
Nakanishi tells Automaton that while “of course, there will be boss battles,” Requiem’s encounters will lean toward the restrained, puzzle-adjacent confrontations of 1996’s Resident Evil and 1998’s Resident Evil 2 rather than showy, shoot-first action. Players are expected to broaden their exploration within confined environments and overcome obstacles through clever problem solving rather than nonstop gunplay.
Grace’s arc follows that transition. Nakanishi says she’s “scared at first, but the situation eventually causes her to snap, and she becomes able to fight her enemies.” Experiencing that hardening alongside the protagonist is one of the game’s core draws; even the most fragile-sounding characters can develop a tougher edge.
Capcom describes Resident Evil: Requiem as “almost an upgrade” of the Resident Evil 2 formula, but admits that after making so many entries they’re not always sure what will frighten players anymore: “We’ve made so many of these that we can’t tell.”
Source: gamesradar.com


