
Resident Evil Requiem (RE9) is a victory lap for Capcom, a Japanese video game company. Celebrating the series’ 30-year history, RE9 blends its best parts together to create something exceptional. In a way, it feels like the final step for the franchise as it currently exists. Its retreading of Resident Evil’s best hits in both action and horror makes it feel really special to fans of the series. In achieving such breadth, however, character gameplay feels underwhelming at times, especially during repeat playthroughs.
RE9’s most distinctive feature is its dual-protagonist approach. Through series newcomer Grace Ashcroft and fan-favorite, bioweapon-slaying veteran Leon Kennedy, users play around with fear and catharsis. While Grace can easily be overwhelmed by a single zombie, Leon roundhouse kicks it across the room before dropping a corny one-liner. This duality works flawlessly.
Grace’s sections are defined by her fear. Emphasized by award-worthy acting by Angela Sant’Albano, Grace feels permanently terrified, as does the player. Grace’s sections of the game are slow and methodical. She is armed only with a handgun and Leon’s giant magnum, “Requiem,” a panic button with very limited ammunition.
Grace’s extremely limited resources and offensive capabilities make her a strategist, and her gameplay loop is a series of questions. What should I take with me? Which route should I go to avoid enemies? Do I have enough ammo to clear an area, or should I sneak through? At every point, your brain is constantly working to divert resources effectively, and it is an absolute masterclass in survival horror design.
This is not new to the series, but Requiem sets itself apart by giving Grace a unique kit. Because the expected power fantasy is reserved for Leon, the developers intentionally chose to make Grace weak throughout her entire playtime. Her unique ability to use zombie blood to create essential items, including the ability to save your game, is the best and most compelling crafting system in the franchise. Its surprising depth made her sections a true standout. This is only half of the formula, though — and contrasting Grace’s lack of power is Leon, for whom these threats are just another day on the job.
Leon’s half of the game is all-out action. At an early point, Leon walks through the same areas that players visit as Grace, and it feels so great to steamroll enemies without difficulty after meticulously planning around them for hours. This 49-year-old combat veteran is no longer a victim of the horror — for these evil residents, Leon IS the horror.
Requiem emphasizes Leon’s extensive combat capabilities. While players can watch Grace almost break her arm to fire Leon’s magnum once, Leon does gun-fu with the thing. They hammer home the fact that Leon has seen almost everything. The dry humor and fearlessness shown while dispatching threats with an arsenal John Wick would envy is great fun. However, Leon’s sections can be significantly less interesting than Grace’s, especially on repeat play-throughs.
A lot of Leon’s portion is spent on nostalgia, and it naturally has less novelty than Grace’s sections. I don’t think this fan service is bad. In fact, getting to walk through iconic areas like the Raccoon City Police Department again is perfect for Leon’s story. Yet, it serves no gameplay purpose on a future playthrough. Because the game emphasizes Leon’s character and nostalgia, his combat model isn’t given enough room to grow, unlike it does in previous games. RE9’s trimmed-down approach to Leon’s gameplay works well for his 5-hour runtime and the story, but I could feel the rigidity of these systems on my second playthrough.
There is a perfect moment where Leon “sees” Grace for the first time. The pair is arguing, and Grace yells at him, “Whatever it takes, count me in.” I felt like this was Capcom passing the torch to the next generation. In that moment, Leon turned back and saw himself all those years ago, after surviving the events of Resident Evil 2 and promising to stop Umbrella Corporation. Grace is not a damsel in distress. We get to watch Leon make peace with his younger self through helping her.
This is why I say it feels like the end of the series as it currently exists. Requiem completed Leon’s character arc, and I hope the old man can finally rest. It also welcomed some new blood and reminded us that even after 30 years, Capcom’s still got it. Resident Evil 10 is inevitable, but I hope this celebratory entry marks the end of an era and the blossoming of something brand new for the series.

