Capcom’s ninth mainline entry in the legendary survival horror series, Resident Evil: Requiem, isn’t just another sequel. It’s shaping up to be something far more deliberate—a thoughtful return to where it all began. First unveiled at Summer Game Fest 2025 and slated for release on February 27, 2026, for PlayStation 5, Xbox Series X/S, and PC, Requiem looks to anchor itself in the haunting legacy of Raccoon City. Rather than simply advancing the timeline, Capcom appears focused on retracing steps and reconnecting with what made Resident Evil so enduring in the first place. This installment blends psychological horror with intense action, aiming to capture both the pulse and the paranoia that defined the series early on.
- Key Takeaways:
- A Return to Raccoon City: Thirty Years Later
- Introducing Grace Ashcroft: A New Perspective on Fear
- The Evolution of Survival Horror: “Addictive Fear”
- Technological Advancements and Immersive Realism
- The Larger Narrative and Potential Character Returns
- Development Insights and Creative Direction
- The Continuing Legacy of Resident Evil
- Frequently Asked Questions (FAQs)
Key Takeaways:
- Resident Evil: Requiem launches February 27, 2026, on PlayStation 5, Xbox Series X/S, and PC.
- Set three decades after the Raccoon City disaster, the game returns to the iconic city.
- Introduces a new protagonist, Grace Ashcroft, an FBI technical analyst.
- Emphasizes a return to survival horror, centered around the theme of “addictive fear.”
- Offers both first-person and third-person gameplay perspectives.
- Ties its story to past characters, including Grace’s mother, Alyssa Ashcroft, from Resident Evil Outbreak.
A Return to Raccoon City: Thirty Years Later
For fans who’ve stuck with the series through thick and thin, the words “Raccoon City” carry an immediate, chilling weight. That fictional Midwestern town, obliterated in a missile strike at the end of Resident Evil 3: Nemesis, remains a touchstone for the franchise. Requiem revisits this devastated urban graveyard, setting its story 30 years after the catastrophe. It’s not just a nostalgic move—it feels like Capcom is attempting to reckon with the past, exploring what it means to live in a world still haunted by Umbrella Corporation’s legacy.
This return is meaningful on many levels. Raccoon City is where everything began—where players first met characters like Leon S. Kennedy and Claire Redfield. Its streets witnessed chaos, resilience, and unforgettable terror. By situating Requiem here, Capcom is signaling a desire to not just reference history but to actively engage with it. The developers seem poised to peel back layers that were only hinted at before, diving into long-lingering questions and consequences.
Introducing Grace Ashcroft: A New Perspective on Fear
Grace Ashcroft enters the series not as a hardened hero, but as someone arguably more grounded—a character whose fear feels real. She’s an FBI technical analyst, and director Koshi Nakanishi describes her as introverted and easily frightened, yet intelligent and capable with a firearm. It’s an interesting pivot: a protagonist who’s a little vulnerable, a little unsure, and a lot more like us.
During a recent Capcom Spotlight, Nakanishi shared that Leon S. Kennedy was briefly considered for the lead. But they quickly realized that Leon’s battle-worn confidence would make it harder to evoke real fear—he’s seen too much. In contrast, Grace’s raw, reactive nature helps sell the core concept of “addictive fear,” where players confront their own dread through her eyes.
Adding to the intrigue, Grace is also the daughter of Alyssa Ashcroft, a character from 2003’s Resident Evil Outbreak. This narrative tie reinforces the game’s emphasis on legacy. Her journey kicks off at the Remwood Hotel, the eerie site where her mother was killed eight years earlier. It’s a personal mission wrapped in a larger horror, making her arc all the more compelling.
The Evolution of Survival Horror: “Addictive Fear”
“Addictive fear”—that’s the buzzword Capcom is using, and it’s an evocative one. Instead of leaning heavily into action, like some past titles did, Requiem seems determined to recapture the slow-burn dread and resource anxiety that originally defined Resident Evil. This isn’t about mowing down hordes. It’s about surviving by the skin of your teeth.
The dual-perspective feature—switching between first-person and third-person views—offers a modern touch. The first-person mode amps up immersion, making the terror feel immediate and claustrophobic. Meanwhile, third-person offers a slightly wider lens, giving players a little more spatial awareness. The choice respects different play styles while keeping the tension alive.
From early previews and internal discussions, it’s clear the horror atmosphere is a big priority. One demo set in a hospital highlighted classic gothic aesthetics and introduced a new stalker-type monster—a constant, looming threat akin to Mr. X or Nemesis. Expect puzzles too—yes, there will be keys, fuses, locked doors, and all the tension that comes with them. And yes, green herbs are back.
Technological Advancements and Immersive Realism
Capcom isn’t skimping on the visual or audio fidelity. Requiem aims to be terrifying not just in story but in sensory detail. They’re pushing their tech hard—everything from ultra-realistic facial animations to believable sweat and skin textures. Even hair physics are getting special treatment, using real wigs for reference. It sounds almost absurd until you realize how these details enhance immersion. When the visuals feel that lifelike, the scares hit differently.
Sound is another pillar. Whether it’s a whisper down the hall or the heavy steps of a pursuing enemy, the audio is being carefully tuned to elevate tension. It’s not just about jump scares—it’s about crafting a world that unsettles you before anything even happens.
The Larger Narrative and Potential Character Returns
Grace may be front and center, but she’s clearly not the whole story. Capcom has called Requiem a “eulogy” for past characters, which opens a wide array of narrative possibilities. Will we see Leon, Claire, Sherry Birkin, or Ada Wong again? It’s hard to say definitively, but the setting almost demands it. These characters have deep connections to Raccoon City, and a proper farewell—or at least a meaningful nod—would feel right.
Sherry, with her G-Virus-linked backstory, and Ada, with her shadowy bioweapons agenda, could naturally slot into a story revisiting Umbrella’s darkest moments. Even if their roles aren’t central, the thematic promise of a “eulogy” hints at closure, reflection, and maybe a final reckoning for some.
Development Insights and Creative Direction
Interestingly, Requiem didn’t start out as the game it’s become. The development team toyed with several ideas—open-world gameplay, even online co-op. But Nakanishi later confirmed they scrapped those plans. Why? Because, simply put, it didn’t feel like what fans were asking for. They pivoted, returning to a more intimate, horror-driven experience. That kind of listening isn’t always common in AAA development, and it’s worth noting.
The decision to double down on atmosphere and narrative depth, rather than scope and spectacle, signals a real confidence in the roots of the franchise. Raccoon City, after all, doesn’t need to be expansive to be terrifying—it just needs to be well-executed.
Players will get their first public look at the game during Gamescom 2025 this August. Expect a lot of eyes on it—not just from horror fans, but from longtime Resident Evil players hoping this is the return to form they’ve been waiting for.
The Continuing Legacy of Resident Evil
With the franchise’s 30th anniversary on the horizon, Resident Evil: Requiem carries more weight than a typical sequel. It’s not just the next chapter—it could be a thematic capstone. Capcom is clearly looking to blend innovation with reverence, pushing boundaries while paying homage.
Returning to Raccoon City, introducing Grace Ashcroft, and leaning into “addictive fear” all suggest a game with purpose. One that remembers where it came from. Even the title—”Requiem”—feels intentional. It suggests mourning, remembrance, and maybe even redemption. If Capcom sticks the landing, this could be one of the most emotionally resonant entries in the series.
Frequently Asked Questions (FAQs)
Q1: When is Resident Evil: Requiem releasing?
A1: Resident Evil: Requiem is scheduled to launch on February 27, 2026.
Q2: What platforms will Resident Evil: Requiem be available on?
A2: The game will be available on PlayStation 5, Xbox Series X/S, and PC.
Q3: Where does Resident Evil: Requiem take place?
A3: The game is set in the iconic Raccoon City, specifically 30 years after the events of Resident Evil 2 and Resident Evil 3.
Q4: Who is the protagonist of Resident Evil: Requiem?
A4: The main protagonist is Grace Ashcroft, an FBI technical analyst.
Q5: Is Resident Evil: Requiem a first-person or third-person game?
A5: Resident Evil: Requiem will offer players the option to switch between both first-person and third-person perspectives during gameplay.
Q6: Will any classic Resident Evil characters return in Resident Evil: Requiem?
A6: While Grace Ashcroft is the primary protagonist, her mother, Alyssa Ashcroft (from Resident Evil Outbreak), is confirmed to be part of the game’s lore. The developers have stated the game is a “eulogy” to past characters, potentially hinting at other character acknowledgments or appearances, though specific returns are not yet confirmed.
Q7: What is the core gameplay philosophy of Resident Evil: Requiem?
A7: The core concept driving Resident Evil: Requiem is “addictive fear,” emphasizing a return to psychological survival horror with resource management and tense exploration.
Q8: What kind of enemies can players expect in Resident Evil: Requiem?
A8: The game will feature a new stalker-type monster, similar to Mr. X or Nemesis, alongside other bio-organic threats.
Q9: Was Resident Evil: Requiem always planned as a single-player horror game?
A9: No, the development team explored other concepts, including an open-world setting and an online cooperative mode, before settling on the current single-player survival horror approach.


