
Requiem for the dead. Nightmare for the living. Prepare to escape death in a heart-stopping experience that will chill you to your core.
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Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic, Spanish - Latin America*, Portuguese - Brazil*, Polish, Russian*, Simplified Chinese*, Traditional Chinese +2 more
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 728 reviews with recorded playtime.
Reviews
Themes across 726 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Today we're talking about a game from a series that seems to [b] mutate [/b] into a new form with every release a series that demands more and more [b]fresh blood [/b] to overcome each new evolution and about the project that somehow managed to satisfy fans across the entire Resident Evil community: [b]Resident Evil Requiem.[/b] Considering the sheer number of rumors surrounding this game before launch, it felt like it had been assembled, disassembled and put back together countless times on [b]Dr. Gideon's operating table [/b]. In the end, it inherited many of the strongest parts of its various incarnations although that process certainly wasn't without its side effects. As someone who's been following this series for a long time, I have plenty to say. My thoughts on this game go far beyond the boundaries of a standard review.(i've removed 13,720 characters from the original review) [h2]So, is RE:Requiem worth playing?[/h2] I think Leon's [strike]biceps[/strike] and the way he smashes a closet have already answered that question for me. The verdict is simple it is [b]ABSOLUTELY worth playing[/b]. If only for the knockdown return of the series veteran [b]Leon S[strike]-rank[/strike] Kennedy[/b] to the streets of [b]Raccoonville[/b]. The crowd-favorite is shown in all his glory. And if you are worried that he doesn't get enough [b]TIME[/b], don't be, he has more than enough. And if [b]TIME[/b] is running out, he'll always find a [b]FAST[/b] solution... the one who knows, knows. Personally, this became one of my favorite games in the entire series and left a huge impression on me. My gallery of 1500+ screenshots and my friend can confirm that. If only you knew how much he suffered during this three months between the opening of pre-orders and the game's release. Then he had to listen to me for another entire month saying [b]SEE?! SEEE!?! I TOLD YOU SO[/b]. BTW that’s one of the reasons why this review took so long to finish i wanted to cool off a little and write it as objectively as possible. [h3]Visual Direction and Character Animation[/h3] [b]Resident Evil Requiem[/b] tells its story through two completely different perspectives. On one side is [strike] Dante.. Oopps i mean [/strike][b]Leon S. Kennedy[/b] - a battle-tested government agent, hardened by countless battles and worn down by years of surviving unimaginable horrors of bio-organic weapons returning to the very place where his nightmare first began,On the other is [b]Grace Ashcroft[/b] - a young FBI analyst, fragile and inexperienced, facing the brutal reality of the world for the very first time while uncovering the mystery surrounding her own origins.CAPCOM has always excelled at creating memorable characters but this time they've outdone themselves. [h3]Modern Resident Evil[/h3] There's another interesting trend I've noticed in recent Resident Evil games. Each title seems to filter its story through a distinct thematic lens. [b]RE7 is pure body horror wrapped in VHS aesthetics.[/b] [b]RE:Village feels like a dark fairy tale inspired by the Brothers Grimm.[/b] [b]RE:Requiem continues that tradition by presenting its story almost like a detective thriller.[/b] It's one of my favorite aspects of the modern series. This approach gives every game its own identity, strengthens the atmosphere and makes each entry visually unique. Overall, the graphics, environmental design, and atmosphere are exceptional. I found myself examining every single asset, every texture, every tiny environmental detail. [h3]Story Line[/h3] As for the story the first act is outstanding. The first act was done very well and with great attention to quality. The issues and questions only start to appear from the second half of the second act onward. While the first act is remarkably close to flawless, the second and third acts raise a few questions. One of them is the lingering feeling that a noticeable amount of content may have been cut during development particularly around the endgame and several late-game encounters. I completely understand why that happens. As developers, you always want to add more mechanics, more cinematic moments and more gameplay systems but every project runs into deadlines. The real issue isn't the missing content itself, it is that the game loses the sense of resistance that drives its narrative. Personally, I think this could have been solved in a fairly straightforward way not by changing the story itself but by reinforcing the gameplay. Just more resistance. More enemies. More dangerous situations. [spoiler] At least by the end when Leon confronts the Umbrella squad, you expect to be caught in a hail of bullets but that never happens.[/spoiler]CAPCOM was probably afraid of repeating the backlash [b]RE6[/b] received. Ironically,[b]RE6[/b] was a huge project with multiple unique campaigns and an ambitious story. The problem in fact was not the game. [h3]Madness Difficulty[/h3] This issues become even more apparent on [b]Madness difficulty [/b]. The best way I can describe it is with the [b]shape of a bottle[/b], it is narrow neck is the first act or more specifically the cafeteria sequence. Once you've made it through that section, there are very few meaningful differences compared to a standard playthrough. Every act that follows feels largely the same which is a standard difficulty. A much more interesting solution would've been to redistribute enemies throughout the campaign, increase their numbers, move some of the third act's encounters into the earlier chapters and tighten the game's resource economy. There is very little challenge in being able to [b]one-shot almost every enemy particularly throughout the act 3[/b] while [b]unlocking infinite ammo[/b] far [b]too easily [/b] and far [b]too early[/b]. Looking back at [b]RE2[/b] especially on [b]Professional difficulty[/b] you found yourself calculating every single bullet, every knife swing and every route through the RCPD. You constantly weighed your options where every resource mattered. [b]Madness difficulty [/b] in both [b]RE:Village [/b] and [b]RE:Requiem [/b] feels considerably less refined. It gives the impression that these modes simply weren't fully polished before release. As a result the game's replayability suffers in places. Most notably, one of the story's key characters someone you naturally expect to play a major role in the finale ends up feeling surprisingly underdeveloped. [h3]NG+ and Progression[/h3] One thing the game desperately lacks is a proper [b]NG+[/b]. Sometimes you simply want to experience the game again as if you were playing it for the very first time. Unfortunately, Requiem doesn't quite allow that. After completing the game once, part of Leon's arsenal and progression becomes permanently available from the very beginning. From both a narrative and gameplay perspective, those unlocks should have remained rewards earned somewhere around the midpoint of the campaign. But even in its current state, the game delivers exactly what millions of players love RE for relentless tension, an outstanding atmosphere, memorable cinematic moments, and characters you genuinely care about. Even when you take every criticism into account, none of them undermine the core gameplay or damage the narrative itself. If I had to point to the game's biggest shortcomings, they'd be the third act of Grace's campaign and the balance of Madness difficulty. As for NG+, I don't actually consider it essential. [h3]Final[/h3] What matters isn't that those flaws exist. What matters is that they never break the game's core structure or undermine what makes it enjoyable. Even now, I don't regret a single minute I spent with [b]RE:Requiem[/b]. And if you've made it all the way to the end of this review and you're still wondering whether it's worth playing... My answer is exactly the same as it was in the beginning. [b]Absolutely. [/b]
г симпл лижет гидеону баребухи
Can confirm, the residents are evil again.
躲猫猫9游玩结束,可惜少了我喜欢的情感环节,艾达王呢????????!!!! 如果出DLC还可以骗我一次钱.
Resident Evil Requiem (9) é genial. Um problema decorrente que ocorre nessa série é a grande diferença no core de cada jogo entre survival horror em re1, re2, re3 e re7; e action horror em re4, re5, re6 e re8, o que divide o público e causa uma certa perda de identidade em alguns títulos específicos. Contudo, re9 se aceita como ambos, tendo metade da campanha principal em survival horror com gerenciamento de recursos e uma série de itens específicos para progresso (bastante similar a Resident Evil 2) com a Grace, e a outra metade focada em ação e muito tiro (similar a Resident Evil 4) com Leon; isso faz com que o jogo seja atrativo para a maioria do público e evita ser repetitivo. Grace (survival horror): As seções de gameplay com a Grace Ashcroft são fenomenais, com o layout do centro de cuidados e do laboratório ark muito bem executados, gerenciamento de recursos e adição de mecânicas novas como escolher o item ideal para a run com as antique coins, ou o coletor de sangue, e recompensando o jogador por saber utilizar seus itens de maneira eficiente. Grace, diferente do Leon/Claire em re2 ou da Jill em re3, não tem acesso a escopetas, granadas ou fuzis, apenas duas pistolas (bem parecidas) e algumas facas/rip knifes, o que transmite sensação de vulnerabilidade característica do gênero. Leon (action horror): Os segmentos do Leon na campanha são bastante similares ao popular re4, com compra de armas e munição, layout do mapa que força confrontos e incentivo ao combate (os pontos pra usar na caixa). Outro elemento que julgo importante citar é a volta de Leon à Racoon City, agora mais velho e consequentemente mais maduro, com experiência adquirida em anos de treinamento e combate; Esse cenário passa sentimento de "caralho, eu já estive aqui antes" pra quem jogou o re2, vendo localizações chave como a loja de armas do Kendo ou a mesa do Marvin no escritório da polícia. Conclusão: Resident Evil Requiem é absurdo e vale muito a pena, principalmente considerando que agrada ambos os públicos muito bem, com um nível de polimento muito acima da média e personagens novos porém memoráveis.
Игра как всегда на ВЫСОТЕ, можно играть от 1 и 3 лица(по стандарту играл за Леона от 3, а за Грейс от 1, как по мне это самое оптимальное решение) CAPCOM - молодцы, так держать, даже Спенсера реабилитировали:D Жду Resident Evil 5 Remake!!!
Resident Evil Requiem is everything I wanted from a Resident Evil game. The contrast between playing as Leon and Grace is what makes it so memorable. Leon's sections still have that signature mix of horror and action, with his cheesy one-liners, effortless swagger, and confidence making the game feel like a different experience at times. Then the game switches to Grace, and suddenly I'm on edge again. The slower pace, limited movement, darker environments, fewer light sources, and well-timed jump scares had me genuinely terrified. That balance between action and survival horror is what makes Resident Evil Requiem so special. CAPCOM absolutely nailed it. 10/10 for me. I can't wait to see what they do next.
Absolute PEAK residents Absolute PEAK evil
[h3] МОЙ ПЕРВЫЙ RESIDENT EVIL [/h3] Наконец-то я прошел [b] Resident Evil Requiem [/b]. Несмотря на то, что это самая новая часть серии на данный момент, для меня она стала первой, так как до этого в игры Resident Evil я не играл. Когда-то давно посмотрел все фильмы, а вот сами игры почему-то всегда проходили мимо меня. Что мне особенно понравилось: красивая графика, динамичный геймплей, интересный, хоть и не до конца понятный мне сюжет и отсутствие затянутости. Эпизоды за Грейс местами напомнили Outlast, а за Леона чем-то The Last of Us. Короче говоря, мне зашло. Возможно, скоро доберусь и до других частей серии.
Leon es un papucho
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