Resident Evil Requiem – 15 Smart Details That Add So Much

Between the shooting, slaying, and running, the world of Requiem is full of some pretty impeccable details. Check out some of them here.

Resident Evil Requiem is finally upon us after years of waiting, and to say it’s a stunning affair would be an understatement. RE Engine has delivered some utterly gorgeous titles in the series throughout the past several years. What truly makes each stand out is the incredible attention to detail that goes into everything, and shockingly, Requiem may just be the most stunning of them all. Let’s dive into 15 incredible examples of attention to detail, starting with…

Realistically Detailed Hair

Touted as much before release and justifiably so, the hair details on all the characters (well, almost all – sorry, Nathan) look phenomenal. Grace’s hair is a strong initial example, whether it’s arranged normally or hanging while she’s upside down. Leon is no slouch, though – his hair realistically shifts about, both during combat and when exploring. Considering this tech is adapted from Pragmata, it’s just another indication of all the incredible ways that RE Engine can evolve.

Ray-Traced Reflections and Ambient Occlusion

Of course, the entire opening sequence through the streets is just a phenomenal showcase of the engine’s graphical prowess. The falling raindrops, the atmospheric smoke; all the other NPCs simply going about their day – it’s a feast for the eyes. Ray tracing especially adds to it all, from the reflections on puddles to the ambient occlusion of headlights and other light sources as they pass through the rain particles. That this is only a teaser of what’s to come is all the more exciting.

Animation Differences Between Grace and Leon

Grace and Leon go beyond representing two different kinds of survival horror gameplay for the franchise – it’s baked into their very presentation. The former is often shown as hesitant, hands trembling while aiming at zombies for the first time. Even her takedowns with the hemolytic injector are messy (and not just because of the bloody fireworks). Meanwhile, Leon’s calm, tactical demeanor belies his years of experience. Even when suffering physically, his hands remain steady, especially when hatching zombie heads.

Hands-Free Reloads

Another incredible detail that you’ll quickly notice is how Leon reloads his weapons. If he’s holding a flashlight, it doesn’t just disappear out of thin air – he’ll position it between his cheek and shoulder, then quickly grasp it again after reloading. It may seem unnecessary in terms of gameplay, but it’s an appreciated flourish for his character.

Realistic Sweat and Perspiration

Realistic blood and gore for this franchise isn’t necessarily new – even if it feels more detailed than ever in Requiem. However, the perspiration is another matter entirely. Characters don’t just have a few beads of sweat on their faces and call it a day. When Grace awakens from her confinement, her face and hands look appropriately damp, both from nervousness and the heat, which goes a long way towards convincing us of her uncomfortable predicament.

Facial Animation Quality

In that same vein, the motion capture is top-notch, but the facial animations go above and beyond. The development team didn’t just seek to convey fear or anger through expressions. When Grace is struggling to converse with some people, she’ll briefly purse her lips and eyes while looking down, as if working up the courage to work through the awkwardness. The eyebrow movement, which subtly shifts to portray concern, fear, and much more, is also immaculate.

Unique Zombie Personalities

Of course, the zombies deserve a special mention. Depending on who they were before dying, each seemingly has a unique personality beyond merely seeking out a flesh nibble. The cleaning lady who continues to wipe windows, the butcher who’s still chopping meat, even the deceased operatives who still wield firearms. One particularly haunting example is a Rhodes Hill patient who’s still singing as she moves through the hallways, alerting you to her presence beforehand. All of these little things add to the gameplay’s depth without feeling contrived.

Locational Zombie Damage

Executing zombies and watching blood spurt from their head stumps like fountains? C’est magnifique, but there’s plenty of realistic damage as well. Roundhouse-kicking a zombie in the face won’t just send them flying – it also breaks their jaw, causing it to hang limply (which doesn’t stop it from biting you, but it still looks cool). Shooting limbs on the more recently infected causes them to fall to their knees for a quick melee attack, but some of the older zombies can lose their limbs entirely and keel over.

Realistic Body Damage

And while Leon doesn’t necessarily suffer the same type of locational damage, you can still see the effects. When taking fire, bloody bullet holes will appear on his body; blood even stains his hair, giving a more ragged appearance. It won’t affect your aim, but it further reinforces that for all his superhuman feats, he’s still very much mortal.

The Stalker’s Intelligence

Then there’s the new Stalker, which is probably the most intelligent in the series thus far. It doesn’t just follow preset detection patterns but actively hunts Grace. Once it recognizes that you’re trying to use light against it, it will start destroying bulbs, even within seemingly safe rooms, to hunt you down. The thumping as it stalks around, sniffing out your presence, is just all the more unnerving, to the point where you can’t blame Grace for being terrified.

Grace’s Trauma

However, the fear in her performance (provided by Angela Sant’Albano) is conveyed through more than screams or shaking hand movements. Grace’s trauma runs deeper than just this investigation, as she stammers through conversations. Even when interacting with Emily for the first time, there’s less fear and more awkwardness at trying to understand her state while still being sensitive about it (or at least trying to be).

The Ruins of Raccoon City

All those wide shots of Raccoon City thus far can’t do justice to its destruction. From the very streets, navigating the various establishments and ascending the massive buildings, the amount of work put in is sublime. Yet each iconic location maintains its atmosphere, whether you’re visiting the remnants of Kendo’s Gun Shop or venturing into the RPD for the first time, and reminds you of the utter devastation that the city suffered.

Atmospheric Lighting

Throughout Requiem, whether it’s in the opening trip to Wrenwood Hotel or the dimly lit corridors of the Rhodes Hill Chronic Care Center, you’re treated to some phenomenal lighting. My favorite, however, is in Raccoon City. The sun isn’t just shining – it’s peeking through the clouds after a long downpour the evening prior, and it’s filtered through the smog and haze, making it feel even more like a ghost city.

Realistic Glass Breakage

You wouldn’t think that something as simple as splintering glass would be impressive, but once you’re traversing through a skyscraper in Raccoon City, it’s just as stunning as it is terrifying. Essentially, you can shoot glass from beneath enemies to cause them to drop. But one simple drop causes them to splinter, making you feel like you’re one wrong move from plummeting to death.

Of Gunshots and Footsteps

Fantastic sound design in a Resident Evil game? I know, it sounds unbelievable, but it’s still fascinating to see just how well-rounded it is across the board. Muffled audio from voices within containment cells; the satisfying punch of shotguns and rifles; how explosions ring out; even the satisfying crunch of boots on the ground when navigating dust-filled environments. Combined with the visuals and cinematography, it just further immerses you in this nightmare.

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