Resident Evil Requiem positions two very different leads against a single tonal challenge: how to keep dread intact while switching between stealthy horror and blockbuster combat. Director Akifumi Nakanishi has described the game as "almost equally split" between newcomer Grace and returning protagonist Leon S. Kennedy. A hands‑on session at Capcom HQ suggests that the split can work, but only if the louder sequences are deployed with restraint.
Grace’s sections lean into classic survival‑horror beats. Encounters favour avoidance, environmental puzzles and line‑of‑sight threats that reward slow, cautious play. The design in these chapters emphasises limited resources and proximity fear, with momentary visibility and hurried escapes producing genuine tension. These scenes recall the franchise’s best examples of creeping dread, where every footstep and creak feels consequential.
Leon’s segments, by contrast, embrace skill‑based gunplay and frenetic set pieces. The protagonist’s established ‘gun fu’ — fluid strafing, cinematic reloads and high‑impact finishing moves — can break the building suspense that Grace’s levels cultivate. When these sequences arrive frequently, the net effect is a halving of the game’s tension: adrenaline replaces anxiety, and the threat becomes a problem to be solved rather than a menace to be survived.
Design choices will determine whether the two styles complement or cannibalise each other. When action is used sparingly — as punctuating crescendos rather than the steady baseline — Leon’s combat can provide cathartic release without undermining the horror. Conversely, overuse of large‑scale combat or highly empowered loadouts risks collapsing the atmosphere built during Grace’s stealthy investigations.
Technical and mechanical scaffolding play an important role. Ammo scarcity, meaningful weapon handling, and level layouts that force close‑quarters improvisation can keep Leon’s fights tense. Audio design and enemy variety are equally important: foes that can threaten vulnerability during combat, or that retain a sense of unpredictability, help preserve dread even amid firefights.
Sequencing also matters. A chapter that picks up immediately after a harrowing stealth escape demands careful pacing to avoid emotional whiplash. Transitional beats that reintroduce vulnerability — such as weapon jams, dwindling supplies, or environmental hazards — can smooth the switch between playstyles and maintain a cohesive emotional arc.
Narrative integration offers another lever. If the story rewards alternating perspectives with complementary insight and escalating stakes, switching protagonists becomes narratively justified rather than mechanically disruptive. Grace’s investigative fragility can render Leon’s heavy‑hitters more meaningful when used to protect or advance her discoveries.
Early impressions from Capcom’s preview indicate promise, with moments where the interplay between Grace’s quiet terror and Leon’s showmanship produces memorable contrasts. The ultimate success of Requiem will hinge on how sparingly high‑octane combat is used and how tightly the two protagonists’ rhythms are woven together. With careful pacing and deliberate resource design, hero‑juggling could elevate the sequel; without those restraints, Leon’s action risks halving the game’s hard‑won tension.