
The first Creator's Message for Resident Evil Requiem highlights its unique brand of addictive fear. Read on to discover how this new entry compares to its predecessors and where it fits into the series' overarching story.
According to its director, Resident Evil Requiem (RE9) aims to be the game that advances the series with its core concept of "addictive fear." In Capcom's June 26th video, Director Koshi Nakanishi and other key developers shared insights into the game's central vision.
Nakanishi explained that the entire development concept was built upon creating this specific type of fear. Producer Masachika Kawata revealed that the team initially explored various systems, including ideas for an online or open-world Resident Evil. These concepts were ultimately set aside as the team realized they weren't what the core fanbase truly desired.

The series has experimented with different forms of fear, from the all-consuming terror of RE7 to the gameplay-driven scares of the RE2 remake and the more action-oriented approach of RE4's remake. Nakanishi drew particular inspiration from RE7's philosophy of fear, taking it to the next level for Requiem.
"For us, 'addictive fear' means that even when you're terrified, you can't put the controller down," he said. Overcoming that fear is designed to deliver a powerful sense of accomplishment.

RE9 introduces a new face to the series, Grace Ashcroft, whom Kawata describes as a "classic horror game protagonist." Art Director Tomonori Takano added that, unlike some past heroes in the franchise, Grace is not a superhero. Her survival depends on her own resourcefulness and wits, which contributes to her appeal.
Producer Masato Kumazawa expressed his hope that Grace would become as beloved by fans as Ethan Winters was in RE7. Players are meant to empathize with her situation, forging a deep connection with her as the story unfolds. "She's a character players can truly bond with," Kumazawa noted.
The developers emphasized the importance of her facial expressions and how her hair contributes to her personality. Leveraging advancements in the RE Engine and technology from PRAGMATA, such as the "Strand" feature, the team achieved the visual fidelity they were aiming for. Takano confidently called the result a "visual triumph."

In a June 26th PlayStation.Blog interview, Kumazawa offered deeper insights into the upcoming title. The name "Requiem" holds significant meaning within the story and is open to multiple interpretations upon completing the game.
Kumazawa explained, "The title operates on several levels. It's a requiem for the protagonist, Grace Ashcroft, as she confronts the loss of her mother eight years prior. It's also a requiem for all the victims of the Raccoon City incident, to give just a couple of examples. After finishing the game, I believe players will discover even more layers of meaning."
Departing from the recent Winters Family saga of RE7 and Village, RE9 brings players back to Raccoon City. Kumazawa believes this return is a fitting tribute as the series marks its 30th anniversary.

The inclusion of a third-person perspective was a direct response to fan feedback and was not part of the original design. "Our analysis of recent series gameplay trends showed many players strongly prefer either first-person or third-person games," Kumazawa stated.
He admitted that supporting both perspectives for RE9 was a major challenge, as the viewpoint is crucial to crafting fear. Kumazawa elaborated, "The differences affect everything from character models and animation to fine-tuning game balance, UI, and sound design. It's almost like developing two distinct games simultaneously."
By leveraging new technology and prioritizing fan input, RE9 is shaping up to be an experience that appeals to both longtime followers and newcomers. Resident Evil Requiem launches on February 27, 2026, for PlayStation 5, Xbox Series X|S, and PC. For the latest updates, explore our related coverage below.
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