Resident Evil Requiem Review

Within the hallways of the sinister sanatorium where Resident Evil Requiem’s opening hours take place lies some of the most frightening encounters I’ve experienced in the series to date. With my headphones on and the lights off, the ninth mainline adventure in Capcom’s longrunning survival horror saga forced me to endure moments so palpably tense and prolonged I discovered muscles to clench that I didn’t previously know I had. Yet hours later I was no longer holding my breath, but holding my fist in the air instead, as I gleefully mowed down masses of undead meatsacks like it was D-Day in World War Z. In an effort to please both survival horror stalwarts and action-horror advocates, Resident Evil Requiem runs the gore-soaked gamut from anxiety-inducing chills to trigger-happy thrills. The result is yet another supremely hair-raising horror story, despite the fact its most potent scares have all been delivered by the time it arrives at its more gloriously gung-ho second half.

Not unlike 2023’s Alan Wake II, Resident Evil Requiem initially focuses on a young FBI agent, in this case series newcomer Grace Ashcroft (Angela Sant’Albano), a fresh-faced analyst who’s sent to investigate a series of mysterious deaths among the survivors of Raccoon City, several decades after the 1998 outbreak. Grace’s flashlight-lit forensic search through the grimy insides of a shuttered hotel is ultimately short-lived, however, since she’s soon ensnared by Victor Gideon (Antony Byrne), Requiem’s main antagonist whose menacing air, disgustingly disfigured face, and greasy goggles make him seem like some sort of steampunk Emperor Palpatine. Victor traps Grace in the Rhodes Hill Chronic Care Center, a Spencer Mansion-style labyrinth of locked doors crawling with all manner of flesh-eating freaks, but thankfully help is on the way in the form of uber stylish series veteran, Leon S. Kennedy (Nick Apostolides).

Survival horror’s preeminent himbo has clearly seen better days – the strange bruising on his skin suggests he’s battling some sort of affliction potentially related to T-Virus exposure, while the shiny new Porsche he’s driving implies he’s also not immune to a midlife crisis. But it’s Grace who is the standout here. Resident Evil characters have historically exhibited an exaggeratedly campy quality that’s injected a large dose of goofiness amidst the gore, but for my money this inexperienced FBI agent is by far the most relatably human heroine the series has ever had. Her evolution from being perpetually on the brink of a panic attack to becoming self-assured enough to fight back made for a journey that I found as captivating as it was consistently creepy.

Saving Grace

Requiem allows us to alternate control between Grace and Leon at specific story junctions over the course of its roughly 10-hour campaign, but it’s the former whose predominately stealth-based sections are undoubtedly the most fear-inducing. Underpowered and under constant threat from twisted stalker ghouls that are liable to descend from the rafters at any moment, Grace’s efforts to escape from the terrors of Victor’s hospital is a wonderfully stressful slab of unrelenting survival horror. There’s precious little ammo to find, a miserly number of inventory slots to manage, and Grace moves at such a slow speed that it makes timing your careful crouch-walk to avoid a prowling pack of zombies an exercise in pinpoint pathmaking, especially if you don’t have a rare breakable bottle to toss in order to create a distraction. All the while you have to puzzle through a stimulating series of body part-based riddles and elaborately locked doors, never really knowing when you’re going to turn a corner and come face to flabby face with a grotesquely girthy golem that’s urgently squeezing its way down the hallway towards you.

I spent so much time trying to steer clear of the numerous considerable threats, that on the occasions Grace was forced into a confrontation the results really rattled me. When played in the default, claustrophobic first-person perspective, her guns feel genuinely startling to fire and the impact of every precious pistol shot is immense. Bullets tear the festering flesh off zombie faces leaving eyeballs to dangle from their stems, and blood spatter paints the walls and persists even when you backtrack through the area later on.

The gallons of gore that covers the floor isn’t just there for spectacle, mind you, since Grace is equipped with a handy blood collector that allows her to syringe up the infected plasma pooling around zombie corpses, and combine it with other pieces of scrap to craft invaluable items like medkits and single-use hemolytic injectors. The latter can be jammed into the spine of an undead monster caught unaware, causing their entire body to swell up and explode in the most gloriously blood-soaked manner of stealth-kill possible, but you can also use it to effectively dispose of a body you’ve downed previously. I found that to be a smart move in areas that I knew I’d be revisiting, since Requiem’s zombies also have a terrifying tendency to reanimate and mutate when you least expect them to. (Seriously, these guys reform and come back more often than The Eagles.)

On the occasions Grace was forced into a confrontation the results really rattled me.

Grace’s quest only grows more intense as it takes her through the suffocating shadows of the hospital’s basement and beyond, but moving through Requiem’s danger-filled surroundings at a snail’s pace didn’t just keep my nerves on edge, it allowed me to observe and appreciate the efforts that Capcom has put into enhancing the eerie behaviour of its undead army. These are no longer the groaning, foot-dragging mouth-breathers encountered during the original Raccoon City outbreak, instead they retain traces of humanity that somehow makes them seem far more unsettling than the more animalistic werewolves in Resident Evil Village. Like the ones that idly flick light switches on and off like bored toddlers, or the others that wander around muttering and laughing to themselves before suddenly collapsing to their knees to hungrily feast on the corpse of one of their former friends.

Leon: The Professional

While Grace’s plight is a desperate and deliberate crawl that had me second-guessing every shadow, the ominous sounds of silence are shattered by the roar of ferocious ultraviolence when you switch control to Leon for what are initially brief, tension-breaking bursts, as everyone’s favourite ex-RCPD recruit attempts a not-so-subtle rescue mission. These levels default to a third-person view to really show off the slaughter, and within minutes of his arrival I’d slipped comfortably back into Resident Evil 4 mode, nailing headshots and ending the undead with effortless execution moves. To my surprise, however, Requiem quickly pushed the insanity meter beyond Resident Evil 4 into Dead Rising levels of delirium by allowing Leon to actually wield a chainsaw to carve through the zombie crowds. Leon’s sections are up-tempo and gruesome to a degree that left me giddy, and almost every major zombie Leon dispatches is met with a delightfully deadpanned dad joke.

Where Grace must use the scarce amounts of scrap in her surroundings to make her own rapidly destructible knives, Leon is toting a powerful hatchet that can be easily maintained with an everlasting flint. While Grace has to carefully count each round in her small handful of handguns, Leon enjoys an extensive bevy of teeth-rattling boomsticks from beefy shotguns to head-splitting sniper rifles. Plus, if Leon gets bored of his own weapons he can use someone else’s – after killing a zombie who drops a fire axe or lead pipe, he has the option to smoothly scoop it up and launch it at another enemy nearby, which is every bit as slick and satisfying as the similar sword-flinging feature of last year’s Ghost of Yotei. That’s not to mention that instead of having to painstakingly harvest blood samples to craft with, Leon is rewarded with a special currency for every kill that can be conveniently cashed in at a de facto ATM for artillery to buy useful weapon upgrades, extra ammo, and even body armour.

Simply put, there’s no off position on Leon’s arse-kicking switch – his gunplay is John Wick-slick and bloodier than ever before – and in addition to his surging slaughter of zombie hordes it’s also within Leon’s levels that the bulk of Requiem’s appropriately epic boss encounters take place. There are plenty of colossal clashes to be found here, from brand new behemoths to brilliantly reimagined threats from previous Resident Evil stories, and there isn’t a single Del Lago-sized dud among them. I particularly loved how the hulking nasty faced inside a cramped chapel midway through the story subverted my expectations of how a Resident Evil boss fight should play out. Sure, being tasked with blasting the glowing weak points that cover a marauding monster’s torso is nothing new. That is, until you realise that while piercing each swollen blister does inflict damage to the beast, it also spews streams of infection onto the zombie underlings around him, instantly mutating them into brawnier forms of backup for you to contend with. Leon may be armed to the teeth, but that doesn’t mean Requiem doesn’t still find creative ways to ramp up the challenge.

Shorn of the Dread

As much as I love Leon, though, I do wonder if perhaps his sections become a bit too dominant once Requiem settles into a more action-oriented groove in its second half, as the story moves beyond the grounds of Rhodes Hill and deep into what remains of Raccoon City. Let me be clear, Resident Evil 4 is my personal favourite instalment in the series, so it certainly gave me a great deal of pleasure to once again wield a military grade arsenal and pull-off skull-shattering finishing moves as the series’ hunkiest mutant murderer. There’s also plenty of variety in the violence, from a full-throttle highway chase sequence to heavy artillery strikes that seem straight out of a Call of Duty campaign. But after playing almost exclusively as Leon through a roughly five-hour stretch towards Requiem’s conclusion, I did find myself yearning for a few more tastes of Grace’s superbly nerve-shredding stealth sections as a more regular change-up from Leon’s comparatively scare-free carnage.

There’s no off position on Leon’s arse-kicking switch.

That desire was eventually gratified to some extent by a terrifyingly taut late-game tip-toe through a facility crawling with some truly menacing monsters returning from the series’ past, but given that the story ended soon afterwards my overriding impression of Requiem was that it was very much a game of two halves. The former predominately a slow and steady scare-a-thon, and the latter largely a run-and-gun splatterfest. I very much enjoyed both flavours in their own right; I just wish for the sake of its pacing that they’d been blended together a touch more over the full course of the journey. Instead, Requiem is a bit like ordering a whiskey and Coke and having it served in two separate glasses instead of being mixed into one.

To be fair, Grace’s absence from a significant stretch of Requiem is justified within the context of its story, and overall it’s a tale that gripped me harder than a zombie nurse gnawing on my neck. There are a number of blindsiding twists that cast new light on the origins of the Umbrella Corporation and the ambitions of its founder, along with an excellent mix of zombie-riddled locations both fresh and familiar to puzzle and pummel your way through, and plenty of vital notes to collect along the way. Some of these memos are crucial to understanding the intriguing mystery behind Grace’s abduction and the truth about her past, while others are just genuinely funny gags to help ease the tension. After encountering a specific zombie type in one medical wing that was obnoxiously singing at the top of her lungs, I got a good laugh out of uncovering a doctor’s report that had diagnosed her with ‘Main Character Syndrome’, for example.

There’s also one particularly iconic location that Leon explores that I’m reluctant to spoil here (although it has been teased in pre-release trailers), which is jam-packed with fun Easter Eggs that made it a real treat to revisit as someone who’s been enjoying Resident Evil adventures ever since the T-Virus made its first outbreak on a black-bottomed CD for the original PlayStation.

Blood-drunk shooter Ultrakill is back with a whole hellworld full of lies, portals and non-Euclidean spaces

Do you like architecture that plays tricks on you? Secret rooms in DOOM? The Ashtray Maze in Control? Thinking with Portals? The 5 a.m.? That painting of some books outside the lockers in the British Library that bends queasily as you approach, revealing itself to be a horrible wedge of tomeflesh, projecting outward into our realm like some dead author’s imprisoned soul? I guess you’ll be playing the new Ultrakill update then.

It introduces the eighth layer of Hell, Fraud, in which nothing you perceive with your eyes can be trusted. A problematic prospect, for a “video” game. Here’s the trailer. I promise you that the play button below isn’t an illusion. Are you an illusion? Blink twice for “Yes”.

Read more

Review: Resident Evil Requiem (Switch 2) – Action And Horror Combine In A Series Highlight

Blood, blood, gallons of the stuff.

There’s a moment during Resident Evil Requiem — actually, no, several moments — in which I laid the controller on my lap and just stared at the screen in awe. Over the last decade, the series has reclaimed its throne as the king of the survival horror genre, but Requiem pushes the quality bar higher than ever, presenting an experience that is equal parts fresh and nostalgic. For long-time fans who cut their teeth on the original ‘Raccoon City’ trilogy, this is a love letter that celebrates RE’s origins; one that will have you grinning from ear to ear until the credits roll.

Requiem stars two playable protagonists: FBI agent and ‘scaredy-cat’ (Capcom’s words) Grace Ashcroft and series veteran Leon Kennedy, who’s still busy serving the Division of Security Operations. Together (well, mostly separately), they work to uncover a bunch of mysteries linked to the Umbrella Corporation, with newcomer and excellent antagonist Victor Gideon driving the narrative.

Read the full article on nintendolife.com

Marathon Server Slam Release Times and Details Confirmed

Following various delays, Bungie is now ready to open Marathon‘s doors courtesy of a ‘Server Slam’ event from tomorrow, February 26, which will run until March 2.

Marathon is a PvP-focused extraction shooter set on the mysterious planet of Tau Ceti IV. Players inhabit the bodies of Runners, cybernetic mercenaries who have been designed to survive the planet’s harsh environments, exploring the lost colony that once inhabited Tau Ceti’s surface.

Marathon’s full launch is scheduled for March 5 across PC, PlayStation 5, and Xbox Series X and S, so this is an opportunity to try before you buy. Furthermore, Bungie’s also using the Server Slam to test its anti-cheat systems, and is calling on players to report cheaters if they encounter them.

Here’s everything you need to know about what content’s available, the rewards you’ll get for participating, and when the free server test goes live where you live.

Marathon Server Slam start times

Depending on where you are in the world, Marathon’s Server Slam is set to go live on:

Thursday, February 26 — Monday March 2, 2026:

PST (San Francisco):

  • 10am

CST (Austin, Mexico City):

  • 12pm

EST (New York):

  • 1pm

GMT (London):

  • 6pm

CET (Paris):

  • 7pm

Friday, February 27 — Tuesday March 3, 2026:

JST (Tokyo):

  • 3am

CST (Beijing):

  • 3am

AEST (Sydney):

  • 5am

NZST (Wellington):

  • 7am

Marathon Server Slam Missions and Activities

  • Infil into two zones:
    • Perimeter, an edge-site expansion on the colony’s outskirts
    • Dire Marsh, the colony’s agricultural research hub
  • Take on the early contracts for five factions: CyberAcme, NuCaloric, Traxus, MIDA, and Arachne
    • Progress though the early faction levels and progression trees for each faction
  • Try out five of the six Runner shells that will be available at launch, plus our scavenger experience Rook
  • Play as a crew, solo Runner, form uneasy alliances with proximity chat, and more

Marathon Server Slam Rewards

Time spent during the Slam will “bank loot rewards you’ll receive at launch, based on how far you progress”:

  • Complete your first mission: Unlock the Standard Arrival Cache
    • Standard implants (6x)
    • Standard Runner shell cores (4x)
    • Standard weapon chip mods (6x)
    • Weapons: Overrun and Hardline
  • Reach Runner Level 10: Unlock the Enhanced Arrival Cache (Green)
    • Enhanced implants (6x)
    • Enhanced Runner shell cores (2x for each shell, 12x total)
    • Enhanced weapon chip mods (4x)
    • Weapons: Enhanced Magnum and Enhanced Hardline
  • Reach Runner Level 30: Unlock the Deluxe Arrival Cache (Blue)
    • Deluxe and Enhanced implants (3x each, 6x total)
    • Deluxe and Enhanced Runner shell cores (1x each for each shell, 12x total)
    • Deluxe and Enhanced weapon chip mods (2x each, 4x total)
    • Weapons: Deluxe Magnum and Enhanced Volley Rifle
    • Backpack: Enhanced Base Backpack

PlayStation Plus subscribers will also be able to nab bonus weapon charms themed around Ghost of Yōtei, Death Stranding 2, and Helldivers 2 at launch. Marathon players on Steam automatically receive the exclusive Crowbar Weapon Charm (don’t say Half-Life 3 confirmed!) when Marathon releases on March 5. Marathon players on Xbox Series X and S, meanwhile, get the exclusive Emerald Clutch Weapon Charm and Emerald Catch Weapon Charm.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Amazon ditch publishing duties on ex-Forza Horizon devs’ story-driven open-world racer

Amazon have released UK studio Maverick Games from a deal to publish the story-led open-world driving game the latter have been working on for a number of years. The split leaves Maverick, founded in 2022 by ex-Playground Games devs including Forza Horizon 5 creative director Mike Brown, looking for a new partner. Though, they say they’re already in “active dialogue” with such folks.

Read more

A “Cowboy Coalition” battle NCR corporate imperialism in this freshly released Fallout: New Vegas quest mod

Yee haw. If you’ve ever thought Fallout: New Vegas is a little low on folks in stetson hats whose spurs jingle, jangle, jingle, then this new quest mod will almost certainly be in your saloon. That’s provided you’re up for an unapologetically political story about NCR-backed Brahmin barons facing resistance from groups of local ranchers keen to avoid having their steads swallowed up by big business.

Read more

Pokémon’s Swanky New High Fashion Collaboration Is Now Available

Bank Balance hurt itself in its confusion!

Last week, Amsterdam-based designer JimmyPaul took to London Fashion Week to showcase his new ‘ROAM’ collection, a high-fashion line inspired by the wonderful world of Pokémon. The runway looks inspired a ready-to-wear line of their own by Difuzed, and what do you know, this collaboration is now available to buy from the Pokémon Center website.

Let’s make one thing clear right from the jump, these items ain’t coming cheap. The collection covers a range of products from bags and caps to t-shirts and jackets, and while you’re looking at around £39.99 / $39.99 for the smaller items, the bags and jackets are closer to the £200 mark and beyond.

Read the full article on nintendolife.com

OG Final Fantasy 7 Re-Release Sends Steam User Review Rating Plummeting to ‘Mostly Negative’

Final Fantasy 7 — and by that, I mean the original, not the three-part remake — is clocking up negative reviews after developer Square Enix re-released the game on Steam with quality of life improvements that seem to have had the opposite intended effect.

Announced last month and released just yesterday (February 24), this updated version of Final Fantasy 7 comes with a handful of new features, including a 3x speed mode — more on that in a bit — the ability to turn off random encounters, a “battle enhancement mode” that will max out the Limit gauge and let players recover HP/MP during battles, and a handy autosave feature.

Shortly after launch, though, it was clear there were significant issues with the new edition, not least the speedier combat that doesn’t match the speed of the animations or menus, plus blurry textures, including in its important cinematic sequences.

Square Enix was on the case within hours and released a small update just a short while later, claiming it had “fixed the speed of certain scenes, including battles,” and addressed other, unspecified “minor bug fixes.” What it didn’t address, however, is the forced 4:3 resolution, and while there will undoubtedly be players happy to jump in and experience the game in its native resolution, the 2013 edition that this new version replaces did let you select other resolutions, leaving some wondering why on earth this was changed.

The problem is compounded even further given this new version of the game replaces the 2013 Steam edition on the Steam storefront entirely, so players looking to buy Final Fantasy 7 for the first time will only have this option available — only those who already owned the 2013 edition are able to switch between the two.

“The battle animation speeds are WAY too high, even without the 3x speed, so the game just plays wrong and feels wrong right now. Hopefully, they fix this,” wrote one player. “In addition, you appear to be locked into a 4:3 display, which makes sense as the original format, and many people will prefer to have it that way, but even the 2013 PC version has the ability to stretch it to full screen (which is how I prefer). This should be an option.

“It’s very hard to recommend. May I suggest that companies make sure their re-releases at least function on a basic level before delisting their old versions? That'[d] be great,” added another.

“I’d just play the 2013 version without glasses on if I wanted the game to look like this,” quipped someone else.

All in all, the issues have brought the game’s overall Steam user rating down to ‘Mostly Negative,’ with just 36% of players leaving positive feedback.

As for the remake? Final Fantasy Remake Part 3 director Naoki Hamaguchi recently discussed the impact of expanding the platforms on which the Final Fantasy 7 Remake series is available, insisting that going multiplatform “will not in any way lower the quality of the third instalment.

“Both the Nintendo Switch 2 and Xbox versions have been incredibly well received and generated a lot of buzz online,” Hamaguchi said. “That attention has also made me realize how many people are worried about this issue. However, our decision to go multiplatform with the FF7 Remake series will not in any way lower the quality of the third installment.”

We also recently learned that the “core game experience is almost complete,” and while Hamaguchi “really want[s] everyone to play it as soon as possible,” the team has now moved on to “refining and polishing.”

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world’s biggest gaming sites and publications. She’s also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

Styx Blades of Greed publishers Nacon file for insolvency, will “assess all possible solutions” to “protect employees and “preserve jobs”

Nacon – publishers of Styx: Blades of Greed, RoboCop: Rogue City, and Test Drive Unlimited Solar Crown – have announced that they’ve filed for insolvency. The French company say they’ve asked for “judicial reorganisation proceedings” to kick off, with the goal of finding ways to keep the business going, “protect employees, and preserve jobs” while renegotiating with creditors.

Read more

Nacon Files for Insolvency Days Before Its Big Showcase and Just Over 2 Weeks Before GreedFall 2 Releases Its Full 1.0 Version

AA publisher and developer Nacon has filed for insolvency, raising questions over the future of games such as GreedFall 2, Hell is Us, RoboCop, and Test Drive Unlimited.

Nacon, which is home to 16 development studios as well as a publishing arm, said it was forced into the decision after its majority shareholder, Bigben Interactive, failed to make a loan repayment. It has now asked a French court for permission to restructure its debt.

“The aim of this procedure is to assess all possible solutions to ensure the sustainability of the Company’s activity under the best possible conditions, protect employees, and preserve jobs, while renegotiating with its creditors in a calm and constructive framework,” Nacon said. This procedure will enable the Company to continue its business, renegotiate its debts, and develop a credible and effective continuation plan.” The Court is expected to make its decision at a hearing in early March.

Nacon has a number of AA games under its belt, including GreedFall 2: The Dying World, which will release in its full 1.0 version on March 12. Nacon this week alerted press to its annual showcase event, dubbed Nacon Connect, which was set for March 4. It is expected to show off the likes of Cthulhu: The Cosmic Abyss, The Mound, Edge of Memories, and Endurance Motorsport Series. And just this morning Nacon launched the third major update for Dragonkin: The Banished, which is still in Early Access.

The publisher just released Styx: Blades of Greed last week. RoboCop: Rogue City – Unfinished Business came out last year, as did Rogue Factor’s Hell is Us. IGN has asked Nacon for comment on its ability to continue to release its games and maintain and support those it has out already.

BBI, which currently holds 56.72% of the share capital and 65.79%% of the voting rights of Nacon, announced last week that it was unable to make a partial repayment of €43 million “due to the unexpected refusal of its banking pool to respond to the drawdown notice.” At the time, Nacon issued a warning to the financial markets, and suspended trading in the company’s shares.

Nacon’s hope now is that it gets approval from the court to restructure its debt. If it is successful, its existing liabilities will be frozen for a period that could last up to 18 months. During this time, the debtor will present a continuation plan for its activities by restructuring its debt, hopefully ensuring its recovery.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.