Resident Evil Requiem – Where Capcom Divides Fear and Action [1]
During the Resident Evil Showcase in January 2026, Capcom unveiled a substantial amount of new information about Resident Evil Requiem, the next mainline entry in its long-running survival horror franchise. Rather than committing to a single gameplay philosophy, Capcom revealed a project built around two contrasting design pillars: intense, satisfaction-driven combat and classic, high-pressure survival horror.
At the core of this approach are two playable protagonists, Leon S. Kennedy and Grace, whose stories and gameplay chapters intertwine throughout the game. Each character embodies a different interpretation of horror, creating a dual-structured experience that defines Resident Evil Requiem from the outset.

Leon S. Kennedy – The Evolution of Resident Evil 4–Style Combat
Capcom revealed that early in development, the team considered making Leon the focus of a purely horror-driven experience. However, internal discussion and player perception led them to conclude that audiences no longer associate Leon with vulnerability or fear. As a result, Leon’s gameplay in Resident Evil Requiem is positioned as a direct evolution of Resident Evil 4 Remake rather than a return to traditional survival horror.
Leon retains his iconic melee kick system, but it has now been significantly expanded. The type of melee follow-up depends on enemy positioning and environmental context. For example, if an enemy is near a wall, Leon can kick them directly into it before crushing their head underfoot. This emphasis on environmental interaction adds variety and spectacle to close-quarters combat.
Leon’s primary melee weapon is a small axe, which can be used for stealth takedowns and to block enemy attacks. However, the axe degrades with use and must be maintained using a sharpening stone, introducing an additional layer of resource management.
Combat is designed to be fast, aggressive, and rewarding. Leon can aim directly at an enemy’s head at point-blank range to trigger brutal execution moves, perform perfect dodges against high-risk attacks—including chainsaw-wielding enemies—and counter with devastating finishing shots using his magnum, Requiem. Adding further flexibility, Leon can temporarily pick up and use enemy weapons, such as chainsaws, during combat encounters.

Grace – Claustrophobic Survival Horror and Player Choice
In sharp contrast, Grace’s gameplay represents the survival horror core of Resident Evil Requiem, drawing clear inspiration from Resident Evil 2 Remake and Resident Evil 7. Her sections emphasize narrow spaces, limited ammunition, and enemies designed to intimidate rather than empower the player.
One of the most distinctive elements revealed is that zombies in Requiem retain fragments of their former human awareness. A zombie who was once a janitor, for instance, may endlessly attempt to clean hallways out of sheer habit. Grace can observe and exploit these behaviors, using enemy routines to sneak past threats or eliminate them quietly.
Grace’s gameplay revolves around meaningful decisions. Players must constantly weigh whether to engage enemies or avoid them altogether. According to Capcom, both playstyles are fully supported, and encounters are designed to accommodate stealth, combat, or a combination of the two.
Grace has limited access to firearms, but at certain moments she can borrow Leon’s Requiem magnum, a weapon that appears to be narratively significant. Ammunition for Requiem is extremely scarce, but a single shot is capable of eliminating multiple enemies, making every trigger pull a deliberate choice.
Grace’s defining mechanic is her ability to create a special serum from zombie blood. This serum can destroy infected blood cells, prevent further mutation, or be used as a tool for silent enemy elimination, adding a unique strategic layer to her survival toolkit.

Interwoven Protagonists, Flexible Perspectives, and Classic Difficulty Options
Resident Evil Requiem is structured around interlocking story chapters for Leon and Grace, with the game shifting between high-intensity combat and oppressive survival horror. This duality creates a deliberate pacing contrast, preventing the experience from becoming one-note.
Both characters can be played in third-person or first-person perspective, allowing players to tailor the experience to their preferred viewpoint. Capcom also confirmed three starting difficulty modes:
- Casual: lower difficulty with aim assist enabled.
- Standard (Modern): a balanced, contemporary experience.
- Standard (Classic): designed for series veterans, requiring Grace to use ink ribbons to save progress, a direct nod to classic Resident Evil design.
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