an everlasting flint, and at one point picks up a chainsaw. One of these is the most frightened we have been playing a game in a long time. The other is a party.
Capcom clearly knew what it was doing. Requiem is a deliberate attempt to satisfy the people who want Resident Evil 7 and the people who want Resident Evil 4 at the same time, in one box, without compromising either. It mostly works. The place where it does not is not the quality of either half, but the order they arrive in.

The Basics
- Developer
- Capcom
- Release Date
- 27 February 2026
- Platforms
- PC, PS5, Xbox Series
- Price
- $70
- Length
- 10 to 12 hours
- Protagonists
- Grace Ashcroft, Leon S. Kennedy
- Camera
- First or third person, your choice
- Series Entry
- Ninth mainline game
Grace Ashcroft Is the Best Thing in It
Grace is a new character, and she is the reason this game works. She is sent to look into a run of unexplained deaths among people who survived the Raccoon City outbreak decades earlier, and the investigation goes wrong almost immediately. She is taken by a man called Victor Gideon and wakes up inside a chronic care hospital that has been converted into something considerably worse.
What makes her different from every other lead this series has had is that she is not competent. Resident Evil protagonists are usually already the answer to the problem. Grace is not. She moves slowly, she panics, she is frequently on the edge of falling apart, and the voice performance sells every bit of it without ever tipping into the campiness this series usually leans on. Watching her turn from someone who cannot hold a corridor into someone who will stand and fight is the actual arc of the game, and it is far better written than the series has any right to be at this point.
Her toolkit is deliberately miserable. Two guns, a pistol and a heavy revolver called Requiem, and that is your lot. Knives break. Inventory slots are few. Ammunition is so scarce that finding thirty rounds feels like a plot event. What she does have is a blood collector, which lets her syringe up the pools left behind by dead zombies and combine that blood with scrap for bullets or with a herb for a medkit. It is grim, it is inventive, and it turns every corpse in the building into a resource you have to walk back to.
Playing as Grace
- ✓ First person by default, and much better for it
- ✓ Two weapons total, and you will run dry
- ✓ Crafts ammo and medkits from collected zombie blood
- ✓ Has the storage chest, but almost no space on her person
- ✓ Stealth is the plan, shooting is the failure state
- ✓ Moves slowly enough that every route has to be chosen
Playing as Leon
- ✕ Third person by default, so you can see the carnage
- ✕ Shotguns, sniper rifles, a hatchet and eventually a chainsaw
- ✕ Earns credits for kills, then spends them on upgrades
- ✕ No chest at all, but plenty of room in his pockets
- ✕ Shooting is the plan, and stealth barely exists
- ✕ Can pick up a dropped fire axe and throw it across a room
The Hospital Is the Scariest Place This Series Has Built
Grace's section is a locked-door labyrinth in the classic Spencer Mansion tradition, and it is stalked. There is a butcher with a very large knife who hunts you through the corridors, and he is not the only one. The old Mr X feeling is here, except now there are several of them and they appear to be learning. We heard footsteps fade, decided the coast was clear, stepped out of a room and got a knife swung at us from an angle we had already checked.
The zombies are the other reason this half lands. They are not the shuffling, groaning crowd this series has used for decades. They have kept fragments of behaviour. One of them flicks a light switch on and off, over and over, for no reason at all. Another wanders a room muttering to itself, then drops to its knees to eat something that used to be its colleague. It is a small design decision and it is disproportionately effective, because a thing that is almost a person is much worse than a thing that is clearly a monster.
And they come back. Leave a body where it fell and it will get up again later, mutated, tougher, less willing to hold still for a headshot. You can prevent that with a hemolytic injector, which swells a downed zombie until it bursts, but the components for those are the same components you need for bullets and healing. Everything in Grace's half is that trade. There is no free option anywhere in the building.

What Playing This Actually Feels Like
Hour one — you are not ready
The opening investigation is quiet and then it is very much not. You have almost nothing, you cannot fight, and the game makes sure you understand both of those facts before it lets you go anywhere.
Hours two to four — permanent low-level dread
This is the best stretch in the game. You are counting bullets, mapping safe routes, and listening for footsteps that may or may not be getting closer. We genuinely stopped enjoying ourselves at points here, which is the highest compliment a horror game can earn.
The switch to Leon — pure relief
The first time control passes to Leon the tension breaks completely. You have a shotgun, you can aim properly, and things die when you shoot them. After hours of hiding it feels enormous.
The middle — you become the problem
Leon's kill tracker rewards aggression, so the correct play stops being conservation and starts being slaughter. Kill everything, bank the credits, upgrade the guns, do it again. It is a total inversion of how the first half taught you to play.
The final stretch — comfortable
By the end you are well armed, well stocked and rarely in danger. That is the traditional Resident Evil power curve and it is satisfying. It is also where the fear quietly leaves the building and does not come back.
Leon Is Having the Time of His Life
Leon's half is Resident Evil 4 with the brakes off, and it is genuinely brilliant fun. He arrives as a rescue and immediately starts behaving like a man who has done this too many times to be scared any more. Execution moves, deadpan one-liners after almost every significant kill, and an arsenal that keeps growing. He can pick up a fire axe or a lead pipe that a zombie dropped and throw it across the room, which is as satisfying as it sounds.
The best new idea in the whole game lives here. Leon carries a tracker that pays out credits for kills, and those credits buy ammunition and weapon upgrades. That one system quietly rewrites decades of Resident Evil habit. Previously the smart play was always to kneecap something, kick it over and run past to save ammo. Here, running past is leaving money on the floor. The game wants you to clear the room, and it pays you to do it.
If we have a complaint about this half it is the guns themselves. They are effective, they sound great, and they are completely interchangeable. There is nothing here with the personality of the Red9 or the Broken Butterfly, nothing anyone is going to argue about online in five years. You will pick a shotgun because it is the shotgun, not because it is your shotgun. That is a small thing, and it is the only genuinely flat note in a section that otherwise does not miss.

The One Real Problem: It Is Front-Loaded
Requiem's fear is all in the first half. Once the story leaves the hospital and moves out into what is left of Raccoon City, the balance tips hard towards Leon, and there is a stretch near the end of roughly five hours where you barely see Grace at all. Both halves are good. That is not the issue. The issue is that the game front-loads everything that makes it frightening and back-loads everything that makes it fun, so instead of a rhythm you get two long blocks.
There is a late tiptoe sequence through a facility full of returning monsters that reminds you exactly what the game gave up, and it is one of the best things in it. It also arrives close enough to the ending that it functions as a farewell rather than a return. Imagine ordering a whiskey and coke and being handed two separate glasses. Both drinks are good. It is not what you asked for.
The difficulty curve compounds this. We played on the standard setting and Requiem is, by some distance, the easiest game this series has made. The final boss in particular goes down fast, and if you have been hoarding your heavy ammunition the way this series has trained you to for three decades, you will finish the game with far more of it than you needed. If you have played a Resident Evil before, start one difficulty above where you normally would.
Is twelve hours enough game for seventy dollars?
No, and people are right to be annoyed
- ✓ Twelve hours with thorough exploration is short for a full-price release in 2026.
- ✓ Actual active playtime can come in closer to eight hours if you move with purpose.
- ✓ There is no Mercenaries mode, which was one of the best reasons to keep playing Village after the credits.
- ✓ Replay value is thin beyond running it again on a harder setting.
- ✓ A couple of sections, including one long flashback, are clearly padding out the runtime.
Yes, because none of it is filler
- ✕ There is no bad stretch. Nothing here is the boat section from Resident Evil 7.
- ✕ The two-character structure means you effectively get two different games, each well made.
- ✕ Density matters more than duration, and this is one of the densest games Capcom has shipped.
- ✕ Plenty of games are three times longer and have four good hours in them.
- ✕ The collectible hunt for safes, charms and bobbleheads adds real hours if you want them.
The Puzzles Are Not Really Puzzles
This is worth knowing before you buy, because it splits people. Requiem has the shape of classic Resident Evil puzzle design — locked doors, collected components, backtracking to a thing you walked past an hour ago — but very few of the actual brain teasers. Most of what looks like a puzzle is a fetch task with the solution printed on a painting hanging in the same room. If you loved the series for its puzzle boxes, this is a genuine loss. If you always found them a speed bump between the good bits, you will not miss them at all, and the pacing is better for their absence.
The Story Holds, With One Wobble
This is a thirtieth anniversary game that does not behave like one. It would have been easy to build the whole thing out of cameos and callbacks, and Requiem largely refuses. Familiar faces and locations turn up, but they are used because the plot needs them rather than to make you point at the screen. There are real twists about the origins of the Umbrella Corporation and the ambitions of the man who founded it, and they recontextualise things rather than just restating them.
The written notes scattered around are worth reading, which is not always true. Some carry the actual mystery of who Grace is and why she was taken. Others are jokes. We found a doctor's report on one particularly loud zombie that formally diagnosed her with main character syndrome, and it is the funniest thing in a game with a chainsaw in it.
The wobble is in the last act, and we will keep it vague. One antagonist is built up carefully across most of the game, given a genuinely intimidating introduction and a set of abilities the game makes sure you see, and then removed from the story without a fight. It is not framed as a subversion. It just happens, and the air goes out of the room. It is the one moment where Requiem's writing visibly drops a thread it had been holding well.
How Much Resident Evil Do You Need to Have Played?
None of it, honestly
Grace is a new character in a new location and the game explains itself as it goes. You will miss why certain rooms make long-time fans gasp, but you will follow the plot without any trouble. This is a perfectly reasonable first Resident Evil.
Play Resident Evil 2 remake first
Our recommendation for most people. It is where Leon starts, it is set in the city this game keeps returning to, and it is excellent regardless. About fifteen hours, and it will make roughly a third of Requiem hit considerably harder.
Resident Evil 7 and Resident Evil 4 remake as well
These two are the actual blueprint. Grace's half is built on 7 and Leon's half is built on 4, and playing both first turns Requiem from a good game into an obvious victory lap. If you only have time for one, make it 7, because the horror half is the better half.
Go and find Resident Evil Outbreak
Only for the committed. Grace's family connection reaches back into Outbreak, a strange and janky online experiment from the PS2 era that almost nobody played. Nothing in Requiem requires it. It is a lovely deep cut for the people who were there.
"There is a point in Grace's half where you are cornered, out of bullets, convinced you are not even enjoying this, and completely unable to put the controller down. That is not a flaw. That is the entire job."
Our Verdict
Two excellent games sharing one box — a genuinely terrifying stealth horror game and a gleefully violent action game — held back only by the fact that they arrive in two long blocks instead of taking turns.
What Works
- Grace's half is the most frightening thing this series has produced in years, and she is its best-written lead.
- The blood collector turns every corpse into a resource and makes the scarcity feel designed rather than mean.
- Zombies retain scraps of human behaviour, which is far more unsettling than making them more monstrous.
- Leon's kill-credit tracker overturns thirty years of ammo-hoarding habit and is the smartest new system here.
- Boss fights are consistently strong, with real ideas in them rather than glowing weak points to empty a clip into.
- It celebrates thirty years of Resident Evil without ever coasting on nostalgia.
What Concerns Us
- The horror is almost entirely front-loaded, and a five-hour Leon stretch near the end has no tension in it at all.
- It is the easiest Resident Evil in a long time, and the final boss barely resists.
- The classic puzzles have been reduced to fetch tasks with the answer in the same room.
- Every gun is competent and none of them has any personality.
- No Mercenaries mode, and thin replay value beyond a harder difficulty run.
- One heavily built-up antagonist is written out without a fight, which deflates the last act.
Who It's For
Anyone who wants either half of modern Resident Evil, because you are getting both. Newcomers can start here without homework. If you loved Resident Evil 7's helplessness or Resident Evil 4's swagger, one of these two halves was made specifically for you.
Who Should Wait
People who need forty hours out of a full-price game, and anyone who came to this series for its puzzle design. If horror genuinely upsets you, be aware that the first half is relentless and is not interested in going easy on you.
How We Reviewed This
This is a review of the finished, released game rather than a preview. We played through the full campaign on the standard difficulty setting, in the camera modes the game recommends for each character, and explored thoroughly rather than beelining the story. The opinions here are ours and the wording is ours. Where the game divides people, such as the length-versus-price argument and the near-absence of puzzles, we have laid out both positions instead of picking the easier one. We have kept the late-game plot deliberately vague; nothing in this article spoils a twist. Prices and patch behaviour change over time, so treat those details as accurate at the time of writing. All artwork on this page is original illustration created for this article. None of it is a screenshot or promotional art from the game.
Reviewer
Time with the released version on PC and PS5
Official
Capcom announcements, patch notes and in-game documents
Store
Storefront listings, pricing and platform availability
Community
Player discussion around length, difficulty and the final act
Opinions reported by other reviewers and players are attributed as theirs. Read our review process for how we handle games we cannot test ourselves.
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