Resident Evil Requiem marks a significant return to Raccoon City, making it the first entry in the series to be set there since Resident Evil 3. While Resident Evil 6 briefly touched on the setting, Requiem fully immerses players in this iconic location. As a result, the game already looks very different from its two immediate predecessors. Instead of the seedy backwaters and toothless locals we’ve seen before, the footage released so far places players within the claustrophobic confines of faceless high-rises and labyrinthine hallways. This atmosphere is quite reminiscent of Resident Evil 2.
During a conversation with Requiem producer Masato Kumazawa, I pointed out the shared DNA between Resident Evil 4 and Village and asked if Requiem might bear a similar relationship to any older entry in the series. Without hesitation, he confirmed my theory: “I believe in that regard, it’s very close to Resident Evil 2,” he said.
Beyond the setting, Requiem also places a stronger focus on the qualities of its player character compared to the last two installments. Ethan Winters, from previous games, had a backstory, personality, and a pressing motive, but Kumazawa draws an interesting distinction between Ethan and Requiem’s new protagonist, Grace Ashcroft. Grace is portrayed as extremely vulnerable and unaccustomed to confrontation or violence.
“When you look at Resident Evil 7, while Ethan is the protagonist, he’s more of the character for the player,” Kumazawa explained. “He’s like a moving camera, because we wanted the player to be immersed, to be involved, and to be scared. So, when you compare her with Ethan, Grace has a lot more characteristics: she has a lot more feelings involved, she’s more easily scared.”
One of Requiem’s most intriguing features is the ability to switch between third- and first-person perspectives. According to Kumazawa, this approach allows the best of both worlds. The third-person perspective lets players see Grace as she “rushes, panics, and gets surprised,” helping to convey her fate as a character within the story. Meanwhile, the first-person perspective enables players to embody the protagonist more directly, similar to the immersive experience in Resident Evil 7 and Village.
Returning to Raccoon City is not without its challenges. The Resident Evil series has spanned 30 years, and its dedicated fanbase is known for being particular about the lore that has built up over time. “Raccoon City’s a very important place, not just for the series but also for the development team,” Kumazawa acknowledged. “So that’s a lot of pressure for us.”
On a related note, I asked Kumazawa if he had played Silent Hill. “Yes, I did play it, and I really enjoyed how they still kept that very Silent Hill perspective, while taking on the challenge of putting it in a new Japan environment,” he said. He added that he admires how Konami managed to create an action horror game without relying on guns.
Resident Evil Requiem is shaping up to be a fresh yet familiar experience, blending classic settings, nuanced characters, and innovative gameplay perspectives to reinvigorate the beloved franchise.
https://www.pcgamer.com/games/horror/resident-evil-village-harkened-back-to-resident-evil-4-but-what-about-resident-evil-requiem-resident-evil-2-says-producer/