Hands-on: Resident Evil Requiem Preview

A large, dark, eerie mansion at night with a lit fountain and mist in front under a cloudy moonlit sky—like a scene from the Resident Evil Requiem preview.

After going hands-on with a 3 hour demo of Resident Evil Requiem, what hit me right away is how deliberately it shifts between two very different styles of play. Instead of pushing everything in one direction, the game lets its pace change depending on who you’re controlling.

It doesn’t feel like the game is trying to reinvent Resident Evil or follow whatever’s popular right now. Instead, it pulls from things the series has done well in the past and mixes them together in a way that keeps the experience from feeling repetitive.

Two Characters, Two Ways to Play

The biggest change comes from how Requiem handles its two playable characters.

Grace’s sections are slower and more cautious. You’re not meant to charge into situations, and the game makes that clear early. Movement feels deliberate, positioning matters, and avoiding danger is often the smarter call. The environments support that approach, with tighter layouts and limited visibility that encourage you to pay attention to every corner.

Switching camera views helps with awareness, but it never removes the sense that you’re exposed. You’re constantly weighing whether it’s safer to move forward or back off and look for another route.

In this Resident Evil Requiem preview, a person aims a gun at a zombie lurking in a dimly lit hallway.

Leon’s sections feel completely different. Where Grace feels vulnerable, Leon feels prepared. Combat opens up, encounters move faster, and you’re given more tools to deal with threats directly. The pace shifts noticeably, giving you moments where you can take control instead of reacting to everything around you.

The game doesn’t try to blend these approaches together. It lets each one breathe, and that contrast keeps things from feeling repetitive.


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In this Resident Evil Requiem preview, a man in dark clothing attacks another person, blood splattering across the dimly lit room.

Familiar Gameplay, Used in Smarter Ways

Requiem sticks close to the core ideas the series is known for. Exploration, inventory management, puzzles, and resource decisions are all here, but they’re applied differently depending on who you’re playing as.

With Grace, inventory space matters more. Every item choice can change how you approach the next area. With Leon, you have more flexibility, which opens the door to different playstyles without removing the sense of risk.

Puzzles are spread out in a way that feels natural, and the environments do a lot of the work when it comes to guiding you forward. The game doesn’t stop to explain everything. You’re expected to read the space and adjust as you go.

Resident Evil Requiem Feels Like a Thoughtful Step Forward

What stood out most was how well the pacing works. It doesn’t rush you or throw action at you nonstop. It gives you time to take things in, then ramps things up when it feels right.

Moving between Grace and Leon keeps things from getting stale, with each section pushing you to play a little differently. One section slows things down, the next picks them up again, and that back-and-forth helps maintain momentum over longer stretches.

If the full game sticks with this approach, Requiem feels like it could land in a good place overall, mixing exploration and combat in a way that never pushes too hard in one direction.

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Jon Scarr (4ScarrsGaming)

Jon is a proud Canadian who has a lifelong passion for gaming. He is a veteran of the video game and tech industry with more than 20 years experience. Jon is a strong believer and supporter in cloud gaming, he's that guy with the Stadia tattoo! He enjoys playing and talking about games on all platforms and mediums. Join the conversation with Jon on Threads @4ScarrsGaming and @4ScarrsGaming on Instagram.

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