Resident Evil Requiem feels like a revelation in how to ensure action-adventure games, as well as the horror-survival genre, can elevate their offerings to players. As far as AAA games go, we’re in an age of open-world experiences that offer 60+ hours of exploration if the player chooses to take a completionist route. Resident Evil Requiem offers something different, not only in its plotting and gameplay, but in the way we think about how we spend our time within a game. I think AAA games will be a lot better moving forward if they copy these three things from Resident Evil Requiem.

More Perspective Shifts and Dual Protagonists (Done Right), Please
First and foremost, a dual-proganaist experience keeps Resident Evil Requiem feeling fresh and exciting. The periods of the early game where you play as Grace are bone-chilling, only to be juxtaposed by the kick-ass stylings of Leon S. Kennedy. This whiplash in not only the camera perspective but also the play style is a breath of fresh air. While games like Assassin’s Creed: Shadows have gone with dual protagonists, the play styles and perspectives aren’t varied enough to feel new. Requiem allows the player the ability to always feel like something new is right around the corner.

Utilizing Fan Service and Callbacks Responsibly
Another element of Resident Evil Requiem that other AAA games should copy pertains more to long-running, established series. Some complaints have emerged about the fan service in Resident Evil Requiem and the number of callbacks. The fact is that a history with characters makes a story more meaningful. The issue is that it doesn’t always feel like the callbacks are helping the present, but rather serve as a reflection of the past. Resident Evil Requiem allows Leon and even Grace’s quick backstory at the top of the game to color the journey they’re on in a rich and fulfilling way.

Retreading Places from Past Games with Purpose
Lastly, akin to callbacks with characters, returning to environments or places we’ve gone in past games should be handled like Resident Evil Requiem. When we return to Racoon City, things are familiar yet accessible to newcomers who haven’t played past games. There’s depth to the set pieces for longtime fans, but it’s not a barrier to enjoying the ride. It’s also wonderful that Resident Evil Requiem doesn’t spend all of its time in places featured in past games, but rather shows that they haunt the characters, deepening the impact on the plot and emotions for the player.

I feel like I could rant and rave about Resident Evil Requiem for six more articles. There are many issues I have with modern AAA games that Requiem addresses and solves. For now, let me know in the comments if you have any takes on Resident Evil Requiem as a whole, or certain sections that really stayed with you.
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Taylor Bauer