I was allowed to play the new Resi for 30 minutes and was confronted with emotions that I thought I had long since put behind me.
This is only the beginning of our darkest symphony yet
. This striking line ends the Resident Evil 9 demo I played. And Capcom seems to be keeping that promise, as I experienced firsthand.
The atmosphere was thick and a cold shiver ran down my spine. After surviving Resident Evil 7 with VR glasses in 2020, I thought that was no longer possible. Since then, I’ve felt invincible in video games, but that’s now come to an end.
The reason for this is not only the masterful use of light and shadow, but also what is probably the most interesting and menacing pursuer since Nemesis.
If you booked this hotel, you’d be better off sleeping on the street
What it’s about: You play FBI agent Grace Ashcroft, who, despite her training with a gun, mainly works at a desk. But that’s about to change. After a series of mysterious deaths near Raccoon City, she is promptly sent to the scene to investigate.
It’s a double disaster: not only is she traveling straight into the heart of a hellhole that very few people can escape alive, but her mother also died in one of the local hotels a few years earlier. An old wound that is now reopening.
What I got to play: I wake up in the demo in that very hotel – upside down and hooked up to a blood transfusion. After a quick rescue mission, I’m now sneaking through the dark corridors looking for a fuse for the electrical box so I can escape.
Light? Dark? Doesn’t matter: creepy!
My constant companion is the impressive use of lighting effects, which creates an atmospheric density that is truly unparalleled. Beams of light, flickering lamps, and varying colors have rarely fascinated me so much.
The atmosphere turns into tension, and the tension turns into fear. Don’t get me wrong, everyone who has a series connection in their ceiling lamp knows the fear of flickering lights, but the fear in Requiem is different.
Less real, but more profound and building up from within. The whole time I’m thinking: “Here it comes! No, now! Or now?” I’m waiting for the release.
Ironically, it’s the moment when I feel a brief sense of relief that the horror finally overwhelms me. There it is at last, the terror I wanted so much beforehand!
Allow me to introduce myself: Ms. Fish Head Zombie Orc
As much as the level design and gameplay captivate me, the sight of the series’ signature pursuer makes me want to run away. Visually, she resembles a cross between a zombie with fish eyes and a sickly orc from The Lord of the Rings. I encounter her in the demo after just a few minutes and can’t shake her off until the end.
What makes her so special? While previous pursuers such as Mr. X, Jack Baker, and Lady Dimitrescu mainly caused shivers with their powerful presence and the defenseless hunting situation, the new pursuer does so primarily through her disgusting design. She is a gruesome mix of a neglected, decaying human being and animalistic behavior.
Her eyes are gray, she’s probably blind. But it’s not enough to be quiet, because she can pick up my scent. Add to that terrifying noises like menacing moans and ominous creaking. And then there are her jerky movements, which really get on my nerves.
As I explore the hotel, I have to plan my escape route in advance. Just because my pursuer is behind me now doesn’t mean she’ll still be there five seconds later. As I leave a room where I almost had my head torn off, the monster suddenly falls through the ceiling in front of me and I run straight into its arms.
The fish-eyed orc pursuer reacts dynamically to my actions. In my first run, she breaks down a locked door and opens a shortcut because I’m in the wrong place at the wrong time. The second time around, things go completely differently. The monster decides to say hello from above, and the door remains locked.
Third-person or first-person view?
Which perspective should I play in?
Many Resi fans will surely be asking themselves this question when the game is released. The good news is that you can change your mind at any time during the game. I played through the demo from start to finish in both perspectives and definitely recommend the shoulder perspective.
Grace’s visible emotions and movements enhance the experience in a way that the first-person perspective cannot. I was previously concerned that the third-person camera might cause problems in the narrow corridors, but this did not prove to be the case. However, if you are a fan of first-person perspective, that is not a problem either. Both perspectives are well executed.
What didn’t we find out?
There is still no concrete information about the story – unfortunately, my questions could not (or would not) be answered. I also didn’t learn anything new about weapons, upgrades, and combat. So far, all we know is that there will be guns. How and to what extent? It’s a secret…
What about additional modes like the Mercenaries or Raid modes from some of the previous games? Will Leon S. Kennedy jump out of the closet and take everyone down? It remains exciting!
A weakness of the enemy that could change the whole game
I’ve saved one special feature for last: Ms. Fischauge has a particular weakness that could have a massive impact on the rest of the game. If you’d rather remain in the dark, you should skip to the conclusion at this point.
The pursuer cannot stay in bright light. This means that you are safe in certain rooms that are equipped with the necessary lighting. In the demo, I was able to interact with several floor lamps. This suggests that in the finished game, you will be able to secure certain areas or influence the pursuer’s running routes. However, this is only speculation at this point.
Resident Evil: Requiem will be released on February 27, 2026 for PC, PlayStation 5, and Xbox Series X/S.
Editor’s conclusion
Admittedly, I was a little disappointed by the Resident Evil 9 demo. I was actually hoping to pick up a weapon and get a feel for the gunplay. That didn’t happen – too bad!
At the same time, though, I’m also reassured, because in the past, the defenseless passages in Resi often annoyed me more than the action sequences. That hasn’t been the case in Requiem so far – quite the opposite, in fact! Being helplessly at the mercy of the pursuer is not only fun, but also gives me the creeps thanks to the coherent overall concept.
But as promising as the demo may be, I don’t want to overrate it. Because if the trend of the last Resi games continues, the rest of Requiems gameplay will differ greatly from this passage, especially towards the end. Nevertheless, it gives a glimpse of the general oppressive atmosphere of the game and its excellent technical state. So I’m very optimistic about February, albeit with many question marks still remaining.