Key Takeaways

  • Series Legacy: Resident Evil Requiem lean heavily into Raccoon City nostalgia, featuring the iconic old police station and RPD references.
  • Dual Protagonist Vibes: The game balances the high-tension, anxiety-driven gameplay of Grace with the "safe" veteran presence of Leon S. Kennedy.
  • Puzzle-Heavy Design: Core mechanics include complex tasks like the blood analyzer puzzle at Rhodes Hill and scavenger hunts.
  • Branching Outcomes: The game features a multi-ending system, categorized into "Good" and "Bad" finales.
  • Newcomer Friendly: Despite heavy fan service, the atmosphere and mechanics are strong enough to carry players who have zero history with the franchise.

It’s rare to see a franchise with thirty years of baggage manage to stick the landing with a total newcomer, but Resident Evil Requiem seems to be pulling off that exact magic trick. Here at In Game News, we’ve tracked the series from its clunky tank-control origins to the modern action-horror hybrid it is today. Usually, we're the ones pointing out every obscure lore reference to a 1996 virus strain, but a fresh perspective on Requiem reminds us why this series remains the king of the genre.

I approach it and it says 'that was a weird puzzle'. Was it? So, I wander around for a bit, not knowing how to solve it, until I realise this is another throwback to a game I've never played and an 'in' joke I'll never get.

The Leon S. Kennedy Effect

For those of us who have been around since the Raccoon City incident, Leon is more than just a character; he’s a legacy. But seeing him through the eyes of a first-timer in Requiem is a trip. The source material notes that while a new player might not know why he’s a legend, his presence immediately changes the tone of the game. He represents a sense of security—a break from the "stuttering and heavy breathing" that defines the experience when playing as Grace.

This contrast is where Requiem really shines. We’ve seen Resident Evil try different ways to handle tension, but the juxtaposition of a hardened veteran like Leon with a character like Grace—who seems to be barely holding it together—creates a push-pull mechanic that keeps the player off-balance. It’s a smart way to satisfy the "power fantasy" crowd while keeping the survival horror roots alive for the purists.

Back to the RPD: Nostalgia vs. Innovation

The setting of Requiem brings us back to the old police station, a move that could have easily felt like cheap fan service. For the veteran gamer, every hallway in that building is etched into our brains. For the newcomer, it’s just a "big deal" littered with references they don't understand. Yet, the game doesn't gatekeep the fun. Even when the player doesn't get the "in" joke, the design is solid enough to make them smile.

The "weird puzzles" mentioned are a staple of the series. Whether it's the blood analyzer at the Rhodes Hill care center or Barry’s scavenger hunt, Requiem isn't moving away from the brain-teasers that made the original games famous. These aren't just obstacles; they are part of the series' DNA. If you’re hunting for blood specimens for Grace or trying to crack open a locker based on a scavenger hunt, you’re engaging with the same core loops that defined the 90s era of horror.

Solving the Rhodes Hill Puzzles

One of the standout segments discussed involves Grace navigating the Rhodes Hill care center. This isn't just a simple "find the key, open the door" scenario. The blood analyzer puzzle requires players to gather specific samples, forcing an excursion into dangerous territory. It’s a classic Resident Evil trope: you want the progress, you have to brave the monsters. This kind of risk-reward gameplay is what keeps the tension high, regardless of whether you know who Umbrella is.

Barry’s Scavenger Hunt

The mention of a "scavenger hunt" tied to Barry (presumably the legendary Barry Burton) is another nod to the old guard. Opening a locker might seem like a small win, but in a game where every bullet and herb counts, these side objectives are where the real min-maxing happens. It shows that Requiem isn't just about the main path; it’s about exploring every nook and cranny of the environment to survive.

The Stakes: Good and Bad Endings

Our take? A Resident Evil game is only as good as its replayability, and Requiem hits that mark by offering multiple endings. The existence of "Good" and "Bad" endings suggests that player choices—or perhaps how well you handle those blood analyzer puzzles—directly impact the story’s conclusion. This isn't just a linear ride; it’s a game that asks you to earn your survival.

For a first-timer to come away saying they "loved it anyway" despite the confusion speaks volumes about the current state of Capcom's design philosophy. They’ve managed to create an experience that feels like a warm hug for the veterans and a terrifying, engaging mystery for the uninitiated. Requiem isn't just a trip down memory lane; it’s a rock-solid entry in the PC horror space that stands on its own merits.

Whether you're there for Leon’s hair or the deep-seated dread of Raccoon City, Requiem proves that the Resident Evil formula is far from dead. It’s a game-changer for the series’ accessibility without losing the edge that makes it "weird" and wonderful.