Snappy response on the sticks
I judge action games by what happens the split second my thumb hits an input. Resident Evil Requiem gets right to business with responsive movement. Leon S. Kennedy controls like an actual trained DSO operative. His recovery animations after taking a shot or planting his boots to steady aim do not leave you stuck in place. Turning speed is direct without weird deadzone drift, and button inputs register without lingering latency.
You notice the contrast between Leon and FBI analyst Grace Ashcroft the second the perspective shifts. Grace moves with a tense cadence, handling encounters with cautious spacing rather than raw physical force. Both characters carry weight, but neither feels like steering a tank through mud. Walking down a dark hallway and ducking under an incoming swing feels clean. English voice acting and menus work without a hitch on Steam, and audio cues give immediate feedback when an attack enters your space.

Two distinct rhythms in the ruins
The game splits its focus across Raccoon City and an abandoned hotel tied to Umbrella's past. Leon brings pure crowd control and tense shootouts. You manage ammo, check your flanks, and use melee attacks to push back aggressive foes. His toolset rewards precise aim and fast recovery. If you misread an opening or fire when a monster lunges, you take full damage. When you connect, the hit detection is pinpoint.
Grace plays completely differently. Her chapters focus on deductive analysis, puzzle solving, and light resource scavenging. She is looking into her mother's death, isolated in a crumbling Midwest ruin. These segments dial back the heavy firepower. You spend more time working through locked rooms, managing sparse supplies, and reading environmental clues. Her puzzles do not drag on, though coming off a frantic Leon shootout to slowly inspect hotel floorboards can feel slightly abrupt.

Clean hitboxes in narrow spaces
Capcom nailed the physical collision in these tight interiors. In bad action horror, enemy grabs clip through walls and clip you when you are clearly out of range. That does not happen here. If an enemy lunges and his claw passes two inches over your shoulder, the strike misses. That precision makes close-quarters brawling genuinely thrilling. You can stand your ground and wait for the exact moment an attack begins before stepping clear.
Resource management keeps every fight sharp. Every bullet counts, and choosing when to engage or run is a real choice. Fights in narrow corridors force you to track the exact sweep of an enemy arm. The tension comes from clean mechanics rather than clunky controls. You do not die because Leon got caught in an endless recovery animation. You die because you misjudged spacing or ran out of shells.

Rock-solid PC performance and fair pricing
Performance on Steam held steady throughout my playthrough. Frame pacing remained smooth even when multiple enemies broke into a room at once. Lighting across the destroyed Raccoon City streets looks crisp without muddying visibility during combat. The UI stays minimal, keeping your crosshairs and inventory simple and easy to navigate on the fly.
At $48.99, the package feels honest. There are no gimmicky systems or bloated filler modes tacked on to justify the price tag. You get a focused action adventure with tight combat mechanics, two distinct campaign perspectives, and great encounter design. It gives fans of technical action plenty to sink their teeth into while keeping survival horror tension high.





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dude that stream clip was insane the hitbox on that dodge looked so clean this game is the best thing ive ever seen the combat is so responsive i cant wait to try it myself
Ammo scarcity is real. tip: learn to bait zombie lunges for a headshot. dont panic aim, wait for the beat. hte hitbox on lickers is generous even if you flinch.
both campaigns sound fine to me. i'd rather have a tight campaign than a padded mess. combat sounds responsive, so forty-nine bucks seems fair.
so my group was wondering if this has any co-op or if its solo only? cause if its solo we might just take turns watching each other play but that gets old fast. the combat clips look sick though.
@Chloe W.hey chloe! its solo only unfortunately, but my buddy and i took turns playing leon's campaign and it worked out fine. we just handed the controller over when one died lol. great job to the devs on this one the combat is real tight. the hitboxes ar insane like chimney said. also the price is okay if you value replaying chapters like oof said. anyway gotta go baby crying lol
pro tip: don't waste shots during leon's campaign if your aim is shaky. ammo gets brutal fast if you keep whiffing attacks and you will end up completely empty. dont say i didnt warn ya.
@flinttbh flint you're right about ammo but i just used the knife most of the time lol. the game is fine, runs really smooth on my pc with zero input lag. puzzles are meh but whatever.
yo chat was actually paying attention when i was playing on stream (peak viewership btw 12 people) and we all agreed the hitboxes are insane. dodging close attacks feels so good with the responsive animations. if you're on the fence the combat alone is worth checking out. grace campaign having all the investigation stuff is neat too.
@chimneydude that stream clip was insane the hitbox on that dodge looked so clean this game is the best thing ive ever seen the combat is so responsive i cant wait to try it myself
yeah the price thing (forty nine bucks) I get it but honestly the combat loop is so satisfying I've already replayed the first chapter like three times (no stress though just my two cents).
I reckon y'all are fixin to ignore that the puzzles break up the pacing. I don't want a horror game where I stop to solve a sliding tile puzzle. Keeps me from gettin' too complacent, but I can see why some folks don't like it. Also, the font in the menu is downright ugly. Looks like Arial bold from 2003.
tbh i miss the fixed camera angles lol the over the shoulder stuff is fine but it loses the tension when you can see everything coming. still looks fun but not worth full price imo
So the ammo scarcity is punishing if your aim slips. My aim slips when I sneeze. Guess I'm doomed to use the knife the whole game lol.
@Rory Phey rory, dont worry mate. even if you sneeze you can still make it with the knife lol. i finished grace campaign with mostly knife and pistol. keep at it mate.
I tracked the price of the last few Resident Evil games. Resident Evil 2 remake hit $35 within four months. I will wait. The review suggests strong combat but forty-nine dollars for a single-player campaign is steep.
Thought this would be the greatest thing since sliced bread, turns out it's just a really good loaf! Ammo is tight but it's manageable if you're accurate. Not bad!
@adios_muchachoProper classic vibe though innit? Reminds me of RE2 on the N64 but with modern controls. The ammo scarcity is a bit much though, could do with a few more bullets in the safe rooms.
I appreciate the sharp combat but the investigation segments felt like they diluted the urgency. Grace's story had some genuinely moving moments but Leon's campaign felt like retreading old ground.
@Phil M.grace's story is worth it for the investigation stuff alone. the quiet puzzle rooms feel like a breather, not a drag, if u just treat em as downtime between fights lol
Does this have a real ending or is it a second job? How many hours to roll credits? I don't have time for padding these days.
@prego_tonynot sure on exact hours but I heard like 12-15 for both campaigns (just a rumour). no stress either way though (I'm taking my sweet time cause the combat is just so nice to get lost in).
@prego_tonyboth campaigns sound fine to me. i'd rather have a tight campaign than a padded mess. combat sounds responsive, so forty-nine bucks seems fair.
Ammo scarcity is real. tip: learn to bait zombie lunges for a headshot. dont panic aim, wait for the beat. hte hitbox on lickers is generous even if you flinch.
@flintstrewth, that ammo scarcity reminds me of my year 9s trying to time their maths tests. they lunge in late and miss the mark every time. fair dinkum stuff. tip from flint is spot on though, bait the lunge and aim steady. no drama taking it slow.