
Players and critics have been really impressed with Requiem, especially how well it tells the story through two main characters, its return to the series’ origins, and its blend of scary survival elements with exciting action. While we thoroughly enjoyed the game ourselves, we also paid attention to what people weren’t so happy with.
We don’t necessarily share all the criticism of Requiem, but we believe it’s important to consider all feedback. Even great games can be improved, and we found some points that could help make the next installment even better.
We’ve compiled a fascinating list, and you might surprisingly find yourself agreeing with some points, even if you love the newest releases. Let’s get started!
10. Not Enough Of It

With a playtime of around 10 to 20 hours, Resident Evil Requiem is a relatively short game. While this isn’t necessarily a problem, some players feel the $69.99 price tag is a bit high considering the game’s length and what it offers.
We understand that seventy dollars is a significant purchase, and it’s reasonable to expect a good experience when you spend that much on a game. However, it’s hard to say if the game could have been longer without becoming boring. The writers faced a tough challenge – the story needed to be just right, especially because it’s based on something people remember fondly. Stretching it out might have actually made things worse.
We included this one because it offers a reasonable perspective, although we believe focusing on quality is more important than simply having a large amount of something.
9. ARK Labs Could Have Been Better

So, every Resident Evil game seems to have a hidden lab under Raccoon City, right? This time it was ARK Labs, and honestly, while it was cool seeing Victor Gideon finally lose it and go full villain, the lab itself felt…a little underwhelming. It was super clean and didn’t really feel that dangerous, and a lot of us were hoping for something a bit more intense. It kinda felt like all the story threads came together there, but the location itself didn’t quite live up to the hype.
Compared to the Rhodes Hill Care Center, the criticisms of this area are noticeable in its design and how it plays. The enemies weren’t as diverse as in earlier parts of the game, and they looked too similar to those in other Umbrella facilities. While we understand the point about the enemy variety, we think the design choices weren’t entirely without reason. It would have been nice if the facility felt more unique, considering it contained a cure instead of just another sample or biological weapon.
8. Zeno Was Half-Baked
We agree with this assessment. While he served as a link between Gideon and the Connections, the character wasn’t developed enough for us to feel invested in him. The Connections may have questionable motives, but they’re clearly intelligent and have successfully operated in the shadows, letting Umbrella take the blame for their activities.
Surely, someone belonging to that group would have checked if the Elpis vial actually boosted their abilities. But this man didn’t, making him an easy target for Gideon before his transformation. His role in the story ended almost as soon as it began. We even playfully speculated he was a nod to the character Wesker and wouldn’t survive. It felt good when Gideon confirmed our suspicions, and we congratulated ourselves on being right.
We must say, it felt good!
7. How Much Action Is Too Much?

Some players of Requiem feel the game’s style falls somewhere between Resident Evil 2 and Resident Evil 6. While many enjoyed how intense and capable Leon was, his action sequences reminded some of the more action-focused RE6, and that’s understandable. Leon is strong and capable, but also doesn’t give up when things get tough.
We saw a glimpse of that side of his character in Resident Evil 2, and while Grace handled the stealth sections well, it would have been interesting to see Leon face situations where using weapons wasn’t the best solution, pushing him to be resourceful and find alternative ways to succeed.
6. Overly Simplistic Puzzles

It seems players were equally interested in challenging puzzles as they were in seeing Leon solve problems. Some felt the puzzles in Requiem were a bit too easy, and we tend to agree. While the final puzzle was particularly clever, it wouldn’t be reasonable to make every puzzle that difficult. A balance between challenging and simple puzzles would have been ideal.
Many of the puzzles felt too easy, with solutions that were either obvious or found nearby. Once you had the necessary item, solving them was usually straightforward – the Organ Transport Box is a good example of this. While the Analyzer offered a decent challenge, it actually highlighted how simple the rest of the puzzles were in comparison.
5. Too Much Nostalgia

We’re still deciding how we feel about this, but some players think the game depended too much on familiar elements from older titles. We understand those concerns – it was very clear that the game drew a lot of inspiration from Resident Evil 2 and Resident Evil 3, and locations like Raccoon City and Elpis felt heavily based on previous games.
Wasn’t the goal of this game to tie up loose ends from previous installments? Perhaps we should see Requiem not as dwelling on the past, but as a way to conclude storylines and pave the way for future games, now that a consistent cure for the virus exists.
It was great revisiting Racoon City, though some fans weren’t happy with the Mr. X boss fight or Zeno’s attempt to imitate Wesker. However, we feel the story wasn’t just relying on nostalgia; it was clearly setting things up for future games.
4. The Nemesis Boss Fight

Some players feel Gideon’s final form wasn’t as unique as it could have been, noting its similarities to the creature from the Resident Evil 3 Remake. We tend to agree – the fight felt brief and Gideon’s weak points weren’t particularly challenging to hit.
Last we heard, Grace had fully recovered after giving Leon the Elpis cure, which saved him from the effects of Raccoon City and prepared him for a fight with Gideon. It would have been great to see them actually team up and fight together, rather than just working together because they had to.
It’s also possible Gideon wasn’t always human. Many villains have impressive mutant powers for us to fight, so it would make sense if Gideon had one too.
This belonged with the nostalgia bit, but we thought it deserved its own spot.
3. A Few Weak Story Points

Look, no story is going to appeal to everyone, and I’ve seen a lot of discussion about Requiem that proves it. Honestly, you could enjoy it if you didn’t pick at a few plot holes, but some of us like things to make sense! A big one people are talking about is how Emily managed to survive that whole ordeal. It’s kind of funny – and a little unbelievable – that Leon was so careful not to hit anything vital when she transformed. It just feels a bit… convenient, you know?
He’s clearly skilled with bows and arrows, but being able to aim accurately while that sick is impressive. It’s strange that Zeno brought Grace to the RPD, knowing Leon would likely go there to reach the underground. Why didn’t he just explain her connection to unlocking Elpis at the ARK facility? It felt too easy that he told Leon where Elpis was located – almost as if it was scripted.
The story was generally well-done and quite complex, but given how much excitement surrounded this game, it would have been satisfying to really win over the critics and skeptics.
2. Complaints About The Plot As A Whole
Some players feel the story’s conclusion is too neat and happy, especially considering the difficult journey Leon and Grace went through. It’s led some to wonder if games are avoiding sad endings these days. We understand that Requiem‘s ending – with the heroes safe but a new threat emerging – is similar to many Resident Evil games, and that’s perfectly fine. It’s a classic cliffhanger, and a long-standing tradition for the series.
The scene after the credits effectively teases a new storyline. While Leon’s death in the alternate game ending was shocking and could have been a daring choice, it’s debatable whether it would have been more impactful than keeping him alive for future adventures. We’re inclined to think not.
Another idea is the ‘retcon’ theory, which proposes that Raccoon City should have been completely destroyed, leaving nothing for players to investigate. It’s a logical concept, and the writers might have considered it during development.
1. Questionable Replayable Value

Considering the game’s length and cost, it really comes down to whether there’s enough content to justify the price. While Requiem offers replayability with unlockables and a New Game Plus mode – letting you use what you’ve learned on a second playthrough – the core question of overall value remains.
Fans were curious why Grace wasn’t allowed to use her Stabilizers and Hip Pouches. They felt using them made her gameplay sections feel too similar to each other. A big part of enjoying New Game Plus is seeing how a well-equipped character handles challenges they previously found difficult.
It didn’t make sense to include a very difficult ‘Insanity Mode’ and then not let a naturally weaker character benefit from a clear advantage. Many players found it more appealing to replay the game on an easier setting instead, which defeated the purpose of having the harder mode at all.
We should consider this for future updates or additions to the game.
Those are the main issues with Requiem that we feel are worth discussing. While we don’t necessarily agree with every criticism, it’s important to consider how even great games can be improved. Hopefully, developers will use this feedback to make even better games in the future.
It remains to be seen if future Resident Evil games will fix these problems, but for now, we’ll continue playing as Leon and fighting zombies for the foreseeable future.
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2026-03-13 20:44