How Resident Evil Requiem Uses Dual Protagonists to Balance Action and Horror

Capcom held a hands-on demonstration and briefing for “Resident Evil Requiem,” which is scheduled for release Feb. 27, 2026. At the event at Josun Palace Seoul Gangnam, producer Masato Kumazawa and developers Alex Ng and Carrie Lam outlined the game’s features and answered questions from Korean fans.

- Date: Wednesday, December 17, 2025, 2:00 PM
- Presentation Content: Introduction to Resident Evil Requiem features and live Q&A session
 

‘Resident Evil Requiem’ Aims to Balance Action and Horror 

 

▲ Producer Masato Kumazawa


Kumazawa opened by referencing last week’s announcement and confirming Leon’s return. He said the dual-protagonist structure is designed to deliver both horror and action. In that setup, Grace is positioned as the series’ most timid protagonist, while Leon is portrayed as a seasoned veteran.

Regarding how Grace and Leon come into contact, Producer Kumazawa explained that the two naturally meet while investigating a series of unexplained deaths occurring across the United States. He also added that Leon, returning 10 years after Resident Evil 6, carrying a secret, would be an intriguing element as the story progresses.

He also detailed the game’s camera options and difficulty settings..Players will be able to switch freely between first-person and third-person views, he said It was confirmed that this Requiem, like the transition technique first introduced in Resident Evil Village, allows players to play from their preferred perspective.

 

▲ Leon appears 10 years after Resident Evil 6

▲ He is still working for the Department of Security Operations (DSO), just as he was back then

Kumazawa said the team put significant effort into the game’s creature design. Various creatures are prepared, ranging from basic zombies to chainsaw-wielding zombies and creatures that freely move across walls and ceilings. It was added that, given the nature of horror games, detailing the creatures could detract from immersion, so they hope Players will encounter them directly during gameplay.

Of particular note is the appearance of Raccoon City in the game, approximately 30 years after 'Resident Evil 2' and 'Resident Evil 3'. Kumazawa said the team wanted to explore how Raccoon City might look 30 years later, a question he expects longtime fans share.

 


Regarding difficulty, it was stated that, similar to previous installments, the game is composed of various difficulty levels, aiming to accommodate a wide range of players from those new to horror games to veteran users. On the easiest setting, the game provides assistance when firing firearms.

In addition, he mentioned that great care was taken with Grace's urgent breath and the light effects (lighting), which are central to horror games.

Finally, Producer Kumazawa announced that Requiem will allow Players to experience a variety of things through 'Grace' and 'Leon', and that more gameplay and information will be provided before release.

▲ It plans to offer various difficulty levels, similar to previous series 

 

On-site Q&A 

 

 
Please explain what efforts were made to highlight Grace's characteristics.

Masato Kumazawa: Grace is the most timid character in the series' history. Therefore, we aimed to include rough breathing and dynamic, frightened movements. There is also a scene where Grace intensely investigates a corpse, and we tried to effectively incorporate the professional characteristics of the FBI.


Leon is a Character with a deep history. Grace's charm might be overshadowed by this; what do you think is Grace's appeal? Also, I'm curious if there are any scenes where the two interact in a cross-over manner.

Masato Kumazawa: I believe players will feel catharsis in Grace's charm, seeing how the most timid character in the series' history grows and takes a step forward from fear. This is what I consider the difference between her and the veteran protagonist, Leon, and scenes of Grace and Leon's intersecting interactions also appear in the game.


Previous titles had VR versions. Can you tell us if a VR version for Requiem is also being prepared?

Masato Kumazawa: In the case of Requiem, a separate VR version is not available. Instead, players can enjoy the game by switching between first-person and third-person perspectives.


In Leon's case, 'action' is the focus of the gameplay. In that regard, it seems there would have been concerns about implementing 'kicks' and other actions from a first-person perspective. I'm curious if the action sequences are conducted in a third-person perspective.

Masato Kumazawa: We plan to hold a Resident Evil Requiem showcase in January next year, and we hope you can check out Leon's actions in more detail then. What I can definitively say is that it was designed with comfortable gameplay in mind.

 



I wonder if Grace will become like Leon if she uses a weapon later.

Masato Kumazawa: Grace's gameplay proceeds like RE2. Since it is a survival horror game where players must consider how to survive with limited resources and ammunition, there will be no "kill 'em all" style of play like Leon's. Instead, players can enjoy exhilarating action on Leon's side, so we hope you enjoy this contrast.


Leon returns in Resident Evil 6 after 10 years. I'd like to know if playing previous titles, which are interconnected, would help me better understand the game.

Masato Kumazawa: We designed it so that even players who haven't played the previous game can enjoy it 100%. And for users who have played the previous game, I'd like to say that they can enjoy it 150%. If there are those who want to experience that 150%, I ask them to shed light on the 'Raccoon City incident'. We've made it so that the story concludes within Requiem, and no additional information is needed, so there's no need to worry too much.


Please explain the play volume of Grace and Leon.

Masato Kumazawa: I can tell you precisely. It's 50/50. Requiem feels like two games merged into one. Honestly, while implementing this, I worried that combining the two might make it too unfocused, but after numerous trials and errors, I'm satisfied that it's well-connected into a single story, better than I expected.


Please also let us know if there are scenes where Leon and Ashley walk together on screen, similar to the fourth installment.

Masato Kumazawa: If I were to explain this in too much detail, it might diminish the players' enjoyment, so it's difficult to say for certain. However, I would advise against expecting two characters to accompany each other, as in RE4.


I'm curious if the clear bonus is designed not to detract from the immersion of the work, and if there are plans to sell clear bonus DLCs as in the previous title.

Masato Kumazawa: "It's difficult to discuss clear bonuses before the game's release. However, I can say that the clear bonuses have been prepared to be just as satisfying as, if not more than, those in the previous title."


I'm curious about the Switch 2 version of Requiem. Previous titles were criticized for optimization issues and inappropriate UI scaling.

Masato Kumazawa: First, I'd like to explain the development process. We tested with various PC specifications, and thus, the game was developed and optimized in conjunction with PCs corresponding to the Switch 2 specifications. Unfortunately, the Requiem Switch 2 version does not utilize mouse controls. We internally reviewed mouse controls but decided to postpone them, as we determined they would not provide a comfortable experience in terms of button feel or assignment.


Please tell us what Leon's notable Weapon is in Requiem.

Masato Kumazawa: Please pay attention to the gun drawn on the front of the Steelbook. That gun is an important weapon. It's the weapon Leon loaded and Grace also touched in the TGA trailer.


If you are planning collaborative content, it would be good to mention it.

Masato Kumazawa: Internally, no game collaboration has been decided yet. Outside of the game, a collaboration was carried out on the vehicle Leon rides. Thus, through a partnership with 'Porsche', Leon drives a Porsche Cayenne GT.

▲ The Steelbook features the iconic weapon Leon will use

 

Please also explain the specifications required for Steam Deck optimization or for enjoying the game in 4K.

Masato Kumazawa: I would like to say that we have optimized the game so that it can be enjoyed comfortably on various PC specifications and devices. If you play on a high-spec PC, you can use features such as fast tracing.


I'm curious about the level of horror in Requiem within the work. It would be great if you could also tell us what kind of fear you tried to evoke.

Masato Kumazawa: We aimed to make it less scary than Resident Evil 7, and I would say it's on par with RE2. We made sure there wouldn't be any instances where players would stop playing because it was too scary. (laughs) Since we aimed to present a culmination of survival horror, we focused on evoking various types of fear rather than emphasizing a specific one.


Finally, Producer Kumazawa stated, "This is my first time in Korea, and it's a shame that I have to return tomorrow due to various tasks. However, since many people are looking forward to it, I will work quickly to ensure it can be released on schedule. Please look forward to it." He concluded by asking for much anticipation and interest in Resident Evil Requiem. 

 

This article was translated from the original that appeared on INVEN.

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