Gaming

Resident Evil Requiem: Surprising Multiplayer Origins Revealed

Resident Evil Requiem is shaping up to be one of Capcom’s most ambitious survival-horror projects. In a new interview published on November 17, producer Masato Kumazawa shared major insights into the game’s development, its six-year journey, and why the team abandoned its original multiplayer direction. The early 2026 title is already gaining strong momentum thanks to its renewed focus on pure horror.

Grace Ashcroft Leads a New Era of Resident Evil

Kumazawa explained why “Grace Ashcroft” was chosen as the protagonist. She offers a fresh starting point for newcomers, while veteran players get a different take on survival horror. Grace is described as the most frightened protagonist the series has ever had. Her vulnerability makes the horror more intense.

Grace’s story also connects to the franchise’s past. She is the daughter of “Alyssa”, tying her directly to the Raccoon City incident. This gives Resident Evil Requiem a strong narrative link without relying too heavily on classic heroes.

The producer noted that Capcom does not operate using a strict lore bible. Instead, they selectively include familiar characters to deliver a unique experience. The team also avoids using characters like “Chris” or “Leon” to prevent the game from drifting into action-heavy territory.

Resident Evil Requiem Returns to the Franchise’s Roots

According to Kumazawa, fans want survival horror, fear, and tension above everything else. This guided every major design decision.

Resident Evil Requiem originally began as an open-world online multiplayer game. It was fun, but it wasn’t scary. Because of this, the idea was dropped. Still, some enjoyable elements from the multiplayer prototype remain in the final single-player version, though the producer did not reveal what they are.

Kumazawa compared the game’s tone to Resident Evil 2, and clarified that it is not directly comparable to RE7 or specific Village sections. The team wanted horror to be the primary focus from the start. Small action moments appear only to break the tension and make the upcoming scares hit harder.

He also acknowledged criticism that “Resident Evil 4 Remake” and “Village” became too action-heavy. Resident Evil Requiem aims to avoid that path.

Stalker Enemy, Dual Perspectives & Gameplay Decisions

Requiem introduces a major new threat nicknamed “Big Mama”. She has an official name, but Capcom is keeping it hidden for maximum impact. She does not constantly stalk Grace, but she can. The team clarified that she is not a direct stalker-style enemy.

The game uses both first-person and third-person perspectives. First-person increases immersion and fear, while third-person relies on unique animations that show Grace stumbling or panicking. This makes third-person just as frightening. However, developing both perspectives was like making two games.

The development team also confirmed:

  • The game has been in development for around six years, starting from the multiplayer era.
  • Switch 2 development went smoothly, thanks to experience with previous Switch and PC ports.
  • The Switch 2 version focuses on gyroscope support, as mouse-style camera control caused confusion.
  • No spiders appear in Resident Evil Requiem. This wasn’t due to arachnophobia; the team simply introduces new terrors in each entry.
  • Resident Evil Requiem includes a Casual mode for new fans and multiple nods for longtime players.

Kumazawa also shared that his favourite character is Grace, praising her vulnerability and emotional evolution.

Resident Evil Requiem is clearly a bold step for the franchise. With a horror-first design philosophy, a vulnerable new protagonist, and remnants of a discarded multiplayer vision, Capcom seems determined to deliver an experience that stays true to what fans want most: Pure Survival Horror.