
Early Multiplayer and Open-World Concepts Were Real
In the extended Creator’s Message video, director Koshi Nakanishi addressed long-running rumours. He confirmed that Resident Evil Requiem originally started as an online game. He confirmed that the team spent a significant amount of time testing both online systems and open-world elements in the early stages of development. Although the internal builds showed promise, the team ultimately felt that direction didn’t match what fans wanted from the series.
Instead of pushing forward with multiplayer features, they scrapped those concepts and restarted development with a focus on single-player horror. The decision helped narrow the game’s identity and gave the team a clearer foundation for what they wanted Requiem to become. Nakanishi didn’t go into detail about what the multiplayer or open-world prototypes looked like, but described them as having “interesting ideas” that just didn’t fit. What followed was a shift in tone, pacing, and design that better aligned with the themes of isolation and fear.
Visual Detail, Hair Simulation, and Metal Noir
The development team went into detail about how much effort went into Grace Ashcroft’s design, especially her hair and facial expressions. To make her look as natural as possible, they created real wigs and studied how hair behaves in different poses. One example involved flipping the wig upside down to simulate how Grace’s hair would move during a specific cutscene. That reference was then brought into the game using updated RE Engine tools.
To improve hair animation even further, the team borrowed technology from the Pragmata developers, including new strand simulation features. These allowed for scenes where light passes through individual strands of hair, adding subtle realism that supports the game’s mood. Grace’s short, wavy hairstyle was also carefully chosen to reflect her personality and emotional state, giving her a different visual identity compared to past protagonists.
Visually, Resident Evil Requiem also adopts what the team calls a “Metal Noir” style. This direction blends gritty urban environments with film noir influences, focusing on metallic reflections, shadows, and stark contrasts. It’s a shift away from the rural backdrops seen in recent titles, bringing the horror into more modern, city-based settings.
Resident Evil Requiem Embraces Horror and Legacy
The Creator’s Message videos offered a clear look at how Resident Evil Requiem evolved during development. The team explored early online prototypes before shifting to a focused horror experience. That change was shaped by fan expectations and a desire to return to what makes the series work. Its release also lines up with the Resident Evil series’ 30th anniversary in March 2026.
With its new protagonist, deeper emotional design, and detailed visual presentation, Requiem marks a different kind of Resident Evil game. It arrives at a meaningful time for the franchise. It’s positioned as both a standalone entry and a reflection on the series’ long history.
What do you think of Resident Evil Requiem so far? Are you ready to see where Grace’s story leads? Let us know in the comments.
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