Following Capcom's announcement of Resident Evil 9: Requiem, the ninth mainline entry in the iconic series, major gaming outlets have dropped detailed hands-on reports, giving fans a first look at what's being called a "bold evolution" for the franchise.

Freedom of Choice: Dual Perspectives Debut
First up, IGN's preview reveals that while Requiem continues the first-person survival horror tone established by Resident Evil 7: Biohazard and Resident Evil Village, it introduces a game-changing feature: the ability to switch between first-person and third-person perspectives at any time. Both views are said to offer a complete, fluid, and natural gameplay experience.
This dual-perspective system, a first for the series, not only provides players with more flexibility but also strikes a clever balance between immersive horror and intense action.
IGN also confirmed the identity of the protagonist: Grace Ashcroft, daughter of Alyssa Ashcroft, the investigative reporter from 2003's Resident Evil Outbreak. Unlike the series' usual combat veterans, Grace brings a stronger sense of vulnerability and a tangible learning curve, allowing players to feel her fear and helplessness firsthand.
▼In Requiem, Grace is an FBI agent.


The gameplay is largely set within a dark and claustrophobic Gothic hospital, using flickering lights and realistic shadow effects to build a heavy, unsettling atmosphere.
Classic Terror Meets Dynamic Stalker AI
Eurogamer.net shared a similar take, noting that the demo's design harkens back to classic elements of the series, particularly excelling in its atmospheric tension and the thrill of being pursued by a monster.
The outlet mentioned that even during long stretches with no enemy encounters, the oppressive feeling created by narrow spaces, locked doors, and dim lighting kept their heart racing.




They also highlighted the stalker enemy design, which is reminiscent of unforgettable pursuers like the Tyrant and Lady Dimitrescu. However, Game Director Koji Nakanishi has apparently made the enemy AI more dynamic and unpredictable, creating a more authentic and nerve-wracking horror experience.
Furthermore, Eurogamer.net praised the game's detailed lighting and sound design, especially in a pitch-black locker room where the faint glow of a lighter was the only source of illumination, cranking the terrifying atmosphere to a new level.


A Story That Bridges the Past
Meanwhile, VGC's report touched on the game's connection to Resident Evil Outbreak, revealing that the story is set nearly a decade after the Raccoon City incident. The game's design clearly emphasizes its survival horror roots, forcing players to survive by solving puzzles, evading monsters, and exploring cautiously. The stalker mechanic is described as highly sophisticated, reacting to player actions to generate intense tension.





VGC detailed a particularly thrilling gameplay segment: the player must push a heavy hospital gurney through the dark, creating a loud noise that attracts a monster. After holding their breath and waiting for it to leave, the player cautiously uses a lighter for a peek—only to find the creature is now right in their face, delivering a massive jump scare. This blend of scripted events and player choice creates a unique brand of terror and showcases the game's impressive AI and environmental interaction.
How Two Perspectives Shape the Horror
Regarding the dual-view system, IGN lauded it as more than just a technical achievement, noting how it shapes the game's atmosphere. The first-person perspective enhances the immersive fear and detailed exploration, while the third-person view is better suited for action, escapes, and tactical thinking, allowing players to switch styles to fit the situation.

VGC even speculated that Capcom might be using this design to frame a multi-protagonist, multi-narrative structure: Grace could represent the first-person survival horror experience, while another protagonist might offer more explosive, third-person action horror.
Tying it all together is the powerful RE Engine, which elevates the game's graphics and lighting, especially its mastery over fine light details and shadows. Grace's facial expressions, in particular, were hailed by media as one of the most outstanding examples of character emotion from the RE Engine yet, making the entire experience more realistic and immersive by powerfully conveying her fear and helplessness to the player.
via: IGN VGC Eurogamer.net