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Resident Evil Requiem Review – A Sublime Sepulchre

Reviewed on:
PlayStation 5
Platform:
PlayStation 5, Xbox Series X/S, PC
Publisher:
Capcom
Developer:
Capcom
Release:
Rating:
Mature
Resident Evil Requiem is about two people whose lives are forever altered by the worst day of work ever. Those same people then risk it all to save someone. This act is unfeigned, full of the corny sincerity that is a staple of this series, and it is the heartbeat the hordes of undead they will maim are missing. Resident Evil Requiem is also a game about roundhouse-kicking zombies, physics-defying motorcycle chases, and a story that requires years of crisscrossed history to fully understand what transpires. It is fantastic, a revelatory mix of terrifying survival-horror and action that stops just short of being too over the top to dip back into the sentimental humanity of these seemingly everlasting characters. It is goofy, schlocky, and excessive, but it is also a masterclass in refinement, a tour de force of gameplay that arrives only after 30 years of lessons learned. Requiem is Resident Evil at its finest.
Watch Our Resident Evil Requiem Review:
Grace Ashcroft is the daughter of a woman murdered for mysterious but significant reasons. When she is called to yet another murder on a case she’s tracking for the FBI, she returns to the hotel where she watched her mom die. Thus begins a dreadful day in which the comfort of her office computer is a far cry from her journey to the heart of Raccoon City to fight both true evil and rotting corpses whose innocent slumber has been invaded by a virus. Leon S. Kennedy, who might view Grace’s adventure as just another day at work, is ill, racing against the clock to find a cure for something he doesn’t understand. Fatefully, their paths cross, and together, they must save themselves, a girl, and the world – they don’t know who’s pulling what strings, not really, but that only encourages them to keep fighting.
That hotel, the Rhodes Hill Care Center, sterile-white labs, Raccoon City itself, and the dormant secrets they hold are the labyrinthian playgrounds for what is the new pinnacle of survival-horror. Absurd puzzles involving sparkling gems, search-action gauntlets, and a scavenger hunt for detonator parts, and more color the pages of Capcom’s playbook in Requiem. It is familiar, sometimes to a fault, but it is always exhilarating.
The shakiness of Grace’s hands in first-person matches the hushed breaths I try to contain on my couch, as if the undead hulking chef, with his machete-sized kitchen knife, will hear me if I’m too loud. The copious one-liners that Leon can’t help saying are the capstones to my laughter after watching a pustulating, walking blister explode into a fountain of blood after I plunge a hatchet into its skull in third-person.
Whether my walk has slowed to a crawl as I inch closer to a zombie I have to sneak around, or I’m sprinting forward into the horde because I am finally in control of a chainsaw that has haunted me for years, I am in heaven (or maybe hell).
Just barely surviving the hallways of the aforementioned care center as Grace, desperate to save a girl who could have been her in a different universe, provides the scares and tension I crave from Resident Evil. I don’t care that zombies explode into reborn festering amalgamations of blood and thickened muscle before my eyes. I don’t care that a gigantic woman whose eyes verge on popping like the world’s most disgusting boba relentlessly searches for me. Well, that’s not true, actually. I do care, and Grace does too, of course, but for the sake of this girl, and both her survival and mine, we cannot care – these are our circumstances, and there is no other choice.
Instead of ramping up Grace’s adventures to a comical level of silliness and heroism – an issue I have with the series’ past – her time on screen remains a dreadful march of atrocity, agony, and heart. And just as it starts to feel overindulgent, in steps Leon, just the man for extravagant set pieces with mortar-firing zombies, motorcycle chases, and monstrous boss fights. It’s nothing new for him, after all. Capcom masterfully weaves Leon and Grace’s stories together to ensure her horrors never persist for too long and that Leon’s ditzy drive never overextends its enjoyment.
I would have welcomed another dozen hours of this back-and-forth with joy, and I am looking forward to optimizing my route through this nightmare to achieve a cleaner, faster completion time. That myriad post-game rewards and unlockables remain after the first playthrough demonstrates Capcom's confidence: it knows I will be playing it again, and again.
There is such a simple change in the ever-present virus of Requiem, which has plagued Raccoon City and its surrounding mountains for nearly three decades: those who succumb to it retain their memories. Gone are the shambling, decomposed bodies that just want to taste the next living thing their eyes spot. No, these zombies are the soldiers who died with a machine gun in hand but still have a mission to accomplish, the doctors performing surgery who will use their scalpel prowess on you, and the lone police chief still looking for a donut, I assume. This viral change breathes new life into zombies we’ve killed countless times before, as there is a semblance of life within, and every bullet fired is the chance for mercy, finally. It also means some custodial zombies aren’t interested in killing you but rather are desperate to turn off the light you just switched on, and I’m thankful for that, too.
There is little room to breathe in Requiem. Grace cannot stop – she is not Leon and her survival depends on her ability to march forward toward an eventual but unknown escape, even when every cell in her body is screaming for her to turn the other way.
Leon will not stop – he has a mission after all, and nothing will prevent him from completing it, not even the threat of returning foes he has long thought dead. Those returning foes, and even the return of Raccoon City itself decades after its nuclear fallout, might come across as fan service, and to an extent, they are, by the very nature of their existence. But a delicate hand elevates these encounters and characters to be more. They are reminders of where someone like Leon has been and where he is today; they are callbacks that tease, through history, where Grace’s story can go; they are prompts to inspect internally what Resident Evil means to you. Is it the horror? Is it the action? Is it the characters? Is it the ridiculous lore? Is it Leon’s sculpted jaw and always perfect hair? It is all of these things, and Requiem is in commanding conversation with that mixture throughout its runtime.
Just as I mix various resources in the crafting menu to see what I get, so too does Requiem combine its various gameplay types, from claustrophobic horror to bombastic action and everything in between. Sometimes the result is familiar – mixing three green herbs still gives you an item that fully recovers your health – but sometimes the outcome is a new thrill of adrenaline and terror Capcom somehow hadn’t yet delivered.
Requiem is a repose for characters, corpses, and the chronicles of Raccoon City. Requiem is also the name of the laughably large pistol I used to kill yet another mutated nemesis, itself a deformed manifestation of man’s hubris. That duality of the word “Requiem” here speaks to Capcom’s success and the ways in which Resident Evil is finally harmonizing the disparate parts of its past to create a perfectly refined melody. And now, with its secrets exposed to me and its mazes awaiting my mastery of them, Requiem is also the name of my favorite Resident Evil.
Score: 9.75
Update: Nacon Connect Showcase Delayed To May Amidst Company Insolvency Filing

Update: 3/2/26
Last month, Nacon, the publisher behind the upcoming GreedFall: The Dying World, filed for insolvency, a move indicating the publisher is out of money. Insolvency entails a request to initiate judicial reorganization proceedings, which could change many aspects of the company. At the time, Nacon did not indicate its upcoming Nacon Connect showcase, scheduled for March 4, would be affected, but today, the publisher announced it will be delayed to May.
"In order to ensure that future announcements have the impact they deserve, Nacon has made the strategic decision to postpone the next edition of its Nacon Connect, initially scheduled for March 4," a Nacon press release reads. "Faced with a difficult economic environment for the company, we are choosing to focus our resources on upcoming releases and the development of our current games. This period will allow us to polish our projects and prepare for a new Nacon Connect to be held in May, which will showcase the work of our studios in the best possible way."
Nacon says that until then, "numerous communications" will take place to support games like GreedFall: The Dying World, Dragonkin: The Banished, Cthulhu: The Cosmic Abyss, and more.
The original story continues below...
Original story: 2/25/26
Nacon, the publisher behind the upcoming GreedFall: The Dying World and other games like Hell Is Us and RoboCop: Rogue City, has filed for insolvency. In other words, Nacon is out of money; as such, the publisher has requested the initiation of judicial reorganization proceedings.
Insolvency, in this instance, means Nacon is unable to pay the debts it owes to a debtor. Insolvency typically involves companies that have assets with value – publishing rights, IP, and the like, in this case – but lack the hard cash needed to make payments it owes. And because the debtor is seeking payment, non-cash assets that might otherwise be up for sale have little leverage if they don't add up to the funds owed, which is likely the situation Nacon is in.
"In a video game sector marked by long investment cycles and significant transformations, on [February 20, 2026], Nacon announced that the situation of is majority shareholder, Bigben Interactive, which, following an unexpected and late refusal by its banking pool, was unable to make the partial repayment of its bond loan to its bondholders, was significantly affecting its own operations," the filing reads.
"The Company indicated on this occasion that its liquidity situation required the rapid implementation of a financial restructuring with its creditors in order to ensure the continuity of its operations, and that it was considering procedures intended to facilitate the restructuring of its debt under the supervision of the Court," the filing continues. "To date, the Company reports that its available assets do not allow it to meet its due liabilities. In this context, the Company will, as of today, file for [insolvency]."
As for what this means for upcoming games like GreedFall: The Dying World, which launches into 1.0 on March 12 after years of Early Access, it probably means nothing – GreedFall: The Dying World, which is a sequel to Spiders Studios' 2019 GreedFall, will likely launch as planned next month. In the longer term, Nacon's filing says the aim of insolvency is to "assess all possible solutions to ensure the sustainability of the Company's activity under the best possible conditions, protect employees, and preserve jobs, while renegotiating with its creditors in a calm and constructive framework. This procedure will enable the Company to continue its business, renegotiate its debts, and develop a credible and effective continuation plan."
Another wrinkle to this insolvency filing is that Nacon is set to hold its Nintendo Direct-style showcase – Nacon Connect – next week on March 4. That's likely to still happen, though, similar to GreedFall: The Dying World's launch the following week. Nacon also just launched Styx: Blades of Greed, the third game in the stealth series that started in 2014 with Styx: Master of Shadows, last week on February 19.
Game Informer will update this story if it learns more about Nacon's ongoing insolvency efforts.
In the meantime, read Game Informer's RoboCop: Rogue City review, and then check out our thoughts on the first GreedFall. After that, read Game Informer's GreedFall: The Dying World preview.
Are you picking up GreedFall: The Dying World next month? Let us know in the comments below!
You Can Play Two Upcoming PlayStation First-Party Games Early This Weekend

You might think holding playtests or server slams or betas or whatever technical term you want to call "a chance to play a game before it's officially out" for multiple games in the same weekend is a strange idea... I agree, but that's exactly what PlayStation is doing this weekend with two of its upcoming first-party games. Specifically, Bungie is launching a server slam this weekend for Marathon, starting at 10 a.m. PT on Thursday, February 26, and ending on Monday, March 2, at 10 a.m. PT, while Guerrilla Games is holding a closed playtest for Horizon Hunters Gathering starting Friday, February 27, and running through Sunday, March 1.
Of course, the third-person action co-op gameplay of Horizon Hunter is quite a bit different from the first-person extraction co-op gameplay of Marathon, but at the end of the day, these are two first-party multiplayer games and it seems a bit odd to pit them against each other in the same weekend like this.
Considering Marathon launches March 5, it makes sense to have a server slam the final weekend before its release – it gives Bungie the chance to test its servers and players the opportunity to see if the Destiny studio's vivid and mysterious take on the extraction shooter genre is for them. With Horizon Hunters Gathering having only just been announced earlier this month, with no release date in sight, it's strange to land on the same weekend for a playtest as Bungie's server slam. Alas, that's what's happening, so you, the player, have the opportunity to try out two first-party games for free this weekend.
Bungie's Marathon Server Slam Details
As for what to expect in this weekend's Marathon server slam, it will be available on PlayStation 5, Xbox Series X/S, and PC (via Steam) with crossplay and cross-save enabled. This server slam is what Bungie is calling an open preview, which means anyone can try it out, unlike Guerrilla Games' closed playtest for Horizon Hunters Gathering (more on that in a bit).
If you play Marathon this weekend, you have the chance to earn the following in-game rewards, and each reward earned will transfer into the full game if you pick it up:
Complete the first mission to unlock the Standard Arrival Cache, which includes the following:
- Standard implants (6x)
- Standard Runner shell cores (4x)
- Standard weapon chip mods (4x)
- Weapons: Overrun and Hardline
Reach Runner Level 10 to unlock the Enhanced Arrival Cache (Green), which includes the following:
- Enhanced implants (6x)
- Enhanced Runner shell cores (2x for each shell, 12x total)
- Enhanced weapon chip mods (4x)
- Weapons: Enhanced Magnum and Enhanced Hardline
Reach Runner Level 30 to unlock the Deluxe Arrival Cache (Blue), which includes the following:
- Deluxe and Enhanced implants (3x each, 6x total)
- Deluxe and Enhanced Runner shell cores (1x for each shell, 12x total)
- Deluxe and Enhanced weapon chip mods (2x each, 4x total)
- Weapons: Deluxe Magnum and Enhanced Volley Rifle
- Backpack: Enhanced Base Backpack
Bungie says the emblem, player banner, and loot rewards will be waiting for you when Marathon launches. As for what you'll actually be doing, you can "infil" into two zones – Perimeter and Dire Marsh – as well as take on contracts for five factions in the Marathon universe. You can also try out five of the six Runner shells that will be available at launch.
When the game launches (and when Season 1 goes live), two more zones to infil into – Outpost and Cryo Archive – will be available, along with the sixth Runner shell. Plus, full progression for all six of the game's factions will go live, as will Ranked Mode and "other secrets and surprises."
The Marathon server slam begins on Thursday, February 26, at 10 a.m. PT, and ends on Monday, March 2, at 10 a.m. PT.
Guerrilla Games' Horizon Hunters Gathering Closed Playtest
Unlike Bungie's Marathon server slam, the Horizon Hunters Gathering closed playtest will not be open to everyone – you must sign up for PlayStation's beta test program here and hope you are selected to participate.
While the Horizon Hunters Gathering playtest begins on Friday, February 27, it will only be playable for North American players from 4 p.m. PT to 7 p.m. PT, and from 7 p.m. CET to 10 p.m. CET for EU players on that day, as well as Saturday, February 28, and Sunday, March 1. It will be available for selected players on both PlayStation 5 and PC (via Steam), and will only support the English language.
In this closed playtest, three playable hunters – Axle, Rem, and Sun – will be available to try out within two game modes: Machine Incursion (Normal and Hard) and Cauldron Descent (Normal). The playtest will be set within one explorable environment, which is Colorado Springs, and will feature access to The Gathering, which Guerrilla Games calls a shared social space with campsite customization.
Unlike the Marathon server slam, there won't be any rewards to earn from this playtest, which makes sense considering we have no idea when Horizon Hunters Gathering is launching.
Nonetheless, that's everything you need to know about upcoming opportunities to play Marathon and Horizon Hunters Gathering this weekend.
In the meantime, check out the Horizon Hunters Gathering reveal trailer, and then check out the Marathon release date trailer after that.
Are you hoping to hop into either of these games this weekend? Let us know in the comments below!
Deadpool Villain Actor Ed Skrein Cast As Baldur In Amazon's God Of War TV Adaptation

Midgard continues to fill up with characters for Amazon's upcoming live-action God of War TV series. Deadline has reported that Ed Skrein, who you might recognize as Deadpool (2016) villain Ajax, will play Baldur, the youngest son of Odin, in the show.
Skrein, whose other credits include Jurassic Park: Rebirth, Rebel Moon, Game of Thrones, and Alita: Battle Angel, will go fist-to-fist with Ryan Hurst's Kratos in this God of War series, if it sticks closely to 2018's God of War. The game practically opens with the earth-shattering fight between the two gods, and Baldur continues to be a recurring antagonist throughout Kratos and his son Atreus' adventure to lay Faye, Kratos' wife and Atreus' mom, to rest on a mountain high in the sky.
You can check out that fight from the game in the video below, courtesy of GameClips:
"Charismatic, unpredictable, and armed with a razor-sharp tongue, Baldur lives by his own rules," Deadline's logline description of Baldur reads. "As a boy, Baldur was cursed; this curse denied him the ability to feel pleasure and physical sensation. This fuels an insatiable anger and bloodlust in Baldur, who favors a brawling fighting style that blends his immense power with the raw impact of his fists. Above all else, he longs for an opponent that can truly match his prowess in battle; an opponent that can finally make him feel something."
With Skrein's casting, the announced cast of Amazon's God of War series is as follows:
- Ryan Hurst - Kratos
- Callum Vinson - Atreus
- Ed Skrein - Baldur
- Max Parker - Heimdall
- Ólafur Darri Ólafsson - Thor
- Mandy Patinkin - Odin
- Alastair Duncan - Mimir
- Danny Woodburn - Brok
- Jeff Gulka - Sindri
Amazon has already made a two-season order for God of War and is currently in pre-production in Vancouver, Canada. The series is being led by showrunner, writer, and executive producer Ronald D. Moore (Outlander, Battlestar Galactica). It is being co-produced by Sony Pictures Television, Amazon MGM Studios, PlayStation Productions, and Tall Boy Productions.
For more, read Game Informer's reviews for God of War and God of War Ragnarök. After that, read why God of War Ragnarök's Valhalla is so much more than just a roguelite DLC.
[Source: Deadline]
What do you think of this series' casting so far? Let us know in the comments below!
Marvel's Wolverine Officially Gets September Release Date

Thanks to the massive success of Insomniac's Spider-Man games, its next project, Marvel's Wolverine, is easily one of our highest-anticipated games of the year. Usually, every new piece of news about a game of this caliber would be closely guarded and revealed in grand fashion, but today's release date was a straightforward social media post. After learning last year that it would drop sometime in fall 2026, we just learned the official release date: September 15.
The news comes in a quick, six-second video posted to Insomniac's various social media platforms. Text above the video reads, "Let's cut to the chase: Marvel's Wolverine launches September 15, 2026." The video itself just shows the game's key art (which features the illustration of the titular mutant that appears on the game's box art) and text announcing the release date. Fans (like me) hoping this news would be accompanied by some more footage or gameplay details are sadly out of luck.
This is especially interesting timing given that Sony put on one of the biggest State of Play showcases we've seen in a while just a few weeks ago, and Wolverine was notably absent from the lineup. This was not a surprise, as Insomniac suggested on social media that Wolverine wouldn't be shown, but it also teased a bigger look at the game in its most recent trailer, possibly hinting at a larger trailer or dedicated showcase coming this spring. That said, we're not complaining about the locked down release date, and look forward to seeing more of what the game has to offer in the coming months.
For more Marvel games, check out the recent X-Men-focused trailer for Marvel Tōkon: Fighting Souls. For more PlayStation, check out all our coverage from the recent State of Play, which included announcements about new God of War remakes, the return of 2D Castlevania, and a sequel to Kena: Bridge of Spirits.


