Explore all 62 feature scores for Resident Evil Requiem, organized into pros and cons.
Scores by Feature
Summary
62 reviewed features-
Very positive 4.5-5.040 (65%)
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Positive 3.5-4.415 (24%)
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Neutral 2.5-3.44 (6%)
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Negative 1.5-2.43 (5%)
Pros
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Fun factor was very strong overall, with reviewers repeatedly describing the game as exciting, entertaining, and highly enjoyable.
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Combat drew broad praise for weight, weapon handling, Leon’s action toolkit, and entertaining encounters, though one review noted some harassment-style friction.
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Horror tension was broadly praised, especially Grace’s early sections, though some reviews found the scares frontloaded or less intense than past entries.
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Graphics quality was consistently praised across platforms, from PS5 presentation to Switch 2 fidelity.
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Faithfulness to franchise was consistently praised as a love letter or culmination that honors Resident Evil’s history.
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Pacing was the most discussed tradeoff: many praised the action-horror balance, while others found the character split lopsided or jarring.
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Level design was a major strength, especially the care center’s loops, agency, and interconnected mansion-like structure.
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Camera behavior was praised for making first- and third-person play feel effective, though the choice also shapes the experience heavily.
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Atmosphere was a major strength, with tense staging, lighting, audio, and Switch 2 presentation preserving the mood.
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Gameplay mechanics were usually praised for combining survival horror and action cleanly, with Grace’s sections singled out as especially strong.
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Sound design was repeatedly praised as a major driver of fear and atmosphere.
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Performance optimization was generally strong, with multiple reviewers calling performance solid or flawless.
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Emotional impact was a clear strength for reviewers moved by Grace, Leon, and the story’s legacy themes.
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Enemy variety was praised through zombies with different retained behaviors and personalities.
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Enemy behavior was often praised as eerie and strategic, though one review found a later stalker overused.
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Polish was praised in reviews that saw Requiem as a polished, confident fusion of old and new Resident Evil.
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Controls were praised as responsive and purpose-built, with reviewers saying characters did what they expected and combat balanced heft with responsiveness.
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Protagonist appeal was strong where reviewers called Grace the standout lead.
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Resource balance was praised for forcing tactical decisions about injectors, ammo, and room-clearing.
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Crafting was generally seen as strategic and interesting, especially the blood/injector system, though one reviewer found it weird.
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Art direction was praised for grotesque beauty and an effective old/new visual mix.
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Voice acting was mostly praised, especially Grace’s performance, but one review found her delivery manufactured.
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Content variety was praised for breadth, though some wanted the smaller experiences expanded further.
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Writing quality drew strong praise from reviewers who felt Requiem delivered some of the series’ better character work.
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Character development evidence centered on Grace’s growth and consistency, with reviewers finding her arc effective.
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Narrative quality was polarized, with some calling the story strong or captivating and others finding it disappointing, messy, or thin.
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Innovation drew praise where reviewers saw Requiem as a step forward or ambitious new baseline for the franchise.
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Replay value was mixed: several reviewers liked unlocks and repeat runs, while others lamented thin post-game offerings or weaker second playthroughs.
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Soundtrack quality was praised for tracks that complemented Leon’s action-heavy sequences.
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Boss design split reviewers sharply, from excellent and varied encounters to weak, forgettable, or underwhelming boss fights.
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Stealth was mostly praised for making Grace’s routes tense and tactical, though one reviewer found stealth options limited.
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Exploration and backtracking were praised when the layouts made revisiting spaces enjoyable rather than tedious.
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Bug frequency was praised by one reviewer who reported no bugs or wall clips.
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Crash stability was praised in a performance review that reported no hard crashes.
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The motorcycle action sequence was praised as one of the most fun moments in the series.
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Facial animations were specifically praised as increasingly impressive later in the game.
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Load times received strong praise for being nearly nonexistent.
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Microtransaction impact was praised indirectly through the absence of greedy monetization practices.
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Monetization fairness was praised because the game was described as free of greedy practices.
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Value for money received direct positive evidence from a reviewer who called the game super worth it.
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Visual effects quality was praised through the game’s extreme gore and violent presentation.
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Weapon balance was praised because different weapons had clear uses and opportunities to shine.
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Environmental detail was praised for corridors and spaces that felt time-worn and secretive.
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Handheld suitability was praised because the Switch 2 version looked and ran well both docked and handheld.
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Immersion was praised through Grace’s vulnerability and how strongly it affected player behavior.
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Map and navigation design was praised as a useful tool for tracking rooms and missed resources.
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World-building was praised for making the setting feel grotesquely alive.
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Animation quality received positive evidence through praise for Leon’s reload animations.
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Onboarding was praised for easing players into story and lore without demanding deep series knowledge immediately.
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One reviewer praised the way difficulty and accessibility were balanced rather than treating options as a pure checklist.
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Frame rate stability was praised on Switch 2 for a mostly consistent 60 fps with minor dips.
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Lore depth was praised for giving long-time fans a lot to sift through.
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Puzzle design landed unevenly: one review liked the body-part riddles, while another said puzzles lacked focus overall.
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Difficulty balance was mixed: some praised flexible challenge, while others felt the game had too much firepower or lacked a hardcore mode.
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Leon’s progression system was viewed positively as a fairly fleshed-out way to build out his arsenal.
Cons
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Aiming evidence was mixed: Grace’s shaky aim reinforced vulnerability, while Switch 2 gyro aiming was criticized as poor for horizontal aim.
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Platform-specific support was criticized on Switch 2 for not meaningfully using mouse, touchscreen, or useful gyro features.
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Endgame content was a repeated concern, especially the lack of Mercenaries or similarly meaningful side content.
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Checkpointing drew criticism from one reviewer who reported being set back 30 minutes after dying.
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Dialogue quality was mixed between enjoyable deadpan jokes and criticism that Leon could sound corny or caricatured.
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Originality was mixed: reviewers liked the structure and perspective split, but several felt the game was safe, familiar, or too referential.
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The upgrade system received positive evidence for its weapon-upgrade structure and replay incentive.