Resident Evil Requiem Preview Reveals Dual Protagonists, Stalking Enemies, and Postgame Surprises
Developers confirm the game is not open world, instead focusing on dense, interconnected environments with purposeful design
News by Njn on Jan 27, 2026
After the last round of Resident Evil Requiem previews, a lot of new information came out at once, surprising many people. Several news sources, creators, and influencers were given the chance to play the game for 3 hours across multiple playable sections. Even though it's still not clear exactly how that time was split, the previews have given players the best idea yet of what to expect from the game's structure, tone, and features.
From the videos circulating, it looks like most show the same 10 to 15 minutes of gaming, either as captured footage or carefully selected B-roll. Even though the whole three-hour experience hasn't been shown, what has been shown is enough to show some important design principles.

The new enemies that follow you around are one of the most shocking new things. One stands out because it is so big and has a scary appearance. It squeezes through halls with a face that looks like a child's, which makes it even scarier. This threat seems made to be overwhelming just by being there.
When you play as Leon, you may have more ways to attack, but when you play as Grace, the only real plan is to stay alive. It's not possible to beat this enemy directly, so you have to run, loop through environments, and use maze-like patterns to stay alive.
Based on what we've seen so far, it looks like it could be a real contender for game of the year.
The game looks and works very well, both visually and technically. It also looks like it will be one of the best-selling games during its launch. Even though other big games are coming out around the same time, this one feels like the real start of the year's biggest launches. Not many future games seem to be able to match its size or level of excitement, and only a few later releases even make the same list.
One thing that gets a lot of attention is the difference between Grace's and Leon's gameplay styles. Grace's parts lean strongly toward first-person survival horror, focusing on openness, tension, and avoidance. Leon's parts are more action-oriented and seem to work better with third-person play.
Early on, players can choose the camera angle they want to use, but the design language strongly suggests which types will work best for each character. This aligns with what players are used to: first-person for scarier, survival-themed games and third-person for action-packed battles.
Also, enemy behavior seems more complicated than in earlier entries. Zombies still retain some of the habits they had as humans, which can be used against them. For instance, some enemies might be interested in doing things they've seen before, like turning lights on and off.
As Grace, you can use this move to distract foes or make space for yourself without fighting them directly. This style makes it clear that she survives by watching and moving carefully, not by using force.
The list of enemies that are stalking you already looks pretty big. There is a huge monster that fills the hallway, which is Grace's main pursuer early on, and another enemy that looks like a cook or butcher. Even though this third enemy might not be as scary as the others, many previews still describe it as a danger that follows Grace around, since she can't really fight back. When Leon and Grace meet, one of the main people after them seems finally eliminated, showing that not all threats last forever.
One of the most interesting methods shown is how one character's actions affect another's.
As Grace, the enemies you choose to kill or stay away from can have a direct effect on Leon's life in the same ways. If Grace stays out of battle and sneaks through parts, Leon may later face a stronger enemy force. On the other hand, Leon's way might be easier if Grace gets rid of all of Leon's enemies.
This crossover method makes your approach to each character's role more strategic and forces players to consider things from multiple points of view. It's also important to know when things happen, because some places may be revisited at different times in the story, making enemies for one character but not for the other.
There has also been a lot of clarity added to the game's organization. The creators have made it clear that this is not an open-world game. Even though the environments may give you some freedom and paths that connect to each other, the game is still tightly planned and focused.
The creators said it was interesting that at first, they tried making versions of the game with just Leon or just Grace, but neither worked on its own. The final form was only complete when both characters were brought together into a single story.
The confirmation of post-game material is another detail that caused a lot of debate. It is possible to keep playing after finishing the main story, but no details have been given. This makes me wonder how the finish will be handled, since continuation after a game usually means that characters live on or the world stays in a state that can be played. It's still not clear whether this content lives in a changed timeline, a state before the end, or something else entirely.

There is also more talk about Ada Wong's possible return.
A developer was asked directly in an interview whether the sound of talking to Leon is from Claire or Ada. Even though there was no clear answer, the focus was largely on Leon and Ada's private relationship, which many people see as a strong hint. The fact that this relationship emerged on its own suggests that Ada may have a significant role in the story, making her the most likely legacy character to appear.
People's reactions to an early scene are mixed online. Leon sees an enemy with a hatchet kill a nurse in the first few seconds of the movie. He has plenty of chances to step in, but he doesn't. Instead, he ends the scene with a one-liner. A lot of people are talking about this time online because they think it's not in the right tone.
Leon is known for being calm and wise, but some people find it strange that he is both indifferent and funny right after such a violent death. It seems like a style choice that not everyone will like, even if it fits common tropes in the genre.
Overall, the trailers show a game that is bold, sure of itself, and very aware of what it is. The two-character structure, linked systems, improved enemy behavior, and strong focus on tension all point to an experience that tries to strike a better balance between horror and action than ever before. As more information comes out, excitement keeps building, and it's becoming clearer that this release is going to be one of the most important games of the year.
Moderator, NoobFeed
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