Resident Evil Requiem Details Dual Protagonist Design

Capcom has shared new details on Resident Evil Requiem, outlining its dual-protagonist design and how the game balances survival horror and action through distinct gameplay roles for Grace and Leon.

The first topic addressed during the Resident Evil Showcase was director Koshi Nakanishi clarifying earlier comments about Leon’s role. He joked that he never explicitly said Leon would not appear. Nakanishi explained that the team did attempt to build a genuine horror experience around Leon, but ultimately felt audiences would not respond well to a timid version of the character. That concern, he noted, was the prevailing internal opinion at the time.

Resident Evil Requiem

Resident Evil Requiem releases on Xbox Series X|S, PlayStation 5, Switch 2, and PC on Steam and Epic Games Store on February 27, 2026.

Resident Evil Requiem is designed to feel like two distinct experiences as players alternate between Grace and Leon. Grace’s sections draw heavily from the design philosophy of Resident Evil 7 and Resident Evil 2, emphasizing atmosphere, limited resources, and sustained tension. Leon’s segments lean closer to the action-thriller tone established in Resident Evil 4, with more mobile combat and higher enemy pressure.

This dual structure allows the game to move deliberately between oppressive horror and high-intensity action. Grace’s slower, more vulnerable encounters build tension, while Leon’s sections provide release through momentum and controlled aggression. The goal is to maintain suspense without overwhelming the player through prolonged exposure to a single emotional register.

The Structure of Resident Evil Requiem

The story itself is described as unified, with progression defined by shifts in player control between Grace and Leon. Nakanishi explained that these transitions are woven directly into the narrative rather than functioning as separate campaigns. Leon’s role takes place after the events of Resident Evil 6, and in Requiem he continues his work as a DSO agent.

The game introduces a new strain of infected. While they resemble classic zombies visually, their behavior aligns more closely with Return of the Living Dead. During the showcase, one infected was shown speaking the word “next.” These enemies retain fragments of their former lives, such as continuing routine tasks like custodial work. Players can observe these behaviors and use that knowledge to avoid, distract, or subdue them.

Combat builds upon the systems introduced in Resident Evil 4. Well-placed shots can stagger enemies and open them up to melee follow-ups, and defeated enemies may drop usable weapons. One example shown was Leon retrieving a chainsaw after defeating an enemy. His combat design emphasizes constant pressure, reinforcing a persistent sense of danger rather than power fantasy. Leon also carries a hatchet that can be used to parry attacks, with a mechanic allowing it to be sharpened over time.

Grace’s gameplay focuses on confined environments, scarce ammunition, and enemies designed to provoke fear rather than confrontation. This reinforces the series’ traditional fight-or-flight identity. Nakanishi noted that many of the game’s systems were implemented specifically to support this approach. Heavy weaponry is rare, though Grace has access to a powerful assault revolver named Requiem. Ammunition for it is extremely limited, positioning it as an emergency option rather than a primary tool.

A new crafting system was also demonstrated. Specialized injectors require drawing infected blood, which introduces moments of calculated risk. In the demo, Grace used a syringe to collect blood from a fallen zombie. This system encourages situational aggression when necessary, without undermining the broader emphasis on survival and restraint.

At any point, players can switch between first-person and third-person perspectives for both characters. Multiple difficulty options were shown: Casual, Standard (Modern), and Standard (Classic). Standard (Modern) is described as a balanced experience aligned with contemporary Resident Evil entries. Casual mode focuses on story and puzzles and includes aim assist. Standard (Classic) mirrors older titles, limiting autosaves during Grace’s sections and requiring ink ribbons to save, a staple of the series dating back to Resident Evil 0 and Resident Evil Code: Veronica.

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