
I’m as excited as you are for the release of Resident Evil Requiem! I’ve been revisiting the classic Resident Evil games and I’m really enjoying the anticipation. Everything I’ve seen so far suggests this new installment will be a true return to form for the series.
Things could have gone in a completely different direction. I remember hearing that the developers considered making Requiem an open-world shooter – a really daring move to bring fresh ideas to the Resident Evil series for modern gaming systems and future ones. Would I have been interested in an open-world Resident Evil game? Absolutely! But do I think Requiem was the right game to try that? That’s another question.
I’m not entirely convinced, and here’s why.
An Open World Through The Resident Evil Lens
Some people point to Resident Evil 3: Nemesis as an earlier attempt at open levels, imagining a sprawling city where you could spend hours fighting zombies and avoiding Nemesis. However, having played the game many times – Jill Valentine is a personal favorite – I don’t think it quite lived up to that idea.
Initially, the game feels like an open world, but it’s actually quite linear. While you can discover new areas, you’re always guided by the story. Accessing these areas requires progressing the narrative to obtain necessary items or have obstacles removed through story events. You’re not truly free to explore independently.

As a fan, one of the biggest disappointments for me was how restricted the exploration felt. A huge part of what I love about open-world games is being able to go wherever I want and do things in my own order, and this game really took that away. Though, I have to admit, the way they handled it in RE3 actually worked pretty well! It made sense that Jill was mostly running through the city trying to escape, so the limited exploration fit the story. But honestly, the second half of the game felt much more like the classic Resident Evil I knew and loved – a lot more straightforward and linear.
Then came Resident Evil Village. It featured a large map where you could choose which of the main villains to confront as the story progressed. However, once you entered one of their castles, the gameplay became more focused and linear, guiding you through specific events and boss fights. Like previous games in the series, Village created horror through cramped environments and a feeling of being trapped.
Each of the four Lords had detailed and impressive bases, but they didn’t quite fit the idea of a truly open world game. The fear in these games worked because you felt trapped, which is the opposite of how open-world games usually make you feel – giving you space to move and escape.

I did wonder if Requiem could have been a much larger, more exploratory game for Grace and Leon. However, considering it’s a celebration of Resident Evil‘s 30th anniversary, I believe it’s better to stick with what the series is known for. I’m happy Requiem is focusing on the classic Resident Evil formula that fans love.
It’s not just about wanting to see what a truly excellent Resident Evil game would look like. I also believe a straightforward, linear structure actually works well for the story Requiem is aiming to deliver.
Finding Light In The Darkness
I’ve noticed a trend in the Resident Evil games: they always throw you into absolutely awful situations – the kind that would crush most people. But somehow, the characters always pull through, either becoming a better version of themselves or making sure nobody else has to go through the same nightmare. It’s a pretty powerful theme, honestly.
The series has always relied on dark visuals and a sense of suspense, and Requiem continues that tradition. The game skillfully uses light and shadow to build tension, especially during the intense chase sequences where Grace must escape the Staker. In fact, using light to ward off the monster is a key part of surviving those moments.

The scares in these scenes wouldn’t work as well anywhere else besides the tight, dark hallways. Grace’s fear feels much stronger because she’s trapped with limited escape routes. Considering the Stalker is even more frightening by moving through vents and pipes, it makes a good case for the next game, Requiem, staying true to the series’ familiar, claustrophobic environments.
I’m glad Requiem isn’t an open-world game, especially now that Leon has learned some impressive new skills. He’s become a really powerful fighter, but his abilities are most effective up close. He relies on quick melee attacks and blocking, which means he needs to be right in the thick of things to control the battle. If the game had large, open areas, it would actually reduce the excitement of these fights.
Adding an open world to Requiem would actually hurt the game. It would diminish the intense, immersive experience the developers are striving for, especially considering its unique visual style and gameplay mechanics, which are all about making the story feel raw, impactful, and deeply personal for both the characters and the player.
Which brings me to my last argument in favor of Requiem preserving Resident Evil traditions.
Staying Close During A Crisis

As a long-time fan, I’m really excited to see how Requiem is blending the classic Resident Evil horror with some of the more action-packed stuff from other games. It feels like they’re doing a great job of tying that into Leon and Grace’s individual stories, creating a really interesting contrast between the two. It’s pretty clear they’re going to have to team up if they want to survive whatever Gideon is throwing at them, and I can’t wait to see how that partnership unfolds!
Allowing the characters to freely explore on their own would likely hinder the story. It could lead to them working separately and only occasionally sharing information, which would diminish the emotional impact of their individual journeys. Their stories wouldn’t feel connected enough to convincingly support the relationship they build.
On the other hand, sending them on a large-scale journey together could strengthen their bond, but it might limit opportunities to develop their individual narratives. It would also create complications with each character having their own secrets, like Leon’s in the game. Both approaches could lead to one character getting more focus than the other, which isn’t currently happening in Requiem, where they both seem to be investigating the same location.
As a big Resident Evil fan, I think going fully open world could be tricky. While extra side stuff sounds cool, I worry it might take away from the story. Resident Evil games are known for their intense, carefully paced moments and big set pieces, and I’d hate for those to be diluted by a bunch of unnecessary filler. It’s a balancing act, and I’m not sure adding a ton of side content would really serve the core experience.

Turning Requiem into an open-world game would diminish its horror elements, turning them into simple tasks and pulling players away from the game’s core atmosphere. This would undermine the strong ideas – both classic and new – that are carefully crafted to deliver a truly memorable Resident Evil experience for both longtime fans and newcomers.
I’d really like to see a future Resident Evil game set in an open world. Considering how scary it is to explore at night in Dragon’s Dogma 2, it could be amazing. However, I’m glad it isn’t turning into something like Requiem. That game’s story and overall experience don’t feel strong enough to support a large, open map that would distract players from its best qualities.
The game Requiem truly shines when it guides players and directs the flow of the experience – something the series has consistently done well. It’s possible this approach might evolve, but I’m eager to see what happens next.
If the transition to the new game is smooth, I’ll definitely be playing it as soon as it’s released. But right now, I’m happy sticking with the classic Resident Evil experience, especially since this new version seems like the best one yet.
Just so you know, the opinions in this article are the author’s own and don’t reflect the official stance of GamingBolt.
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2026-01-27 16:20