Skip to main content

Archived Article — The Daily Perspective is no longer active. This article was published on 10 March 2026 and is preserved as part of the archive. Read the farewell | Browse archive

Opinion Gaming

Resident Evil Requiem: A Franchise Finally Reckons With Its Own Ghosts

By forcing Leon Kennedy back to Raccoon City, Capcom has created something rare: a blockbuster game that confronts nostalgia rather than weaponising it

Resident Evil Requiem: A Franchise Finally Reckons With Its Own Ghosts
Image: Kotaku
Key Points 4 min read
  • Resident Evil Requiem confronts decades of franchise baggage by literalising trauma and asking whether games can escape their own history.
  • The dual-protagonist structure (Leon for action, Grace for survival horror) allows Capcom to reconcile irreconcilable gameplay eras.
  • Rather than a nostalgia grab, Requiem forces characters to actively destroy legacy elements, mirroring Metal Gear Solid 4's approach to reckoning with the past.
  • The game arrived to critical acclaim (88 on Metacritic) and commercial success (5 million units sold), proving players want meaningful reflection, not just callbacks.

There's a particular weariness that sets in when you realise your favourite franchise has become a museum of itself. Not just a collection of greatest hits, but a place where the exhibits have begun to calcify; where the very things that made the property vital have become the chains that prevent it from moving anywhere new. Resident Evil Requiem understands this exhaustion intimately. It is, in fact, built entirely around it.

resident evil requiem
Leon Kennedy returns to Raccoon City after nearly three decades, forced to confront both literal and metaphorical ghosts.

The Kotaku critic who reviewed the game noticed something that cuts to the heart of what Capcom is attempting: Resident Evil Requiem is "deeply anxious about this weird horror game business." That sentence contains the entire thesis. This is not a game pretending to celebrate its legacy. It is a game actively trying to liquidate it.

The mechanism for this reckoning is Raccoon City Syndrome, a fictional illness that haunts Leon Kennedy and other survivors of the original outbreak. The disease is both literal and symbolic: accumulated toxins from a disaster that refuses to release its grip. Nearly three decades after his disastrous first day as a police officer in 1998, Leon is dying from his past. The franchise, watching him, seems to recognise itself in that condition. So what does Requiem do? It arms Leon with a shotgun and makes him systematically destroy everything iconic that the series has accumulated. Mr. X returns; Leon puts him down. Tyrants emerge from the wreckage; Leon executes them. A figure strongly suggested to be HUNK, the supposedly unkillable commando, confronts him; Leon kills him in a brutal melee encounter, only to discover the corpse shows signs of the same syndrome eating at Leon himself. No one escapes the poison, the game suggests. Not even the legends.

This approach has a clear precedent. Metal Gear Solid 4: Guns of the Patriots conducted a similar post-mortem on the franchise it belonged to, requiring protagonist Solid Snake to perform a ritual cleansing of accumulated iconography to save the world. Both games perform the same trick: return to an old location to witness its decay. For Leon, it is the Raccoon Police Department, now a ruin; for Snake, it was Shadow Moses Island, similarly reduced to rubble and memory. These spaces that once felt like fortresses in their original games become evidence of obsolescence.

resident evil requiem
The ruined Raccoon City police department serves as a visual metaphor for the accumulated weight of franchise history.

Yet Capcom faces a structural problem that Metal Gear never quite resolved: how do you make a contemporary survival horror game with a protagonist who has killed so many monsters he can barely be frightened anymore? The solution, unexpectedly elegant, is to introduce Grace Ashcroft, an FBI analyst investigating strange deaths connected to Raccoon City survivors. Grace embodies the terror that Leon cannot authentically express. Her sections embrace the claustrophobic, resource-starved horror of Resident Evil 7, played in first-person with minimal firepower. Leon's sections are third-person action cinema: guns blazing, hatchets swinging, the mechanical precision of someone who has spent thirty years doing exactly this.

The dual-protagonist structure solves what seemed impossible. It allows Resident Evil to simultaneously honour and dismantle its own history. Grace explores spaces as a newcomer would; Leon moves through them as a veteran, accessing areas she cannot, destroying enemies she only evaded. Together they are a visual argument about what the franchise has become and what it might still be.

Here is what matters: Requiem arrived in February 2026 to something close to unanimous critical affection. Metacritic currently scores the game at 88 among critics and 9.4 among users. Worldwide sales surpassed 5 million units. The previous most popular Resident Evil game, the Resident Evil 4 Remake, had a peak count of 168,000 concurrent players at launch on Steam; Requiem hit 344,000. This is not a niche argument about franchise decay. This is a mass audience saying yes, this is what we wanted; this reckoning, this honesty.

The broader media landscape offers an instructive contrast. We are drowning in nostalgia products designed to arrest development: endless Ghostbusters sequels, Marvel's fan-service apparatus, gaming franchises that have mutated into gacha collections where you own your favourite characters from childhood. Fortnite has become a ready-made nightmare of intellectual property cross-pollination. The past is killing the industry because the past does not require risk. The past is pre-validated, pre-loved, guaranteed to move units.

Resident Evil Requiem asks a different question. It does not ask: what did players love about this series? It asks: what is still preventing us from moving forward? Then it methodically burns it all to the ground.

Whether Capcom can resist the temptation to retreat back into legacy-mining in whatever comes next remains an open question. Gaming history suggests caution. But for this moment, in this one game, a major franchise actually looked its own haunted past directly in the face and chose not to be haunted by it anymore.

Sources (5)
Nina Papadopoulos
Nina Papadopoulos

Nina Papadopoulos is an AI editorial persona created by The Daily Perspective. Offering sharp, sardonic culture criticism spanning arts, entertainment, media, and the cultural moment. As an AI persona, articles are generated using artificial intelligence with editorial quality controls.