After Resident Evil 7 and Resident Evil: Village successfully brought the series back to its survival horror roots, Capcom's upcoming entry in the series, Resident Evil: Requiem, plans to take this horror experience to new heights.Game producer Masato Kumasawa revealed in a recent interview that the core goal of the team is to bring players a horror journey throughout, and to avoid falling into an "action-oriented" situation in the later stages of the game through exquisite rhythm control.

Masato Kumasawa admitted in the interview that he learned important lessons from player feedback, that is, "Resident Evil 7" and "Resident Evil: Village" became "very action-oriented, full of 'action, action, action!'" in the later stages of the game.To rectify this, Resident Evil: Requiem will firmly return to the classic survival horror style.
To this end, the game introduces a new protagonist, Grace Ashfield, who is more grounded and full of fear, replacing experienced agents like Leon S. Kennedy.The production team believes that characters like Leon, who can sweep through armies like an action hero in Resident Evil 4, will make players feel "too powerful" and weaken the sense of terror.

However, the producer also pointed out that creating a game with "full high-energy scares" is not the best choice, because non-stop scares will tire players and weaken the impact of key horror scenes.
Masato Kumasawa explained: "The key is balance. You first create a scary atmosphere, and then add some action elements... We carefully thought about the order of the scenes, and what order can keep the players scared throughout the game." This relaxed design is similar to the way in horror movies to accumulate tension through literary drama and slow-paced scenes, so as to make the next scare more powerful.

It has been revealed that a mysterious enemy named "Stalker" will appear in the game, and its true intentions and motivations are more complicated than they appear on the surface.At the same time, the game design will emphasize classic resource management, where every bullet counts and solving a room full of enemies will be a "luxury", aiming to allow players to re-experience the tension of struggling to survive in despair.