I have the worst opinions possible and I am doing my best to keep them around.
semi-retired and semi-retarded trader

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CASE: ASUS ROG HYPERION EVA-02 EDITION
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14.7 Hours played
When you realize Grace was the saving Grace...

"Typical RE game," and for once, that descriptor isn't necessarily a compliment. It's a statement that cuts both ways. Having spent 14 hours across two sessions with Requiem, there's an undeniable, if inconsistent, level of enjoyment to be found. Hey, it's a catchy game and it plays good. Yet, for everything it gets right, it feels like a franchise caught between identities once again (and I am well aware that's actually its selling point). After already revitalizing and re-establishing the series with RE7 and the with Village, Requiem feels less like more a soft reboot that's content to remix the greatest hits. If this is the way to celebrate the series' 30th anniversary, fine. Do as you wish.

The game’s identity crisis is baked into its dual-protagonist structure. At its best, when the game aligns itself with the survival-horror ethos of the RE2 through the eyes of the new character, Grace, it's utterly compelling. At its worst, when it channels what I often call the ♥♥♥♥♥♥♥♥ action of RE5 or RE3 Remake during Leon’s segments, it borders on "actionslop." While Capcom has always mixed stuff up and Chris's raid in Village and Mia's action-heavy segment in RE7 are proof of that, Requiem struggles to find a harmonious balance. Nevertheless from the very first RE to even Umbrella Corps, you see bits of every RE iteration in this game. That's something to be celabrated on its own terms.

THE ENTIRETY OF THE REVIEW IS SPOILER HEAVY

Grace’s chapters are where Requiem truly shines. Despite the fact they are still your classic formulaic, slow-burn, methodical survival horror. Thrust into the nightmare with nothing, you’re forced to chart a map, conserve scarce resources, and flee from seemingly unstoppable threats. The decision-making is classic RE, what do you leave behind? What do you craft first? The "Blood Collector" is a clever addition, forcing you to engage with enemies just enough to extract resources from their corpses. The Care Center (Rhodes Hill), a visually striking and thoughtfully designed hub, is certainly a highlight. It’s in these moments that the game feels most refreshing, even within a well-trodden formula.

Grace herself is a study in contrasts. Her vulnerability as a newcomer is perfectly suited to the FPS, I wouldn't mind playing Leon in FPS but Grace in TPS didn't feel right. Her reactions aligns with the FPS (with a limited FOV) better. She's clumsy, overwhelmed and mostly torn apart. All great as I got sick of stoic super-cops (that also applies some of the women of RE) but I couldn't really say if Grace isn't a regression to the past of the series. If you are going to introduce a new character at least finish the game up with them FFS. Grace is mostly there to be saved by Leon. (I also don't like the detour to the orphanage, which turns into a derivative "Emily Wants to Play" gameplay, adds mostly nothing to Grace's backstory and I don't quite understand why Capcom can't let go of this habit - making us play as children). While Requiem is more serious and much less camp like RE4, RE stories are always over the top when it comes to deliveries. Just pay enough attention to the deliveries between Victor and Zeno, you'll get it. Solid minute to minute action but overall, simply bad writing and Grace's backstory suffers from that.

Then there's Leon. Of course. With his XXXL inventory and an arsenal that includes a personal annihilator called "Requiem," he transforms the game into a 180-degree different experience. He mows down enemies Grace could only dream of escaping, complete with a badass Uncharted-esque motorcycle chase, a sequence where you fight on top of windows in a collapsed building (that you can break to have enemies fall off) or run out of mortar strikes. Do I appreciate the variety? Sure. It's far more mechanically adequate than the action segments of pre-Village games. But it’s simply not my jam. Never have been.

All the while Leon's drowning in the T-Virus yet still managing to drop Letterboxd one-liner, at this point his cool demeanor feels redundant when compared to the path Chris somehow managed to take (and dude lost another friend too).

Unfortunately, the game's structural issues extend beyond its characters. The plot is a clumsy web of plot holes and retcons (mostly Spencer), messy even by RE standards. The introduction of Zeno, a Wesker clone who is unceremoniously beheaded, and Victor, underdeveloped antagonist number 67th. For a game seemingly meant to celebrate 30 years of Resident Evil, the cast feels strangely sparse. It could (and should) have give plenty room for Capcom to develop those two but they really didn't. I would also point out that Grace would highly benefit from interactions with Ada (or preferably) Claire. I certainly have bones to pick up with Hunk (or 3A7, whatever) despite I lowkey liked the fight. I am indifferent to the returning Tyrant although it was mostly ok too. I don't love to confine things to ''fan service'' but I guess I see people's point after all.

The pacing is messy (and I rarely go into pacing because it's not only both mental and skill dependent but it's also a matter of taste). The game lurches from a slow, atmospheric start to a frantic, action-packed finish. Victor, introduced early, vanishes for most of the game after a mid-game bike duel. The constant switching between Grace and Leon is initially effective (and thankfully nothing like DMC4), but when Leon inevitably takes the mantle for hours on end, the character who needs real development (Grace) is sidelined and simply chilling out with Zeno. The game culminates in a boss fight that feels RE3 ahh. I didn't mind Grace occupied the most part of the first half and Leon was simply there to help her (as he should), however, the second half of the game is much more disorganized in terms of structure and narrative compared to the first half. The first half is more suited to the experience akin to Baker Estate.

And at last, the good ol' puzzles. You only have a few — just enough to complete the blood specimens. Puzzle boxes (only one with a neat twist that requires you to consider two halves of different photos), a double helix, and the photo that literally tells you how to solve the organ transplant box. And that's it? Leon's too busy to solve puzzles. When you look at the Village, you have an entire section dedicated to House Beneviento alone. It’s really hard not to miss the Village, not just because it felt fresh (with its introduction of the Mold and so on), but also because it was such a cleverly designed game. I don’t see the same level of attention in Requiem.

That said, I really love the interactivity with Grace, when you interact with objects like pushing doors (and I wish that kind of interaction had been used for puzzles, like the braziers in Village). On the other hand, the key-item hunts were also too formulaic and straightforward, but that’s kind of the case in every modern RE, including the remakes...

On a technical level, the optimization is also just so-so. I switched between DLAA and DLSS Quality depending on the scene, toggling frame gen on and off as needed, all while running at max settings in 4K. When it sings, it looks genuinely impressive, though I would argue that a title like Metro Exodus still could outclass Requiem in terms of its shadow work and lighting game, at least in certain compositions. For the most part, it looks and plays like a modern AAA title. That is, until you hit a few segments where the frame rate dips noticeably in certain scenarios. It’s not a broken game by any means, but it's wasn't as smooth as RE2/DMC5 either. But I won't pretend I didn't to play at 4K max. It was mostly stable and that's a great effort.

★ ★ ★ ★ ☆ for the brilliant opening and strong first half
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14.7 Hours played
When you realize Grace was the saving Grace...

"Typical RE game," and for once, that descriptor isn't necessarily a compliment. It's a statement that cuts both ways. Having spent 14 hours across two sessions with Requiem, there's an undeniable, if inconsistent, level of enjoyment to be found. Hey, it's a catchy game and it plays good. Yet, for everything it gets right, it feels like a franchise caught between identities once again (and I am well aware that's actually its selling point). After already revitalizing and re-establishing the series with RE7 and the with Village, Requiem feels less like more a soft reboot that's content to remix the greatest hits. If this is the way to celebrate the series' 30th anniversary, fine. Do as you wish.

The game’s identity crisis is baked into its dual-protagonist structure. At its best, when the game aligns itself with the survival-horror ethos of the RE2 through the eyes of the new character, Grace, it's utterly compelling. At its worst, when it channels what I often call the ♥♥♥♥♥♥♥♥ action of RE5 or RE3 Remake during Leon’s segments, it borders on "actionslop." While Capcom has always mixed stuff up and Chris's raid in Village and Mia's action-heavy segment in RE7 are proof of that, Requiem struggles to find a harmonious balance. Nevertheless from the very first RE to even Umbrella Corps, you see bits of every RE iteration in this game. That's something to be celabrated on its own terms.

THE ENTIRETY OF THE REVIEW IS SPOILER HEAVY

Grace’s chapters are where Requiem truly shines. Despite the fact they are still your classic formulaic, slow-burn, methodical survival horror. Thrust into the nightmare with nothing, you’re forced to chart a map, conserve scarce resources, and flee from seemingly unstoppable threats. The decision-making is classic RE, what do you leave behind? What do you craft first? The "Blood Collector" is a clever addition, forcing you to engage with enemies just enough to extract resources from their corpses. The Care Center (Rhodes Hill), a visually striking and thoughtfully designed hub, is certainly a highlight. It’s in these moments that the game feels most refreshing, even within a well-trodden formula.

Grace herself is a study in contrasts. Her vulnerability as a newcomer is perfectly suited to the FPS, I wouldn't mind playing Leon in FPS but Grace in TPS didn't feel right. Her reactions aligns with the FPS (with a limited FOV) better. She's clumsy, overwhelmed and mostly torn apart. All great as I got sick of stoic super-cops (that also applies some of the women of RE) but I couldn't really say if Grace isn't a regression to the past of the series. If you are going to introduce a new character at least finish the game up with them FFS. Grace is mostly there to be saved by Leon. (I also don't like the detour to the orphanage, which turns into a derivative "Emily Wants to Play" gameplay, adds mostly nothing to Grace's backstory and I don't quite understand why Capcom can't let go of this habit - making us play as children). While Requiem is more serious and much less camp like RE4, RE stories are always over the top when it comes to deliveries. Just pay enough attention to the deliveries between Victor and Zeno, you'll get it. Solid minute to minute action but overall, simply bad writing and Grace's backstory suffers from that.

Then there's Leon. Of course. With his XXXL inventory and an arsenal that includes a personal annihilator called "Requiem," he transforms the game into a 180-degree different experience. He mows down enemies Grace could only dream of escaping, complete with a badass Uncharted-esque motorcycle chase, a sequence where you fight on top of windows in a collapsed building (that you can break to have enemies fall off) or run out of mortar strikes. Do I appreciate the variety? Sure. It's far more mechanically adequate than the action segments of pre-Village games. But it’s simply not my jam. Never have been.

All the while Leon's drowning in the T-Virus yet still managing to drop Letterboxd one-liner, at this point his cool demeanor feels redundant when compared to the path Chris somehow managed to take (and dude lost another friend too).

Unfortunately, the game's structural issues extend beyond its characters. The plot is a clumsy web of plot holes and retcons (mostly Spencer), messy even by RE standards. The introduction of Zeno, a Wesker clone who is unceremoniously beheaded, and Victor, underdeveloped antagonist number 67th. For a game seemingly meant to celebrate 30 years of Resident Evil, the cast feels strangely sparse. It could (and should) have give plenty room for Capcom to develop those two but they really didn't. I would also point out that Grace would highly benefit from interactions with Ada (or preferably) Claire. I certainly have bones to pick up with Hunk (or 3A7, whatever) despite I lowkey liked the fight. I am indifferent to the returning Tyrant although it was mostly ok too. I don't love to confine things to ''fan service'' but I guess I see people's point after all.

The pacing is messy (and I rarely go into pacing because it's not only both mental and skill dependent but it's also a matter of taste). The game lurches from a slow, atmospheric start to a frantic, action-packed finish. Victor, introduced early, vanishes for most of the game after a mid-game bike duel. The constant switching between Grace and Leon is initially effective (and thankfully nothing like DMC4), but when Leon inevitably takes the mantle for hours on end, the character who needs real development (Grace) is sidelined and simply chilling out with Zeno. The game culminates in a boss fight that feels RE3 ahh. I didn't mind Grace occupied the most part of the first half and Leon was simply there to help her (as he should), however, the second half of the game is much more disorganized in terms of structure and narrative compared to the first half. The first half is more suited to the experience akin to Baker Estate.

And at last, the good ol' puzzles. You only have a few — just enough to complete the blood specimens. Puzzle boxes (only one with a neat twist that requires you to consider two halves of different photos), a double helix, and the photo that literally tells you how to solve the organ transplant box. And that's it? Leon's too busy to solve puzzles. When you look at the Village, you have an entire section dedicated to House Beneviento alone. It’s really hard not to miss the Village, not just because it felt fresh (with its introduction of the Mold and so on), but also because it was such a cleverly designed game. I don’t see the same level of attention in Requiem.

That said, I really love the interactivity with Grace, when you interact with objects like pushing doors (and I wish that kind of interaction had been used for puzzles, like the braziers in Village). On the other hand, the key-item hunts were also too formulaic and straightforward, but that’s kind of the case in every modern RE, including the remakes...

On a technical level, the optimization is also just so-so. I switched between DLAA and DLSS Quality depending on the scene, toggling frame gen on and off as needed, all while running at max settings in 4K. When it sings, it looks genuinely impressive, though I would argue that a title like Metro Exodus still could outclass Requiem in terms of its shadow work and lighting game, at least in certain compositions. For the most part, it looks and plays like a modern AAA title. That is, until you hit a few segments where the frame rate dips noticeably in certain scenarios. It’s not a broken game by any means, but it's wasn't as smooth as RE2/DMC5 either. But I won't pretend I didn't to play at 4K max. It was mostly stable and that's a great effort.

★ ★ ★ ★ ☆ for the brilliant opening and strong first half
Please take a moment to check out my curator for more in-depth reviews
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Skooma Cat 8 hours ago 
-rep concord, overwatch and marvel rivals fan
Ataberk Mar 3 @ 11:33am 
5 kişi bulmaktan daha kolay olsa gerek
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VEREN Mİ VAR OROSPU EVLADI YOKTAN ADAM MI YARATAYIM
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tc ara amcık
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Twitterdan gördüklerini buraya atma yavşak
Ataberk Mar 3 @ 9:06am 
Anxiety is what happens when your brains are bigger than your balls.