Summary:
Capcom’s Resident Evil Requiem presentation made one thing crystal clear: we are not picking a single lane this time. We are balancing two very different flavors of fear, using two playable protagonists to keep the rhythm unpredictable. Leon S. Kennedy steps in with the confidence of someone who has survived too much to hesitate, and his gameplay leans into fast decisions, close-quarters aggression, and that tense split-second timing that turns panic into control. Grace Ashcroft, on the other hand, starts from a place that feels closer to how most of us would react if a door creaked open and something started shuffling toward us. Her sections emphasize limited resources, tough choices about what to carry, and the kind of pressure where even a small victory feels expensive.
We also get a practical upgrade that changes how the moment-to-moment experience lands: we can switch between first-person and third-person perspectives whenever we want, letting us choose intimacy or visibility based on the situation. Add in zombies that cling to eerie scraps of their former routines, a story keyword called Elpis that links Grace’s past to Leon’s current case, and difficulty settings that can make saving itself feel like a gamble, and we end up with a setup that is built to keep us guessing. Beyond the game, Capcom leaned into collaborations and collector energy, from Hamilton watches that mirror what Leon and Grace wear to a Porsche Cayenne Turbo GT that appears as Leon’s vehicle. With the February 27, 2026 launch confirmed across major platforms and extra options like GeForce NOW and PC tech enhancements, we have plenty to plan for, whether we want pure dread, pure action, or a messy mix of both.
What Capcom revealed in the Resident Evil Requiem presentation
Capcom didn’t treat this presentation like a teaser reel. We got a clear breakdown of what matters when we actually pick up the controller: who we play as, how the camera works, what kind of enemies we face, and which systems shape our moment-to-moment decisions. The biggest takeaway is that Resident Evil Requiem is built to swing between two moods without feeling like it’s changing into a different game entirely. We move from “hold your breath and count bullets” to “move fast or get surrounded,” and the presentation framed that as a feature, not a compromise. We also got a solid view of how difficulty options can change the pressure, including how saving works in at least one mode, which is the sort of detail that tells us exactly what kind of tension Capcom wants. On top of the game details, the showcase leaned into collaborations and physical collectibles, which tells us Capcom sees this release as a full-on event rather than a quiet drop.
Why Resident Evil Requiem uses two protagonists
We’ve all played horror games that start strong and then flatten out once we learn the rules. Requiem tries to dodge that problem by giving us two playable leads with different strengths and different vulnerabilities, so our habits don’t get too comfortable. Leon S. Kennedy represents experience, capability, and that “I’ve done this before” energy that naturally invites bolder play. Grace Ashcroft represents uncertainty, limited control, and the kind of fear that makes us double-check every doorway and listen for footsteps like our headphones are life support. The presentation positioned them as dual protagonists rather than a main character with a side character, which matters because it signals we should expect meaningful time with both. It also sets up a natural push and pull: when Leon’s confidence starts making us reckless, Grace’s vulnerability can snap us back into careful survival thinking.
Leon S. Kennedy and the action side of the experience
Leon’s segment is framed around investigation and escalation, with him following a series of suspicious deaths and stepping into a situation that refuses to stay contained. His kit supports momentum: firearms, hand-to-hand capability, and the kind of movement that suggests we won’t be glued to one safe corner. The presentation highlighted his ability to wield multiple weapons and execute close-quarters maneuvers, which is the exact language we expect when the goal is “keep moving and keep surviving.” There’s also a nice bit of personality in how Leon’s gameplay reads like someone who refuses to be bullied by the environment. We still need to respect the threat, but we’re not playing as someone who is discovering horror for the first time. That difference changes how we approach encounters, especially when enemies try to force us into panic. With Leon, panic is something we try to weaponize.
Parries, the hatchet, and weapon improvisation
The hatchet is the standout “new toy” in Leon’s kit, because it suggests we are meant to fight up close instead of always backing away. The presentation also called out timing-based parries, which is basically Capcom saying, “If you learn the rhythm, you get to steal control back.” That matters in a Resident Evil setting because it gives us a skill-based answer to pressure, not just a resource-based one. We also saw hints of improvisation, like turning the tables with a chainsaw seized from an enemy, which is the kind of moment that makes action feel desperate and earned rather than flashy for its own sake. Finishers were mentioned too, and those are usually more than spectacle. They are a way to reward precise play when everything else is trying to break our focus. If we get greedy, we probably pay for it, but if we stay sharp, Leon looks built to create openings.
Grace Ashcroft and the survival horror side
Grace starts in a sanatorium overrun with zombies, and that setting choice says a lot. A sanatorium is tight, intimate, and full of spaces that feel wrong even before the monsters show up, so it’s perfect for forcing slow decisions. Grace’s gameplay is defined by judgment calls: which enemies we avoid, which fights we commit to, and how we deal with limited resources and carrying capacity. The presentation leaned on that “life or death” framing, and in survival horror that usually means we’re constantly negotiating trade-offs. Do we spend ammo to clear a path now, or do we keep it for the moment where the game stops asking nicely? Grace’s segment also introduces crafting through a special device that uses infected blood, which is a smart way to make combat and scavenging feel connected. Even when we win, we’re thinking about what we can turn that win into.
Inventory pressure, crafting, and the Requiem revolver
Grace’s resource limits are not just a difficulty knob, they’re the core of how her fear works. When carrying capacity is tight, every pickup becomes a tiny argument with ourselves. “Do we really need this right now?” becomes the most repeated sentence in our head. The crafting device that uses infected blood pushes that tension further because it turns the aftermath of danger into opportunity, but only if we plan well. We’re not just collecting herbs and calling it a day. We’re making intentional choices about building a toolkit that can adapt to the next room, the next chase, the next surprise. Then there’s the Requiem assault revolver, described as a custom gun with immense power and limited ammo. That is classic temptation: a panic button that can save us, but also a trap if we waste it early. The presentation even nudged that question directly, and it’s the kind of thing we’ll feel in our hands when we’re down to the last rounds and the hallway is suddenly not empty anymore.
Perspective switching: first-person fear and third-person momentum
One of the most practical features Capcom highlighted is that both protagonists are playable in first-person and third-person, and we can swap at any point during the game. That flexibility is more than a preference toggle, because camera perspective changes how we interpret threat. First-person pulls the world close and makes every corner feel personal. It’s the difference between watching a horror scene and being stuck inside it. Third-person gives us spatial awareness, which often encourages bolder movement and cleaner combat decisions, especially when multiple threats are in play. By letting us switch freely, Requiem avoids forcing one “correct” way to experience tension. We can go first-person when we want that claustrophobic dread, then switch to third-person when we need to read enemy spacing and move with confidence. It also means we can tailor the experience to our mood without breaking immersion, which is a rare win in a genre that usually demands we accept one specific lens.
Zombies with routines: how behavior becomes a gameplay clue
Zombies are scary, but they can also become predictable if they only do one thing: wander, lunge, repeat. Requiem adds an unsettling twist by showing zombies that seem fixated on actions from their lives before death, like a chef obsessed with cooking, a singer who keeps singing, or a janitor endlessly polishing mirrors. On paper, that sounds like creepy flavor, but it also reads like a gameplay system in disguise. If an enemy is stuck in a routine, we can start thinking like a hunter instead of prey. We can watch, learn, and move when the pattern gives us a window. It also makes the environment feel more haunted, because these are not just monsters roaming randomly. They are broken echoes of people, stuck in loops that make the whole space feel wrong. That kind of detail can make even a quiet hallway feel loaded, because we’re not sure if the routine is harmless or a trap waiting to snap.
Using routines to slip past danger
When enemies show recognizable behaviors, stealth and avoidance become more interesting than a simple “crouch to win” approach. We can imagine a situation where a zombie’s obsession keeps it anchored to a spot, which might let us sneak by, grab an item, or line up a safer route without burning ammo. But routines can also be bait. If we assume a behavior is fixed and it suddenly breaks, that surprise hits harder because we thought we understood the rules. That’s a nasty trick in the best way. The presentation even asked whether we could exploit these behaviors to outmaneuver them, and that question alone suggests we should expect moments where patience is rewarded. We might stand still longer than we want, listening to a singer zombie keep crooning in the dark, waiting for the exact moment we can slip past without triggering a chain reaction of attention. It’s tense, it’s human, and it turns observation into a survival skill.
Elpis: the thread tying Grace, Alyssa, and Leon together
Capcom called out “Elpis” as the keyword that connects everything, including the death of Grace’s mother, Alyssa Ashcroft, Grace’s own past, and story elements connected to Leon. That framing is important because it signals the story isn’t just a sequence of scary set pieces. There’s a central knot we’re expected to untangle, and Elpis is the label on the knot. By putting that word front and center, the presentation basically tells us to pay attention to recurring motifs, names, and details that might look like background dressing at first. It also suggests Grace’s personal history matters in a way that goes beyond “new character gets introduced.” If Elpis links her past to Leon’s investigation, then the dual protagonist structure isn’t just about gameplay variety. It’s about perspective. Leon can chase the case like a seasoned investigator, while Grace experiences the emotional gravity of what the mystery is pulling up. That combination can make revelations land harder, because we feel them from two angles at once.
Difficulty options that change saving and tension
Difficulty in horror is not just about enemy health bars. It’s about how often we feel cornered, how expensive mistakes are, and whether the game allows us to recover after a bad minute. Requiem’s presentation highlighted multiple difficulty options, including a Casual setting with aim assist and more forgiving player health and enemy durability. That’s a clear invitation for players who want the story and atmosphere without being punished for every missed shot. Then there’s Standard, described as a Classic option that heightens the tension and requires Ink Ribbons for each save while playing as Grace. That one detail changes the entire emotional temperature. Suddenly saving is not a menu action, it’s a decision with consequences. We don’t just ask, “Am I safe right now?” We ask, “Is this moment worth spending a limited resource?” That is the kind of pressure that makes even calm stretches feel sharp around the edges.
Casual versus Standard (Classic) and Ink Ribbons
Ink Ribbon saving is a classic Resident Evil pressure cooker because it turns progress into something we earn rather than something we assume. If Standard (Classic) makes Ink Ribbons necessary for Grace’s saves, then her sections become a different kind of mental game than Leon’s, even if the environments overlap. We’re not only budgeting ammo and healing items, we’re budgeting certainty. Saving too often can leave us vulnerable later, but saving too rarely can turn a single mistake into a long backtrack that rattles our confidence. Casual mode, by contrast, sounds designed to keep the pace moving, which can be perfect for players who want to explore without feeling like the game is holding a scoreboard over their head. The real win here is choice. We can pick the kind of tension we want, and because Requiem already splits action and survival across two leads, that flexibility helps us shape the experience into something that fits our personal threshold for stress.
Platforms, launch date, and where cloud gaming fits
Capcom confirmed Resident Evil Requiem launches on February 27, 2026 across PlayStation 5, Nintendo Switch 2, Xbox Series X|S, Steam, Epic Games Store, and GeForce NOW. That kind of day-one spread matters because it keeps the conversation unified. We’re not watching one platform get the spotlight while everyone else waits around. It also signals confidence in the release plan, especially with Switch 2 included alongside the usual high-end console targets. The GeForce NOW angle is especially interesting because it widens who can realistically play on PC without needing a top-tier setup. If we own the game on Steam or Epic Games Store, cloud support can become a practical fallback, whether we’re traveling, using a less powerful laptop, or simply trying to avoid a hardware upgrade right before launch. The presentation also mentioned playing on mobile devices and supported TVs through GeForce NOW, which turns Requiem into something we can take with us, not just something that lives on one machine.
GeForce NOW for Steam and Epic owners
Cloud support is often talked about like it’s only for people who can’t run games locally, but the real value is flexibility. If Requiem is available on GeForce NOW at launch, then we can treat it like a second doorway into the same experience. Own it on Steam or Epic and we still have the option to stream it through GeForce NOW on a device that would normally struggle. That can also be a quality-of-life upgrade for people who bounce between rooms, setups, or travel situations. It’s also helpful for players who want to keep their main PC lean, since streaming shifts the heavy lifting elsewhere. Of course, it comes with the real-world reality of needing a separate GeForce NOW membership and a reliable connection, but as a launch-day option, it expands the practical ways we can play. In a horror game, that convenience can be the difference between “I’ll start later” and “I’m starting tonight.”
PC features: DLSS 4 and path-traced lighting
Capcom also highlighted that Requiem is being optimized for a wide range of PCs, while high-spec players can use additional NVIDIA technology like DLSS 4 and path-traced effects. That’s not just buzzwords for a box, because horror relies heavily on lighting, shadow detail, and clarity in motion. If path tracing is used well, it can make reflections, refractions, and multi-source shadows feel more natural, which is exactly the kind of visual realism that makes a dark corridor feel truly unsafe. DLSS 4, meanwhile, is about performance and image quality, which matters if we want smooth motion during action-heavy Leon segments and stable readability during tense Grace segments. In a game where we can swap perspectives on demand, visual clarity becomes even more important, because first-person and third-person put different demands on what we need to see. The promise here is that PC players can tune the experience to match their hardware, and still aim for a strong mix of atmosphere and responsiveness.
Collaborations and merchandise
Capcom didn’t stop at gameplay systems. The presentation also leaned into collaborations that extend Requiem beyond the screen, and it did so in a way that matches the tone of the game rather than fighting it. These aren’t novelty items that scream “toy.” They’re positioned as premium tie-ins that echo characters and themes, which is why the watch collaboration makes sense and why the Porsche partnership is framed around performance and survival. It’s also a signal that Capcom expects strong character attachment. When a release is confident enough to build real-world replicas of what characters wear and drive, it’s betting that fans want to carry pieces of that identity into real life. Even if we never buy any of it, the existence of these collaborations tells us something about the intended vibe: stylish, grounded, and a little bit lethal. It’s Resident Evil as an event, not just a game on a shelf.
Hamilton watches inspired by Leon and Grace
The Hamilton collaboration is presented as two watch models designed to replicate what Leon and Grace wear in-game, with the Khaki Field Auto Chrono tied to Leon and the Pan Europ Automatic tied to Grace. The big headline is scarcity: these are positioned as extremely limited, with 2,000 units available worldwide, and they go on sale on February 27, the same day the game launches. That timing is not subtle. It’s meant to turn launch day into a wider moment of celebration and collector frenzy. The interesting part is that the concept fits the characters. Leon’s watch being rugged and field-ready feels aligned with his identity, while Grace’s watch having its own distinct design language helps her stand apart rather than feeling like “the new character.” Even if we’re not watch people, it’s hard not to appreciate the commitment. It’s the kind of tie-in that feels like it belongs in the Requiem world instead of sitting awkwardly next to it.
Porsche Cayenne Turbo GT and the game’s tone
Then there’s Porsche, which is not the kind of brand you expect to see casually tossed into survival horror. Capcom presented a one-of-a-kind Porsche Cayenne Turbo GT created with complex 3D printing technology, customized to fit the game’s darker world, and positioned around the themes of performance and survival. In-game, it appears as Leon’s vehicle, which is a very deliberate choice. Leon is the legendary agent who moves like he’s always one step ahead, so giving him a vehicle that carries a reputation for power and presence reinforces that “capable under pressure” energy. It also adds a modern edge to the setting, because a recognizable real-world vehicle makes the world feel closer to ours. That closeness can actually make horror hit harder, because the more real the surroundings feel, the less distance we have from the dread.
Why the vehicle matters for atmosphere
Vehicles in games can be throwaway set dressing, but when a presentation calls out a specific model and frames it as a collaboration, it suggests the car is meant to be noticed. A custom SUV appearing as Leon’s vehicle can function like a character accessory: it signals readiness, speed, and a kind of controlled aggression. It can also shape how we read certain scenes. A chase sequence feels different if the vehicle is framed as a powerful tool rather than a random car we hijacked. And if the game’s world is described as distinctly dark, a sleek, customized vehicle becomes a visual contrast that can highlight that darkness even more. It’s like wearing a clean white shirt into a dirty room. The contrast makes the room feel dirtier. If Capcom uses the Porsche presence thoughtfully, it can become an atmospheric amplifier, not just a brand cameo.
Editions, bonuses, and Nintendo Switch 2 extras
The showcase also laid out what we can buy and what we get, which helps us plan without guessing. Two core editions were mentioned, Standard and Deluxe, with Deluxe adding an exclusive pack of extras like costumes, weapon skins, screen filters, charms, and more. Pre-orders were also confirmed, with Grace’s “Apocalypse” costume positioned as the pre-order bonus. Beyond that, Capcom highlighted several Switch 2-focused announcements that make February 27, 2026 feel like a Resident Evil day on Nintendo hardware, not just a single game release. Resident Evil 7 biohazard Gold Edition and Resident Evil Village Gold Edition are also set to arrive on Switch 2 the same day, and there’s a Switch 2-exclusive bundle called the Resident Evil Generation Pack that packages those releases with Requiem. Add in a themed Switch 2 Pro Controller and the first-ever Resident Evil amiibo, and we can see Capcom and Nintendo aiming for a full ecosystem moment, not a one-off cameo.
Standard and Deluxe editions
Standard is the straightforward pick when we just want the base experience and we don’t want to overthink cosmetics. Deluxe is for the players who enjoy personalizing the vibe, whether that means swapping outfits to match the mood of a chapter or using filters that make the world feel slightly different on a second playthrough. What matters is that Capcom framed Deluxe as the same base game plus extras, not a fragmented experience. That’s reassuring, because we’re not being told we need Deluxe to access story. We’re being offered optional flavor. The pre-order bonus, Grace’s “Apocalypse” costume, fits the tone of the presentation too. It’s described as gritty, which suggests it’s meant to match the survival horror vibe rather than turning the game into a joke. If we’re the type to start on launch day anyway, it’s a clean incentive. If we prefer to wait for reviews, we’re not missing gameplay systems.
What the Deluxe extras add
The Deluxe extras list is built around cosmetics and presentation: five costumes, four weapon skins, two screen filters, two charms, and additional items. That mix matters because it touches multiple parts of the experience without changing balance in a way that would annoy players who stick to Standard. Costumes and skins let us customize identity, screen filters can reshape atmosphere, and charms add that small “this is mine” feeling when we load in. It’s also a smart way to support both protagonists without splitting the audience. If the costumes cover Grace and Leon, it gives us a reason to experiment with different looks across both playstyles. The key is that none of this is pitched as required. It’s pitched as optional personality. And in a game that already switches tone depending on who we’re playing, optional personality can be the icing that makes repeat runs feel fresh without forcing anyone to pay extra to understand the story.
Premium Steelbook Edition and collector appeal
Capcom also mentioned a Premium Steelbook Edition that includes the full game, Deluxe Edition contents, and a limited-edition lenticular card exclusive to that release, available while supplies last. This is the collector lane, plain and simple, and it’s aimed at people who still love a shelf moment. A steelbook fits Resident Evil especially well because the series has decades of visual identity, and a lenticular card leans into the idea of shifting perspective, which is funny in the best way given the game’s camera switching feature. The practical value depends on how much we care about physical presentation, but the emotional value is real. If we’re the type who remembers past Collector’s Editions and likes lining them up, this is a clean way to mark Requiem as a major entry. And if we’re not collectors, it still signals that Capcom sees this game as worthy of premium packaging, which usually correlates with bigger marketing confidence.
Switch 2 lineup: Generation Pack, Pro Controller, and amiibo
Switch 2 owners get a particularly loud set of launch-week options. Requiem lands on Switch 2 the same day as other platforms, and Capcom also confirmed Resident Evil 7 biohazard Gold Edition and Resident Evil Village Gold Edition are arriving on Switch 2 on that date. The Switch 2-exclusive Resident Evil Generation Pack bundles those releases with Requiem, which is basically Capcom offering a ready-made marathon for anyone who wants to immerse themselves in modern Resident Evil all at once. Then there’s the special edition Switch 2 Pro Controller, styled in gunmetal-inspired black with design elements pulled from the game, which is exactly the kind of accessory that makes a launch feel like a celebration. Finally, Grace is set to become the first-ever Resident Evil amiibo, planned for Summer 2026, which is a milestone for the franchise and a big signal that Nintendo-style collectibles are now part of Resident Evil’s world.
Epic Games Store perks and Fortnite crossover
Capcom also teased a collaboration angle tied to purchasing via the Epic Games Store, with Resident Evil-themed collaboration items in Fortnite, including a Grace outfit. Even without every detail spelled out, the idea is clear: Capcom wants to reward platform choice with a bonus that lives in a completely different ecosystem. That’s clever because Fortnite items are social. They show up in lobbies, screenshots, and streams, which means the crossover becomes free visibility. It also gives Grace extra spotlight, which makes sense for a new protagonist. If players can wear her outfit in Fortnite, she becomes familiar faster, and that helps the audience accept her as a legitimate co-lead alongside Leon. For us as players, it’s a simple decision point. If we already prefer Epic, the perk is a nice cherry on top. If we don’t, it’s still interesting to see Capcom leaning into cross-game identity as part of Requiem’s launch plan.
30th anniversary Symphony of Legacy performances
The presentation also nodded to the franchise’s history by highlighting 30th anniversary Symphony of Legacy orchestral performances planned across Japan, North America, and Europe. That’s a different kind of hype, the sentimental kind, and it matters because it frames Requiem as part of a long-running legacy rather than just “the next release.” Orchestral performances are also a reminder that Resident Evil music is a major part of why the series sticks in our memory. A good theme can make a safe room feel like relief and make a boss encounter feel like dread even before the first hit lands. By tying anniversary celebrations to the same general period as Requiem’s release window, Capcom is building a larger mood around the franchise: celebrate the past, then step into the next big entry. If we’re longtime fans, it’s a warm nostalgia hit. If we’re newer, it’s a signal that this series has weight, and Requiem is meant to carry it forward.
Conclusion
Resident Evil Requiem is shaping up like a balancing act done on purpose, not by accident. We get Leon’s confident action toolkit and Grace’s resource-starved survival pressure, and we can switch camera perspectives whenever we want, which lets us tune the fear to our own comfort level. The zombies aren’t just generic threats either, because their lingering routines hint at a system where observation can be just as valuable as ammo. Elpis sits at the center of the mystery, tying Grace’s past to Leon’s case, and the difficulty options suggest Capcom wants both accessibility and classic tension, especially when saving becomes a decision rather than a convenience. Outside the game, the collaborations and Switch 2 extras show how big Capcom expects this launch to be, from premium watches and a Porsche crossover to themed hardware and a franchise-first amiibo. With February 27, 2026 set as the worldwide release date across major platforms, we’re not just counting down to a game – we’re counting down to a full Resident Evil moment.
FAQs
- When does Resident Evil Requiem release, and which platforms are confirmed?
- Resident Evil Requiem is scheduled to launch on February 27, 2026. Capcom has listed PlayStation 5, Nintendo Switch 2, Xbox Series X|S, Steam, Epic Games Store, and GeForce NOW among the supported platforms, with a day-one release plan across them.
- Can we really switch between first-person and third-person at any time?
- Yes. Capcom has described perspective switching as a feature for both playable protagonists, letting us swap between first-person for close, immersive tension and third-person for a wider view that supports more dynamic action decisions.
- How do Leon and Grace play differently?
- Leon is presented as the action-forward protagonist, using firearms, close-quarters maneuvers, and tools like a hatchet, with mechanics that reward timing and aggressive control. Grace is framed around survival horror pressure, including limited resources, tough inventory choices, and crafting tied to infected blood, with her powerful revolver positioned as a last-resort option due to limited ammo.
- What is “Elpis,” and why does it matter?
- Capcom called Elpis the keyword that links major story threads, including Grace’s family history and the mystery Leon is investigating. It’s presented as the connective tissue of the narrative, encouraging us to treat it as a clue that points toward the bigger truth behind the events of Requiem.
- What Switch 2 extras were mentioned alongside Requiem?
- Capcom has pointed to a Switch 2-focused lineup that includes Requiem arriving alongside Resident Evil 7 biohazard Gold Edition and Resident Evil Village Gold Edition on the same date, plus a Switch 2-exclusive Resident Evil Generation Pack that bundles those titles. The presentation also referenced a themed Switch 2 Pro Controller and stated that Grace will become the first-ever Resident Evil amiibo, planned for Summer 2026.
Sources
- Resident Evil Requiem, CAPCOM, June 19, 2025
- DLSS 4 Is Available In Over 250 Games, And Coming To 007 First Light, Phantom Blade Zero, PRAGMATA with Path Tracing & Many More, NVIDIA GeForce News, January 5, 2026
- Games coming to Nintendo Switch 2 and Nintendo Switch in 2026, Nintendo (UK), December 16, 2025
- The ultimate playlist: an overview of gaming highlights featuring Porsche, Porsche Stories, December 18, 2025
- Resident Evil Requiem gets new gameplay showcase trailer with over-the-top Leon action, Windows Central, January 16, 2026
- Hamilton Revives a Gorgeous Deep-Cut Tool Watch for Resident Evil Requiem, Gear Patrol, January 17, 2026













