
I’m really excited for Resident Evil Requiem, and I think it’s going to be huge this year. It’s not because of a massive marketing push or trying to be the biggest thing out there, but because the developers really get what fans want. They’ve been looking back at their past games – what worked, what didn’t – with the recent remakes. And they’ve realized that sometimes, a more subtle, atmospheric approach is way scarier – and more effective – than just throwing tons of spectacle at you.
Okay, I get it – you’re probably thinking, ‘Wait, we’re ripping zombie doctors apart with chainsaws in Requiem? That doesn’t sound very restrained!’ And you’re not wrong, it is pretty over the top. But honestly, while Leon’s definitely fun and chaotic, I think the developers are really showing what they can do with Grace. Her sections are all about being careful, figuring things out, and a slower pace – it’s a surprisingly big shift back to how the original Resident Evil games felt, and it’s really cool to see.
This is important now because, with more and more well-made, visually impressive horror games coming out, Resident Evil Requiem proves that the Resident Evil series isn’t just following trends—it’s a cornerstone of the genre. The developers recognize the weight of the Resident Evil name, and their decision to introduce a new main character—someone completely unfamiliar with fighting the undead—looks like a smart move.
The ideas in this game weren’t created randomly. Grace’s nervous movements, which become increasingly frantic, are intentional and add to the atmosphere. While Requiem is a new installment in an established series, it’s the first major release since the developers started revisiting their older games. They clearly understand what made those games successful, and they’re using that understanding to create something special with Requiem.
The 2019 remake of Resident Evil 2 didn’t just update the original’s classic feel. While it boasts improved graphics and a new camera angle, it’s not just visual enhancements that create fear. RE2R understands that what we don’t see is often the most frightening part.
The developer redesigned the Raccoon City Police Department as a complex and confusing fortress, filled with narrow hallways, locked doors, and blocked paths. This intentionally confusing layout helped recapture the feeling of mystery and dread that can sometimes be lost with updated graphics and gameplay.
Honestly, the remakes have been a bit hit or miss. When they’re good, like with the Resident Evil 2 remake, they really nail it. They take what made the original great and update it perfectly – the movement feels smooth, and the combat is way more strategic. But the Resident Evil 3 remake? It looked amazing, sure, but they totally messed up Nemesis. Instead of being a constant, terrifying threat, he showed up in these really predictable, scripted moments, which completely ruined the fear factor. It just wasn’t the same.
Resident Evil Requiem represents the peak of everything the developers have learned from previous games. They clearly understand what makes a scary experience, and this is evident in how Requiem uses its protagonist, Grace, to create fear. Grace is perhaps the most focused and intentionally designed character in the entire series.
What truly captivates about this character isn’t her abilities, but how realistically she reacts to threats. She jumps, flinches, and runs away in a way that feels genuine, as if the creators intentionally made her responses believable. In a series that often leans into exaggeration, it’s a welcome change to see a lead character portrayed with such honesty and, importantly, restraint – making her feel relatable and grounded.
Survival horror games often create tension by making players feel weak or helpless, but this game takes a different approach. The protagonist, Grace, isn’t powerful, but she’s also not completely defenseless – she’s somewhere in between, learning as she goes. This is a new way for the Resident Evil series to build fear, putting you directly into Grace’s perspective and letting you experience her growing dread. While she becomes more capable over time, the beginning of the game truly puts you in her shoes, sharing her fear. Grace’s design aims to make every player, even those experienced with horror games, feel vulnerable, but also empowered – you’re not helpless in the face of danger.

This is a huge improvement over the last time Resident Evil attempted a complex story. Resident Evil 6 was overly ambitious and nearly ruined the series back in 2012. Whether it was truly as bad as people recall isn’t the focus here, but it’s a relevant comparison because Requiem also features multiple protagonists, settings, enemy types, and zombies. However, unlike its predecessor, Requiem handles these elements with control and, importantly, restraint.
This isn’t a look back at the failures of Resident Evil 6. Requiem isn’t about fixing past mistakes, but about showing how the developers have improved. While we mentioned they’ve been discarding what doesn’t work, comparing Requiem to Resident Evil 6 reveals surprising similarities. Both games are incredibly ambitious. However, Requiem will likely be more successful by knowing when to pull back, when to avoid over-the-top action, and when to build suspense. Requiem aims to be impactful through a unified experience, unlike the chaotic nature of Resident Evil 6. In a year like 2026, which is already full of major releases and ambitious horror games, a cohesive vision is crucial.
This year is shaping up to be huge for horror games. We’re seeing everything from unique indie titles like Holstin to a revamped classic with Fatal Frame II: Crimson Butterfly Remake. Plus, there’s the new Dark Pictures Anthology game, Directive 8020, more Silent Hill, and the intense Reanimal, a spin-off from Little Nightmares. Horror is clearly thriving and isn’t going anywhere soon.
While Resident Evil Requiem might not be the most innovative or unusual game of its kind, it will still be a defining title for the horror genre. Other games may experiment with bolder styles and approaches, but Requiem offers something just as important: consistent quality, refined design, and a strong sense of direction. It will likely become the standard for how horror games are made in terms of visual quality, design, and overall unity. When there are many options available, a reliable and well-made game like this can serve as a clear example for others to follow.

I’ve noticed a cool trend in horror games lately. Titles like the new Silent Hill, Alan Wake 2, and even Routine aren’t just about jump scares. They’re focusing on building tension slowly, using the environment and a sense of being stuck to really mess with your head. It’s less about constant action and more about making you feel genuinely uneasy.
The Resident Evil series has always been good at creating both scary and relaxing moments. Previously, it did this by switching between big, action-packed scenes and quiet, tense ones. Now, the games are moving towards a more modern style of horror, and while they still aim for that balance of fear and relief, they’re achieving it differently—specifically through the quieter, more suspenseful sections featuring the character Grace.
If Resident Evil Requiem lives up to the hype, it’s poised to be a major game in 2026, and not just because of the Resident Evil name or its release date. It’s set to succeed because it understands how to genuinely scare today’s players, and importantly, how to build tension through subtlety. While it’s not afraid to showcase exciting action sequences with Leon, the game truly shines by recreating the fear of the unknown, largely through its new character, Grace. That kind of approach is unusual for a big-budget game these days.
Please be aware that the opinions shared in this article are solely those of the author and don’t reflect the official stance of GamingBolt.
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2026-02-20 15:16