Resident Evil Requiem gives series fans the best of both action and survival horror
The ninth mainline Resident Evil is trying to split the difference between the series’ action-heavy entries and the stress-inducing hide-and-seek episodes. During a four-hour playthrough of some early parts of Resident Evil Requiem, I spent time with both of the two main characters, Grace and series mainstay Leon. They offer distinctly different playstyles, talents, strengths, and weaknesses. While it isn't an entirely new premise for the survival horror series (in the original, playing as Chris Redfield offered more challenge than playing as Jill Valentine) it’s never been this pronounced.
I started playing as Leon, entering a medical facility he seemed to have been invited to. With a cavernous main hall, it feels like yet another iconic Resident Evil hub, immediately reminding me of Raccoon City's Police Precinct and even the original's cavernous manor. Wings to explore? Check. Suspiciously quiet and empty central area that will almost definitely get overrun by zombies at some point? Probably.
Both Grace and Leon’s parts can be played in either third- or first-person perspective, though Leon’s segments seem better suited to the third-person view, since there's just a lot more shooting. Grace's segments were tense and demanded my full attention, more akin to Resident Evil 7. During this early part of the game, there is a lot of hiding, plenty of ammo conservation and a lot more learning from dumb mistakes. The parts of the game I played with Leon reminded me more of Resident Evil 4 (or 5 or 6 – but let’s gloss over those).
Once you take control of him, Leon is immediately attacked and has to fend off roughly 15 infected doctors, nurses and patients. It’s a significant tone shift from Grace skulking around the facility, hiding behind plants and sometimes just hoping for the best.

Leon, fortunately, arrives with several weapons, including a new melee option, a hatchet. Using this, he can make targeted attacks to lop off limbs and aim at the head to deliver more damage. At least on these basic zombies, I found relentless slashing more effective than more targeted efforts – I’m sure future enemies will demand more… nuanced approaches. A later enemy must be decapitated to kill it.
After a set number of swings, you will need to retreat and sharpen the blade, which adds to the jeopardy while not disrupting the chaos. The hatchet can even be used to parry attacks – if you get the timing down.
Leon even gets to wield a chainsaw during this initial encounter, but only after claiming it from one particularly industrious zombie that seemed to find it inside a hospital. It was crucial to both disarm this zombie and grab the chainsaw before another corpse could take a turn on it. However, just because the chainsaw gets dropped doesn’t mean it’s turned off. I suffered significant damage when I repeatedly rushed into the spinning power tool.
The zombies in Requiem are also a little more nuanced compared to previous games – if a zombie can have nuance. While nearly all of the zombies will attack you on sight, they can be distracted or delayed based on the person they were before they turned. For example, the chef zombie (a hardy, bigger zombie than the ones you’ve come across until that point) will only chase you around his kitchen. Step out into the corridor and he’ll leave you alone. Elsewhere, a zombie (attached to an IV, cute) has his eyes bandaged and will react aggressively to any noise. I used this to my advantage, hurling an empty bottle at another zombie who stood nearby. The IV zombie killed him immediately. Another time, a senior exec who’s been turned is firing an employee of his… by killing them, moaning “You’re fired” as he does so. This little vignette gave me enough time to dim the lights and hide when he left his office.
In Requiem, players are expected to exploit individual zombie behaviors to outmaneuver them. It’s also a welcome dose of humor to the survival horror series, reminding me a little of the camp moments in Dead Rising, another zombie-centric Capcom series.
Leon doesn’t have to strategize quite as much, arriving with a particularly powerful handgun, the Requiem, that he eventually passes over to Grace. This is capable of stopping pretty much (but not all) enemies you come across, although it initially comes with only a single bullet, so you really have to make it count.
During a set-piece battle against a towering, swollen former patient, I got to test Requiem’s action-horror controls under pressure. Leon finds a shotgun and has to flank (and outrun) his “hungry” attacker. The environment in the rafters of the building is designed so it’s easy to figure out where you need to go and how to stop the giant zombie from cornering you. Ammo, at least during this fight, was scattered around, which was a relief after struggling to find bullets during Grace’s segment.
Despite the lack of traditional weapons, Grace eventually finds a blood injector (and its companion blood analysis system). These turn into Requiem’s crafting system. Powered by literal buckets and puddles of blood (you have to draw up infected blood from certain parts of the environment and enemies), samples can be combined with scraps, herbs and more to create high-powered first-aid shots, injectable explosive blood, ammunition and a lot of other things. Analysing different blood types (and solving some light puzzles) adds further crafting options.

During the preview, the infected blood injector was exclusively for Grace’s use. It’ll be intriguing if only one character gets to benefit from the crafting system, although Capcom teased customizable weapons for Leon, which might better suit his playstyle. Grace might also be handicapped by the typewriter save system popularized in the first few RE games. This could mean you’ll only be able to save if you have an ink ribbon on you, a very stressful part of inventory management early on in the series — she really can’t catch a break. However, it appears to be adjustable in difficulty settings.
According to Capcom’s Resident Evil showcase last week, infected blood will apparently play a strong role in Requiem, touching on both Leon’s past (he’s apparently suffering from a mystery ailment) and the circumstances surrounding the death of Grace's mother. And it wouldn’t be a Resident Evil game with mystery, buckets of blood, and a pulpy villain. Capcom has primed another fascinating villain with Requiem’s Dr. Gideon, a former Umbrella virologist who was seemingly written for an actor to go full camp baddie – if the doctor’s hooded snakeskin trenchcoat wasn’t a giveaway.
Resident Evil Requiem will be released on February 27, 2026 for PC, PS5 and Xbox Series X|S.

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