This “review” will be spoiler free for Resident Evil Requiem.
I rarely preorder games anymore. I’ve learned to wait to see if a game turns out to be a disaster or if I lose interest. My backlog is big enough. I don’t need to add to it and waste money at the same time. On this particular release I deviated from that path for Resident Evil: Requiem because I’ve grown very attached to the series in the recent past. Also the few trailers I ended up seeing sold me on it. Now that I’ve gotten the game and gotten through to the end of it, I’m left conflicted. I enjoyed my time, but was the game actually good or do I just love the IP?
I’m a more recent fan of the franchise, if you can call 2017 recent. Resident Evil 7 is my favorite horror game of all time and it was my first true foray into the franchise. I had dabbled in the past, but never played through a full game until I had a wander through a house full of aggressively welcoming swampbillies. From there I was hooked. I’ve now played through and 100%d each main title in the franchise except RE3 because of a long burnout-related break and RE6 because that game is a mess. Basically what I’m saying is that I’ve taken in a lot of the IP in a short amount of time and I love the franchise now. That means Requiem had me hyped when I saw that my favorite emo-haired 40-something was back to kick ass. So I picked it up and took my time through things.
When I was starting the game I was met with a weird settings prompt. Which perspectives did I want for which characters? Odd. Even weirder is the suggestion that Grace’s sections be played in first person and set Leon’s sections to third person. That was my first indication that the devs took a chance on a somewhat weird approach. They were going to combine the horror-first focus of RE7’s design with the actiony gameplay focused design of RE4.
Now, in theory, there’s nothing wrong with that approach. Resident Evil: Requiem would hardly be the first game to have two very different types of gameplay woven together to tell one story. However I don’t think they stuck the landing on this one very well.
Grace’s sections have a true tension and nervous energy that I would expect for the type of horror that came out of Resident Evil 7’s school of design. I always felt like I never had quite enough resources and I was just a couple mistakes away from a nightmare of painful restarts or even a fresh playthrough. In short, they designed the Grace piece excellently in a vacuum. Then we switch to Leon and the game feels like RE4make. You’re a badass who is still vulnerable and has to think on your feet, but you’re never helpless unless you’ve backed yourself into a corner with mismanaged inventory and route decisions. In a vacuum Leon’s story feels great. Then the devs took these great separate games and stapled them together.
The two protagonist’s stories do complement each other and converge. It’s not as though the two parts are entirely disparate. I just feel that the tonal difference makes for an odd experience overall. One moment I’m running for my life down a corridor from a giant man with a weapon, the next I’m suplexing mooks while jogging down my path from point A to point B. The devs took a swing on combining the best of two worlds but it ends up feeling like parents keeping it together for the kids. It’d likely be best for everyone if you kept the two apart.
The story is great. I won’t go into details but it’s pretty much what you’d expect from a Resident Evil title. Very silly and dumb in the best way. Grace Ashcroft as the new protagonist is a welcome addition, though I did get tired of her forced-feeling stutter. The stutter is clearly there to make her seem unsure in scary situation, but it’s entirely too pronounced and predictable. It reminds me of people’s hate for the protag of RE7, Ethan’s whines and quips. It doesn’t take away from the experience but it irks me.
Graphically it’s a bit gray but the game is mostly urban and dystopian at times so gray makes sense. The enemy designs are pretty damn cool. It doesn’t feel like you’re just mowing down hordes of the same, lame shambling zombies.
Overall I just don’t know where I land on this one. I enjoyed my time with the game but I feel like the story telling may have benefited from a more RE2 approach where we are mostly experiencing the solo story of one protag before going through with someone else later on. Though it would need to be more than a varied route through the same building and enemies. Intermixing them felt messy. I applaud the attempt at something different and want it to be rewarded instead of letting the series stagnate into another Resident Evil 6. Keeping things weird is how progress is made. I want to keep Resident Evil weird even if once and a while that means a good game made a bit wonky by the execution.
The Gradient of Plot Holes
Most stories have plot holes. The failure isn't that they exist, it's when you notice them while immersed in the story.
Spider-Man
A game I love. It has a solid main story and a couple of really obnoxious, cringy, incoherent side-plots in it. What happened here?
Video Compression Gone Wrong
How does image compression work, and why does it create those ugly spots all over some videos and not others?
This Game is Too Videogame-y
What's wrong with a game being "too videogameish"?
Lost Laughs in Leisure Suit Larry
Why was this classic adventure game so funny in the 80's, and why did it stop being funny?
T w e n t y S i d e d
The series lost me with RE4 (PS2). For some reason the game was suddenly divided in levels and there was a weapons vendor and colorful light pillars on the ground and almost no puzzles and that wasn’t Resident Evil anymore. Played 5 just for the coop-shooty part and never went back to the series. What I read and hear about 9 is not gonna drag me in again.
Resident Evil 7 is a pretty solid return to the PS1 style of design and the connective tissue it has with the rest of the franchise is pretty limited. I’d recommend checking it out if you have any interest.
I’m not a fan of these types of options being shoved at you upfront before you have any idea how it will impact the game. If they thought one section was best FP and the other OTS, they should jsut do that, maybe with an option to change it when you’re actually playing those sections.
Yeah it feels weird. And honestly having played through it in 3rd person only, it works just fine for both characters. It makes the more horror focused portions less scary, but it makes the transition between characters less jarring.
I think there is a lot to like in the game but it’s fair to say that most players are mixed on how different Grace’s and Leon’s playstyles are. They compliment each other better than the 4 different campaigns in RE6 did but I’m not sure how RE9 could have done it better considering Grace is overall a rookie whereas Leon has some nearly 30 years experience over the various games and animated films. Perhaps with separate campaigns like in 6 but the story doesn’t really allow for much overlap what with the first half being so Grace focused and the second half so Leon focused, and it does make for an interest dilemma when revisiting areas the other character has been through as to what resources to leave and enemies to take out. That is something that separate campaigns really wouldn’t be able to do.
The story is a bit of a mess in areas and the choices of bosses and action sequences is a bit of a “greatest hits” selection but it was a fun game even if a 7 or 8 out of 10 does feel like an appropriate score (and that’s only a bad score of using the US grading system of a 7 being average instead of a 5 being average). RE9 is probably what RE6 should have been even if there are parts of 6 that are good and it has some very vocal defenders.