Compare Pokémon Legends: Z-A vs Resident Evil Requiem

P1 Pokémon Legends: Z-A
P2 Resident Evil Requiem

Comparison Takeaways

Pokémon Legends: Z-A

Where It Has the Edge

  • checkpoint system is 4.8 vs 2.2. The checkpoint system was praised for letting players retain damage dealt in Rogue Mega fights without penalty.
  • endgame content is 4.2 vs 2.5. Endgame content was treated positively when reviewers cited post-game zones, quests, or a substantial base-game activity list.
  • originality is 4.2 vs 3.2. Originality was supported by praise for the game's strong proof-of-concept feel and fresh Legends identity.
  • boss design is 4.4 vs 3.8. Boss design was strongly praised through Rogue Mega battles, which reviewers called fun, intense, paced well, or a...

Resident Evil Requiem

Where It Has the Edge

  • monetization fairness is 5.0 vs 1.0. Monetization fairness was praised because the game was described as free of greedy practices.
  • value for money is 5.0 vs 1.5. Value for money received direct positive evidence from a reviewer who called the game super worth it.
  • AI behavior is 4.3 vs 1.0. Enemy behavior was often praised as eerie and strategic, though one review found a later stalker overused.
  • camera behavior is 4.7 vs 2.0. Camera behavior was praised for making first- and third-person play feel effective, though the choice also shapes the...
Average score
Product 1: Pokémon Legends: Z-A
3.5
Product 2: Resident Evil Requiem
4.4
accessibility options
Product 1: Pokémon Legends: Z-A
No score yet
Product 2: Resident Evil Requiem
4.2

One reviewer praised the way difficulty and accessibility were balanced rather than treating options as a pure checklist.

age appropriateness
Product 1: Pokémon Legends: Z-A
3.9

Age appropriateness was positive overall but tempered by one review warning that some harder fights might challenge younger players.

Product 2: Resident Evil Requiem
No score yet
AI behavior
Product 1: Pokémon Legends: Z-A
1.0

AI behavior drew harsh criticism in one review for pathfinding and battle behavior problems.

Product 2: Resident Evil Requiem
4.3

Enemy behavior was often praised as eerie and strategic, though one review found a later stalker overused.

aiming precision
Product 1: Pokémon Legends: Z-A
2.7

Aiming and targeting drew complaints when lock-on, line of sight, or capture selection made hits and throws harder to control.

Product 2: Resident Evil Requiem
2.3

Aiming evidence was mixed: Grace’s shaky aim reinforced vulnerability, while Switch 2 gyro aiming was criticized as poor for horizontal aim.

animation quality
Product 1: Pokémon Legends: Z-A
3.2

Animation quality ranged from major criticism of lifeless NPCs to praise for improved or well-animated cutscenes.

Product 2: Resident Evil Requiem
4.5

Animation quality received positive evidence through praise for Leon’s reload animations.

art direction
Product 1: Pokémon Legends: Z-A
2.9

Art direction was mixed, with praise for character designs and criticism for uneven or weak Mega designs.

Product 2: Resident Evil Requiem
4.9

Art direction was praised for grotesque beauty and an effective old/new visual mix.

atmosphere
Product 1: Pokémon Legends: Z-A
3.7

Atmosphere split reviewers between Lumiose charm and magic versus a lifeless or empty-feeling city.

Product 2: Resident Evil Requiem
5.0

Atmosphere was a major strength, with tense staging, lighting, audio, and Switch 2 presentation preserving the mood.

battle mode quality
Product 1: Pokémon Legends: Z-A
4.1

Battle mode quality was positive in multiplayer and Royale evidence, especially when matches or nightly Battle Zones stayed engaging.

Product 2: Resident Evil Requiem
No score yet
boss design
Product 1: Pokémon Legends: Z-A
4.4

Boss design was strongly praised through Rogue Mega battles, which reviewers called fun, intense, paced well, or a strong direction.

Product 2: Resident Evil Requiem
3.8

Boss design split reviewers sharply, from excellent and varied encounters to weak, forgettable, or underwhelming boss fights.

bug frequency
Product 1: Pokémon Legends: Z-A
3.8

Bug frequency evidence was mostly positive for stability, though reviewers acknowledged some glitches or attack/collision issues.

Product 2: Resident Evil Requiem
5.0

Bug frequency was praised by one reviewer who reported no bugs or wall clips.

camera behavior
Product 1: Pokémon Legends: Z-A
2.0

Camera behavior received negative evidence from a review that said the camera struggled during busy combat.

Product 2: Resident Evil Requiem
4.7

Camera behavior was praised for making first- and third-person play feel effective, though the choice also shapes the experience heavily.

character customization
Product 1: Pokémon Legends: Z-A
4.5

Reviewers repeatedly praised trainer fashion and character customization as stylish, broad, and fun to use.

Product 2: Resident Evil Requiem
No score yet
character development
Product 1: Pokémon Legends: Z-A
3.6

Character development was praised by some for expressive, colorful, and more developed characters, but others found the cast flat.

Product 2: Resident Evil Requiem
4.7

Character development evidence centered on Grace’s growth and consistency, with reviewers finding her arc effective.

character roster
Product 1: Pokémon Legends: Z-A
3.5

The roster was mixed: reviewers liked favorites and Mega options but noted a thin Pokédex or restricted team choices.

Product 2: Resident Evil Requiem
No score yet
checkpoint system
Product 1: Pokémon Legends: Z-A
4.8

The checkpoint system was praised for letting players retain damage dealt in Rogue Mega fights without penalty.

Product 2: Resident Evil Requiem
2.2

Checkpointing drew criticism from one reviewer who reported being set back 30 minutes after dying.

combat system
Product 1: Pokémon Legends: Z-A
4.3

Real-time combat was the dominant positive, widely praised as fresh and exciting, though a few reviewers called it clunky, spammy, or poorly refined.

Product 2: Resident Evil Requiem
4.7

Combat drew broad praise for weight, weapon handling, Leon’s action toolkit, and entertaining encounters, though one review noted some harassment-style friction.

companion AI
Product 1: Pokémon Legends: Z-A
3.0

Companion AI was mixed: one reviewer loved Pokémon following along, while another criticized ally behavior in battle.

Product 2: Resident Evil Requiem
No score yet
competitive balance
Product 1: Pokémon Legends: Z-A
3.5

Competitive balance had limited evidence, with one reviewer seeing potential if tweaks were made.

Product 2: Resident Evil Requiem
No score yet
content variety
Product 1: Pokémon Legends: Z-A
3.2

Content variety was mixed: reviewers cited many quests and systems, but also samey city spaces, repeated battles, and limited activity variety.

Product 2: Resident Evil Requiem
4.8

Content variety was praised for breadth, though some wanted the smaller experiences expanded further.

controls responsiveness
Product 1: Pokémon Legends: Z-A
2.8

Control feedback was mixed, with praise for active movement but complaints about lock-on, obstacles, hand strain, and positioning bugs.

Product 2: Resident Evil Requiem
4.7

Controls were praised as responsive and purpose-built, with reviewers saying characters did what they expected and combat balanced heft with responsiveness.

core gameplay loop
Product 1: Pokémon Legends: Z-A
3.9

The core loop was often described as fun, breezy, and addictive, but some reviewers found catching pressure or repetition less satisfying.

Product 2: Resident Evil Requiem
No score yet
crafting system
Product 1: Pokémon Legends: Z-A
No score yet
Product 2: Resident Evil Requiem
4.2

Crafting was generally seen as strategic and interesting, especially the blood/injector system, though one reviewer found it weird.

crash stability
Product 1: Pokémon Legends: Z-A
5.0

Crash stability was praised by one reviewer who recalled no crashes across a long playthrough.

Product 2: Resident Evil Requiem
5.0

Crash stability was praised in a performance review that reported no hard crashes.

dialogue quality
Product 1: Pokémon Legends: Z-A
3.3

Dialogue quality ranged from funny and lively NPC chatter to generic or false-choice complaints.

Product 2: Resident Evil Requiem
3.3

Dialogue quality was mixed between enjoyable deadpan jokes and criticism that Leon could sound corny or caricatured.

difficulty balance
Product 1: Pokémon Legends: Z-A
3.4

Difficulty balance was uneven: Rogue Mega fights and late battles could challenge, while standard trainers were often called trivial or easy.

Product 2: Resident Evil Requiem
3.5

Difficulty balance was mixed: some praised flexible challenge, while others felt the game had too much firepower or lacked a hardcore mode.

DLC value
Product 1: Pokémon Legends: Z-A
1.8

DLC value was mostly criticized, from pre-order frustration to a later DLC review calling much of Mega Dimension empty calories.

Product 2: Resident Evil Requiem
No score yet
driving mechanics
Product 1: Pokémon Legends: Z-A
No score yet
Product 2: Resident Evil Requiem
5.0

The motorcycle action sequence was praised as one of the most fun moments in the series.

economy and resource balance
Product 1: Pokémon Legends: Z-A
No score yet
Product 2: Resident Evil Requiem
4.5

Resource balance was praised for forcing tactical decisions about injectors, ammo, and room-clearing.

emotional impact
Product 1: Pokémon Legends: Z-A
4.8

Emotional impact was supported by one strong reaction to Lumiose citizens uniting around their city.

Product 2: Resident Evil Requiem
4.8

Emotional impact was a clear strength for reviewers moved by Grace, Leon, and the story’s legacy themes.

endgame content
Product 1: Pokémon Legends: Z-A
4.2

Endgame content was treated positively when reviewers cited post-game zones, quests, or a substantial base-game activity list.

Product 2: Resident Evil Requiem
2.5

Endgame content was a repeated concern, especially the lack of Mercenaries or similarly meaningful side content.

enemy variety
Product 1: Pokémon Legends: Z-A
4.0

Enemy variety received positive evidence when opponents felt less one-note than traditional type-specialist teams.

Product 2: Resident Evil Requiem
4.8

Enemy variety was praised through zombies with different retained behaviors and personalities.

environmental detail
Product 1: Pokémon Legends: Z-A
2.1

Environmental detail was a common concern because Lumiose often appeared flat, repetitive, bland, or under-detailed.

Product 2: Resident Evil Requiem
4.8

Environmental detail was praised for corridors and spaces that felt time-worn and secretive.

exploration quality
Product 1: Pokémon Legends: Z-A
3.6

Exploration was one of the most split attributes, praised for rooftop discoveries and rare Pokémon, but criticized for samey, restricted spaces.

Product 2: Resident Evil Requiem
4.3

Exploration and backtracking were praised when the layouts made revisiting spaces enjoyable rather than tedious.

facial animations
Product 1: Pokémon Legends: Z-A
4.2

Facial animations received positive evidence when characters were described as more expressive than before.

Product 2: Resident Evil Requiem
5.0

Facial animations were specifically praised as increasingly impressive later in the game.

faithfulness to franchise
Product 1: Pokémon Legends: Z-A
4.4

Faithfulness to franchise stayed positive because reviewers still saw Z-A as recognizably Pokémon and appealing to long-time fans.

Product 2: Resident Evil Requiem
4.7

Faithfulness to franchise was consistently praised as a love letter or culmination that honors Resident Evil’s history.

family friendliness
Product 1: Pokémon Legends: Z-A
4.5

Family friendliness evidence was positive where the game was described as accessible to players of all ages without talking down to them.

Product 2: Resident Evil Requiem
No score yet
fast travel convenience
Product 1: Pokémon Legends: Z-A
4.8

Fast travel convenience was praised because ample fast-travel points made mission-focused play easier.

Product 2: Resident Evil Requiem
No score yet
frame rate stability
Product 1: Pokémon Legends: Z-A
4.5

Frame rate stability was consistently positive in Switch 2 evidence, with repeated praise for smooth 60 fps or stable performance.

Product 2: Resident Evil Requiem
4.2

Frame rate stability was praised on Switch 2 for a mostly consistent 60 fps with minor dips.

fun factor
Product 1: Pokémon Legends: Z-A
4.3

Fun factor was broadly positive across many reviews, even when they attached caveats about repetition, visuals, or value.

Product 2: Resident Evil Requiem
4.8

Fun factor was very strong overall, with reviewers repeatedly describing the game as exciting, entertaining, and highly enjoyable.

gameplay mechanics
Product 1: Pokémon Legends: Z-A
4.8

Reviewers praised the broader mechanics for making Pokémon management and move choices feel fresh, though some noted jank around execution.

Product 2: Resident Evil Requiem
4.7

Gameplay mechanics were usually praised for combining survival horror and action cleanly, with Grace’s sections singled out as especially strong.

graphics quality
Product 1: Pokémon Legends: Z-A
2.8

Graphics quality was heavily mixed: several reviewers criticized flat, dated visuals, while others called the Switch 2 presentation solid or improved.

Product 2: Resident Evil Requiem
4.9

Graphics quality was consistently praised across platforms, from PS5 presentation to Switch 2 fidelity.

grind level
Product 1: Pokémon Legends: Z-A
2.1

Grind level was a recurring concern, with some reviewers finding battles, maps, or wild-Pokémon work repetitive despite occasional strategic payoff.

Product 2: Resident Evil Requiem
No score yet
handheld play suitability
Product 1: Pokémon Legends: Z-A
4.7

Handheld play suitability was positive in the reviews that tested handheld play, especially on Switch 2.

Product 2: Resident Evil Requiem
4.8

Handheld suitability was praised because the Switch 2 version looked and ran well both docked and handheld.

horror tension
Product 1: Pokémon Legends: Z-A
No score yet
Product 2: Resident Evil Requiem
4.7

Horror tension was broadly praised, especially Grace’s early sections, though some reviews found the scares frontloaded or less intense than past entries.

HUD clarity
Product 1: Pokémon Legends: Z-A
1.9

HUD clarity was criticized because battle information and feedback could move too fast or be hard to read.

Product 2: Resident Evil Requiem
No score yet
immersion
Product 1: Pokémon Legends: Z-A
4.7

Immersion was praised when battles felt like the anime or boss fights engaged the player, but voice and UI issues could undercut it elsewhere.

Product 2: Resident Evil Requiem
4.8

Immersion was praised through Grace’s vulnerability and how strongly it affected player behavior.

innovation
Product 1: Pokémon Legends: Z-A
4.4

Innovation was widely praised for taking risks, evolving the formula, and experimenting with real-time combat and city structure.

Product 2: Resident Evil Requiem
4.6

Innovation drew praise where reviewers saw Requiem as a step forward or ambitious new baseline for the franchise.

learning curve
Product 1: Pokémon Legends: Z-A
3.2

The learning curve was noticeable because movement, battle positioning, and strategy took time to internalize.

Product 2: Resident Evil Requiem
No score yet
level design
Product 1: Pokémon Legends: Z-A
4.3

Level design was praised when interiors, rooftops, and compact city layouts felt purposeful, even as repeated streets limited variety.

Product 2: Resident Evil Requiem
4.9

Level design was a major strength, especially the care center’s loops, agency, and interconnected mansion-like structure.

load times
Product 1: Pokémon Legends: Z-A
4.7

Load times were praised as fast or snappy in the reviews that mentioned them.

Product 2: Resident Evil Requiem
5.0

Load times received strong praise for being nearly nonexistent.

lore depth
Product 1: Pokémon Legends: Z-A
4.2

Lore depth was praised when reviews connected Z-A to X/Y, Sinnoh-style mythology, or franchise history.

Product 2: Resident Evil Requiem
4.2

Lore depth was praised for giving long-time fans a lot to sift through.

map and navigation design
Product 1: Pokémon Legends: Z-A
2.4

Map and navigation design drew criticism when map zoom or Pokédex location guidance made places and Pokémon harder to find.

Product 2: Resident Evil Requiem
4.8

Map and navigation design was praised as a useful tool for tracking rooms and missed resources.

microtransaction impact
Product 1: Pokémon Legends: Z-A
No score yet
Product 2: Resident Evil Requiem
5.0

Microtransaction impact was praised indirectly through the absence of greedy monetization practices.

mission design
Product 1: Pokémon Legends: Z-A
4.2

Mission design evidence praised the range of stakes and activities, especially when missions kept the adventure moving.

Product 2: Resident Evil Requiem
No score yet
mission variety
Product 1: Pokémon Legends: Z-A
2.2

Mission variety suffered for some reviewers due to a lack of environmental variety and repeated structures.

Product 2: Resident Evil Requiem
No score yet
monetization fairness
Product 1: Pokémon Legends: Z-A
1.0

Monetization fairness drew strong criticism from a negative review calling the package exploitative.

Product 2: Resident Evil Requiem
5.0

Monetization fairness was praised because the game was described as free of greedy practices.

movement feel
Product 1: Pokémon Legends: Z-A
4.3

Movement and traversal earned praise when tied to verticality, dodging, and rooftops, but weaker reactions appeared when platforming replaced broader travel options.

Product 2: Resident Evil Requiem
No score yet
multiplayer design
Product 1: Pokémon Legends: Z-A
4.0

Multiplayer design received positive evidence after a patch made battle rewards more directly useful.

Product 2: Resident Evil Requiem
No score yet
narrative quality
Product 1: Pokémon Legends: Z-A
3.9

Narrative quality was broadly praised for mature themes and civic ideas, though some reviewers called it flat, underexplored, or not groundbreaking.

Product 2: Resident Evil Requiem
3.7

Narrative quality was polarized, with some calling the story strong or captivating and others finding it disappointing, messy, or thin.

onboarding experience
Product 1: Pokémon Legends: Z-A
2.8

Onboarding drew repeated criticism for slow or restrictive openings, though a few found the tutorial quicker or integrated well enough.

Product 2: Resident Evil Requiem
4.5

Onboarding was praised for easing players into story and lore without demanding deep series knowledge immediately.

online stability
Product 1: Pokémon Legends: Z-A
3.5

Online stability and online play evidence was limited but generally positive or practical, though trading requirements were a caveat.

Product 2: Resident Evil Requiem
No score yet
open-world design
Product 1: Pokémon Legends: Z-A
2.4

Open-world design was mixed to negative, with some appreciating a dense city focus while others disliked the single-location limits.

Product 2: Resident Evil Requiem
No score yet
originality
Product 1: Pokémon Legends: Z-A
4.2

Originality was supported by praise for the game's strong proof-of-concept feel and fresh Legends identity.

Product 2: Resident Evil Requiem
3.2

Originality was mixed: reviewers liked the structure and perspective split, but several felt the game was safe, familiar, or too referential.

pacing
Product 1: Pokémon Legends: Z-A
3.6

Pacing ranged from tight and breezy to repetitive or slow, depending on whether reviewers focused on the start, Royale loop, or full campaign.

Product 2: Resident Evil Requiem
4.3

Pacing was the most discussed tradeoff: many praised the action-horror balance, while others found the character split lopsided or jarring.

performance optimization
Product 1: Pokémon Legends: Z-A
4.4

Performance optimization was usually praised, especially on Switch 2, though a few reviews treated merely stable performance as modest.

Product 2: Resident Evil Requiem
4.6

Performance optimization was generally strong, with multiple reviewers calling performance solid or flawless.

platform-specific feature support
Product 1: Pokémon Legends: Z-A
No score yet
Product 2: Resident Evil Requiem
2.0

Platform-specific support was criticized on Switch 2 for not meaningfully using mouse, touchscreen, or useful gyro features.

platforming precision
Product 1: Pokémon Legends: Z-A
2.1

Platforming was generally treated as a weak spot: half-baked, awkward, or annoying, despite some rooftop puzzle utility.

Product 2: Resident Evil Requiem
No score yet
polish
Product 1: Pokémon Legends: Z-A
3.2

Polish was mixed: some reviewers saw a tighter, improved Pokémon game, while others called combat or presentation unpolished.

Product 2: Resident Evil Requiem
4.7

Polish was praised in reviews that saw Requiem as a polished, confident fusion of old and new Resident Evil.

progression system
Product 1: Pokémon Legends: Z-A
3.2

Progression through the Z-A Royale was enjoyable for some, but rank skipping and façade-like structure disappointed several reviewers.

Product 2: Resident Evil Requiem
4.0

Leon’s progression system was viewed positively as a fairly fleshed-out way to build out his arsenal.

protagonist appeal
Product 1: Pokémon Legends: Z-A
No score yet
Product 2: Resident Evil Requiem
5.0

Protagonist appeal was strong where reviewers called Grace the standout lead.

puzzle design
Product 1: Pokémon Legends: Z-A
4.0

Puzzle evidence centered on rooftop route-finding, which one reviewer found meaningfully puzzle-like within Lumiose traversal.

Product 2: Resident Evil Requiem
3.7

Puzzle design landed unevenly: one review liked the body-part riddles, while another said puzzles lacked focus overall.

quest design
Product 1: Pokémon Legends: Z-A
3.4

Quest design was mixed: many reviewers liked silly or worthwhile side quests, while others found battle and fetch quests basic or uneven.

Product 2: Resident Evil Requiem
No score yet
replay value
Product 1: Pokémon Legends: Z-A
4.4

Replay value was supported by continued play, completionist goals, and dozens of possible hours, especially for fans of the loop.

Product 2: Resident Evil Requiem
3.7

Replay value was mixed: several reviewers liked unlocks and repeat runs, while others lamented thin post-game offerings or weaker second playthroughs.

sandbox freedom
Product 1: Pokémon Legends: Z-A
3.0

Sandbox freedom felt limited to some reviewers because the single-city structure restricted the broader roaming fantasy.

Product 2: Resident Evil Requiem
No score yet
side character depth
Product 1: Pokémon Legends: Z-A
4.7

Side character depth was generally positive in the scored reviews, with Team MZ and supporting characters described as likable or among the series' best.

Product 2: Resident Evil Requiem
No score yet
sound design
Product 1: Pokémon Legends: Z-A
4.8

Sound design earned strong praise for Pokémon-specific footsteps, cries, and small audio details.

Product 2: Resident Evil Requiem
5.0

Sound design was repeatedly praised as a major driver of fear and atmosphere.

soundtrack quality
Product 1: Pokémon Legends: Z-A
3.9

Soundtrack quality was mixed to positive: some praised strong music, while others noted limited variety or frantic tracks.

Product 2: Resident Evil Requiem
4.5

Soundtrack quality was praised for tracks that complemented Leon’s action-heavy sequences.

stealth mechanics
Product 1: Pokémon Legends: Z-A
2.6

Stealth was divisive: some liked ambushes and surprise attacks, while others found the system unreliable, shallow, or lazy.

Product 2: Resident Evil Requiem
3.8

Stealth was mostly praised for making Grace’s routes tense and tactical, though one reviewer found stealth options limited.

tutorial quality
Product 1: Pokémon Legends: Z-A
3.0

Tutorial quality was acknowledged as necessary for the new systems, though one reviewer wished it could be skipped.

Product 2: Resident Evil Requiem
No score yet
upgrade system
Product 1: Pokémon Legends: Z-A
4.0

Upgrade and Mega-related systems were praised when Mega Evolution felt improved, but some reviewers reduced it to a stat boost button.

Product 2: Resident Evil Requiem
3.4

The upgrade system received positive evidence for its weapon-upgrade structure and replay incentive.

user interface design
Product 1: Pokémon Legends: Z-A
2.0

User interface design drew criticism where feedback during combat was hard to parse.

Product 2: Resident Evil Requiem
No score yet
value for money
Product 1: Pokémon Legends: Z-A
1.5

Value for money was mixed to negative, especially in reviews objecting to the price, DLC, or premium positioning.

Product 2: Resident Evil Requiem
5.0

Value for money received direct positive evidence from a reviewer who called the game super worth it.

visual effects quality
Product 1: Pokémon Legends: Z-A
4.0

Visual effects quality had limited positive evidence, focused on HDR vibrancy and color pop.

Product 2: Resident Evil Requiem
5.0

Visual effects quality was praised through the game’s extreme gore and violent presentation.

voice acting
Product 1: Pokémon Legends: Z-A
1.7

Voice acting was one of the clearest negatives, with reviewers repeatedly saying silent dramatic scenes hurt presentation and immersion.

Product 2: Resident Evil Requiem
4.1

Voice acting was mostly praised, especially Grace’s performance, but one review found her delivery manufactured.

weapon balance
Product 1: Pokémon Legends: Z-A
No score yet
Product 2: Resident Evil Requiem
5.0

Weapon balance was praised because different weapons had clear uses and opportunities to shine.

world-building
Product 1: Pokémon Legends: Z-A
4.4

World-building was a strength for many reviewers, especially around Lumiose's civic tensions, coexistence themes, and wider Pokémon-world implications.

Product 2: Resident Evil Requiem
4.8

World-building was praised for making the setting feel grotesquely alive.

world interactivity
Product 1: Pokémon Legends: Z-A
1.9

World interactivity was often criticized because much of Lumiose cannot be entered or meaningfully interacted with beyond traversal and menus.

Product 2: Resident Evil Requiem
No score yet
writing quality
Product 1: Pokémon Legends: Z-A
3.2

Writing quality split reviewers: some found the writing stronger than usual, while one negative review called the script poor.

Product 2: Resident Evil Requiem
4.8

Writing quality drew strong praise from reviewers who felt Requiem delivered some of the series’ better character work.