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January 26, 2026

Resident Evil Requiem hands-on: a survival horror that makes nostalgia terrifying



Content warning: this article discusses graphic violence, disturbing imagery, and mature themes in an 18+ game.

Resident Evil Requiem asks you to slow down and look. After spending time with an early demo, what stays with me isn’t just the combat or the dual-protagonist setup, but how assured the game feels in its visual decisions, and how deliberately those choices frame mood, character, and space. It’s in how a corridor holds my eye for a second too long. How motion, or the suggestion of movement, feels loaded.

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The demo opens with Leon S. Kennedy arriving at the decaying sanitarium in a photoreal Porsche Cayenne Turbo GT, designed just for the game (okay, this is a graphical flex). Outside, rain slicks cracked stonework, mist blurs hard edges, and the building’s silhouette hangs in the distance, refusing to reveal its true shape. It’s striking immediately, but what stood out to me was how restrained it all felt.

(Image credit: Capcom)

Inside, polished wooden floors reflect low, humming lights, creating stretched, uneasy reflections. Corridors are wide, but never generous. Sightlines run just long enough to remind you how exposed you are. It’s classic Resident Evil spatial thinking, but with modern nuance. This is a space that rewards stopping, looking, and second-guessing yourself rather than pushing forward on instinct.

The RE Engine’s material work does a lot of heavy lifting here. Wood looks worn but maintained. Stone feels cold and institutional. Metal fixtures catch the light in ways that keep pulling my gaze ahead. Long before anything attacks, the environment is already telling its own story, and it’s one that instinctively makes me feel uneasy.

(Image credit: Capcom)

animation pushing against each other rather than following a script.

Up close, the character art is exceptional. Zombies have tears in their eyes. Jaws slacken and quiver as they moan. Their movements feel hesitant, clumsy, and almost embarrassed. They bump into furniture and each other in ways that feel messy and human. This goes beyond technical fidelity. It feels observed, like someone spent time watching how bodies sag, hesitate, and lose balance before animating them.

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(Image credit: Capcom)

best horror gaming with pure spectacle. Advanced lighting, physically based materials, detailed animation, and careful optimisation are all present, but they’re never showy. They exist to support framing, mood, and emotional response.

What impressed me most was how personal the horror feels. Perspective and art direction do much of the work, with the technology quietly backing it up. Vulnerability and confidence become opposing experiences you feel immediately when control switches hands. This remains just a slice of the full game, but I can’t wait to explore more of Requiem’s uneasy beauty.

(Image credit: Capcom)

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