Resident Evil 9 Requiem: We Saw the Gameplay at Capcom, It’s P.T. with Extra Gore!

Resident Evil 9 Requiem: We Saw the Gameplay at Capcom, It’s P.T. with Extra Gore!

Unveiled at the conclusion of Geoff Keighley’s Summer Game Fest 2025 conference, Resident Evil Requiem (or Resident Evil 9) has become a focal point of anticipation. Even before its official announcement, rumors swirled about a setting reminiscent of the series’ beginnings, as well as the return of Leon S. Kennedy. Capcom is meticulous in revealing game aspects in communication, but the California event allowed us a closer glimpse. Over a 20-minute demo, we witnessed a promising episode, impressive both visually and atmospherically. Let’s delve into what Capcom shared with us behind closed doors…

The burning question has been circulating: Will Resident Evil Requiem adopt the first-person perspective of Resident Evil 7 and Village, or the over-the-shoulder view found in the Resident Evil 2 and 4 remakes? The answer is simple: it offers both! Yes, Resident Evil 9 Requiem finally provides what fans have clamored for over the years: the ability to seamlessly switch between first and third-person views directly from the ‘Options’ menu, without restarting the game or sacrificing your save. This feature profoundly alters the gameplay experience, with first-person offering deep immersion, a tunneled vision inducing fear accentuated by the heavy breathing of our protagonist, Grace Ashcroft. In third-person, the gameplay shifts towards more action without losing its tense atmosphere.

ALL ABOUT GRACE

Grace Ashcroft is a new character in the Resident Evil saga, yet her lineage remains familiar: she is the daughter of Alyssa Ashcroft, often overlooked from Resident Evil Outbreak. This connection becomes more poignant as her mission takes her to the Remwood Hotel, where her mother died eight years prior. Here unfolds the demo we witnessed in complete darkness—a nightmare where Grace awakens suspended upside down, with an infusion in her arm, in a room turned into a temple of agony. It immediately places the player in a state of utter vulnerability. Her role remains unclear, but she appears trapped in a ritual or experiment within a decrepit hospice-like building.

Resident Evil 9 Requiem

What follows encapsulates Capcom’s strengths since Resident Evil 7: suspenseful exploration, impactful sound design, and gothic, baroque artistry. The Remwood Hotel, particularly its medical wing, evokes the peak moments of the Spencer Mansion: narrow hallways, sealed rooms, creaking doors, and oppressive darkness. A true return to roots. Lighting is scarce, flickering, sometimes deceptive. A corridor might illuminate only to reveal shifting shadows. A simple Zippo lighter guides the player, heightening the sensation of navigating a living trap. Ammunition is sparse. Initially, Grace only has bottles to throw for defense—virtually nothing—and her actions range from door-opening to item retrieval, solving classic series puzzles: locked doors, inventory management, key items. A familiar interface.

Resident Evil 9 Requiem

MONSTER HUNTER

Then the monster arrives. A grotesque, towering entity with sagging skin, reminiscent of Silent Hill’s worst nightmares. Too large for doors, it contorts in unnatural ways, ready to crush poor Grace barehanded. Although the sequence is heavily scripted, it remains haunting. Reminiscent of the Beneviento House in Resident Evil Village, the discomfort reaches new heights. As you flee, the gameplay unveils its essence: in first-person, panic is visceral; in third, visibility increases but every stumble, blocked door, and forced detour carries weight. Special mention goes to a chilling scene: Grace finds a corpse before the creature literally emerges from the wall to devour it, with unsettling proximity. A masterful jumpscare, even more impactful following a deceptive lull.

Resident Evil 9 Requiem

The RE Engine, now even more refined, plays its role. Capcom hasn’t clarified if it’s a new engine version, but the visual quality is impeccable: detailed textures, dynamic shadows, and a fiendish mastery of lighting. In one room, simply turning on a lamp creates more tension than a horde of zombies. As light never fully illumines, shadows persist. Yet, beyond technical prowess, the game’s tone leaves a strong impression. Resident Evil Requiem seeks to rekindle pure psychological horror akin to Silent Hill 2, Amnesia, or the original Fatal Frame—subtle, intimate, unsettling horror. According to director Koshi Nakanishi (also behind Resident Evil 7), Resident Evil 9 Requiem aims to merge pure survival horror with a controlled thrill—a fear not merely imposed but almost desired. The switch between first and third-person embodies this perfectly. In quieter moments, FPS heightens fear of the unknown; during confrontations, TPS allows strategic control without resorting to mindless gunplay. Capcom seems set on fully exploring this duality—a first for the series.

Resident Evil 9 Requiem

BACK IN BUSINESS

Persistent rumors hint at a second protagonist, possibly Leon S. Kennedy, offering variety with more action-oriented segments. However, Grace’s sections will undoubtedly be pure horror, and Capcom seems committed to this approach. Resident Evil 9 Requiem may not reinvent the wheel, but it brings impressive expertise to the table. With a new cast, meticulously crafted atmosphere, refined technical execution, and a promise of renewed terror, RE 9 Requiem might bridge the visceral horror of RE 7 with the polished gameplay of RE 2 Remake. We’ll have to wait until Gamescom 2025 for another glimpse. One thing is certain: true, skin-crawling fear is making a grand return.

Resident Evil 9 Requiem

 

Source

Read also