Resident Evil Requiem: The Return of Leon and the Art of Misdirection
Capcom's next entry in the Resident Evil saga raises questions, builds intrigue, and plays a masterful game of narrative illusion.
News by Placid on Jun 27, 2025
At Capcom's recent showcase, Resident Evil Requiem made an unexpected splash—showing far more than anticipated and instantly igniting conversation across fan circles. Players got a good look at the core design of the game from both first-person and third-person points of view. They also got a taste of the classic Resident Evil elements, like environmental puzzles, tense atmosphere, and the danger of a stalker-type enemy.
True to form, the visual fidelity and horror aesthetics were striking, evoking the DNA of the franchise while signaling a bold new direction. But the real spark came not from the gameplay reveals—it came from a single, provocative quote regarding one of the series' most iconic characters: Leon S. Kennedy.

Resident Evil Requiem is set three decades after the Raccoon City incident, placing the timeline well into the 2030s. This detail positions Leon in his early fifties, aging gracefully but still relevant in the larger Resident Evil mythology. Yet when asked about his role in the game, director Koshi Nakanishi offered an unexpected response.
According to Nakanishi, the team had seriously considered making Leon the protagonist—but ultimately moved away from the idea. "We always thought about making Leon the protagonist," he stated. "But making a horror game based around him is difficult. He wouldn't jump at something like a bucket falling. No one wants to see Leon scared by every little thing. So he's actually quite a bad match for horror."
This statement, as brief as it may be, has caused an uproar—and for good reason. It's not just that Leon won't be the main character in Requiem; it's also that his calmness and experience make him too tough for the intense horror experience Capcom is making. At least on paper, it seems like a great idea. Grace, the game's new main character, is said to be more like the player in terms of their emotional journey: scared of the unknown, growing through hardship, and learning how to live with little training and resources. Her FBI background explains why she can use a gun, but it doesn't make her immune to harm, which makes every meeting more tense.
Still, Capcom's quote raises more questions than it answers. The framing is deliberately slippery. If Leon was once considered for the lead role, what's his position now? Is he entirely absent? A secondary character? A playable one? Or perhaps something more integral—present in a limited capacity that avoids undermining Grace's central arc?
Capcom has a past of carefully controlling the story, often leaving out important details to keep things interesting. Just a few weeks ago, Capcom told fans they would have to wait longer for a big reveal, but 45 minutes later, they finally showed off the video. This seems to follow the same trend of almost contradictory ideas. Declaring that Leon isn't the protagonist is not the same as confirming he isn't playable. Nor does it rule out dual protagonists or segmented playtime, where players switch perspectives as the story unfolds.

This tactic—teasing a possibility while sidestepping confirmation—is classic misdirection. It plays directly into the anticipatory behavior of the gaming community, where speculation becomes part of the experience. It also reflects a sophisticated understanding of character archetypes and audience expectations. Leon has evolved over decades from a rookie cop to an unshakable agent. Positioning him as the emotional anchor in a horror-driven narrative may be creatively limiting—but including him as a foil to a younger, more vulnerable protagonist could enrich the story's emotional balance.
Historically, developers rarely discuss scrapped narrative directions before release. Behind-the-scenes decisions, such as cut content or restructured plotlines, are typically shared post-launch—after the game has been received and dissected. By choosing to reveal that Leon was once intended to be the lead, Capcom breaks that unspoken rule.
This alone suggests that there's more at play than a simple narrative discard. The company knows very well how many fans Leon has and how much attention he gets. Giving this clue now starts a conversation, builds wonder, and keeps Requiem at the top of people's minds in a crowded market.
Speculation remains strong that Leon may be playable in specific segments of the game—perhaps as a mentor figure, a late-game unlock, or in flashbacks that contextualize Grace's mission. The semantics of terms like "protagonist," "main character," and "playable character" are being carefully parsed by fans, and Capcom's wording invites that parsing. If Grace leads the story, that doesn't preclude Leon from having a significant or even game-defining role.
Gaming has long evolved beyond single-protagonist storytelling. Story-heavy games now usually have two points of view, timelines that change, and stories with more than one character. It's not uncommon for games like The Last of Us Part II and Final Fantasy VII Rebirth to have a main character who can also be played as other characters. It's plausible that Requiem follows suit—anchoring the emotional journey in Grace, while allowing players to briefly embody Leon in sequences that deepen the lore or reveal hidden truths.

Capcom is showing how to use managed ambiguity very well. Instead of saying yes or no, they've set a story seed that fans will feed with rumors until the game comes out. That tactic not only drives engagement but preserves surprise—something increasingly rare in the age of leaks and premature reveals.
In the end, the legacy of Resident Evil has always been defined by reinvention. Resident Evil Requiem may not put Leon in the spotlight, but he's never been far from it. And given how carefully Capcom is playing this narrative chess game, the odds are strong that he's still on the board—waiting to make his move.
Senior Editor, NoobFeed
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