Resident Evil Requiem: Excellent on All Systems but Brilliant on PS5 Pro — A Cross‑Platform Tech Leap and a Two‑Tone Horror Experience
Why this matters now: resident evil requiem arrives as a statement about Capcom’s engine maturity and platform priorities — the game both leans on nostalgia and pushes current‑gen hardware in ways that change how players will judge next‑gen upgrades. For anyone weighing a hardware purchase or deciding which platform to play on first, the game’s visual modes and divergent playstyles make those choices more consequential than usual.
Resident Evil Requiem’s platform momentum: PS5 Pro raises the bar
The clearest shift is technological: the game represents a generational leap for Capcom’s rendering work, and Sony’s enhanced console gets an especially pronounced upgrade in image quality and ray‑tracing effects. It’s been nine years since the arrival of Resident Evil 7, when the “Reach for the Moon” engine began replacing MT Framework; here that engine approaches something close to full maturity, and the PS5 Pro’s modes put that maturity on display.
Story and play split — two halves, two tones
The game divides its attention between a powered‑up action hero and a fragile viewpoint built for dread. Leon Kennedy appears as an ageing but brash third‑person star — able to trade barbed one‑liners while dispatching hordes with hatchet, shotgun and improvised blunt instruments — and is tuned to feel comically overpowered early on before firefights tighten the screws. By contrast, FBI analyst Grace Ashcroft is new blood: tenacious and nervous, she begins the game sent to a gutted hotel crime scene tied to traumatic memories, carrying only a flashlight and a pistol with sparse ammunition. That contrast forces a constant recalibration of tactics: conserve bullets as Grace or burn them to relieve tension; embrace Leon’s flashy violence or steer into vulnerability.
Technical breakdown across systems
On the PS5 Pro, ray tracing and global illumination transform reflections and lighting, with one performance mode mostly holding a locked 60fps while keeping many RT features active. A temporal upscaling approach makes images look close to native 4K despite pixel counts sitting just above 1080p; occasional low‑resolution reflection noise and denoising artifacts are visible but do not obscure the overall upgrade. The 120Hz mode, by contrast, disables ray tracing and the upscaler and falls back to a cruder spatial scaler reminiscent of older FSR‑style solutions; this mode runs consistently high and supports VRR for smoother motion on compatible displays.
Xbox Series X mirrors the PS5’s balance closely, using a slightly higher‑than‑1080p base plus spatial upscaling. Series S appears to be scaling from a base around 720p: it runs smoothly but with noticeably lower image quality and omits the strand‑based hair system entirely. A strand‑based hair system — first seen in the remade Resident Evil 4 — returns here without the same performance drain, delivering believable hair lighting and integration on higher‑end hardware. There are also interesting comparisons hinted for Switch 2 that remain to be detailed later.
- PS5 Pro: best visual fidelity, RT reflections/GI available in a 60fps‑or‑near locked mode; 120Hz mode sacrifices RT for higher framerate.
- PS5/Series X: similar baseline image approach with strong visuals when upscaling is applied.
- Series S: smoother performance at lower visual fidelity; hair strand system removed.
- PC: shares visual quality goals but specific performance details are unclear in the provided context.
- Platforms listed: PC, PlayStation 5, Xbox, Nintendo Switch 2; developer/publisher identified as Capcom.
Why the split matters for players and tone
Here’s the part that matters: resident evil requiem is deliberately a game of two halves — cathartic action and disempowered terror — and platform choice changes which half hits harder. The care facility levels capture the franchise’s fondness for labyrinthine, puzzle‑like spaces where creatures stalk, sniff for your presence and emit shrill wails designed to unnerve. Voice actors for Grace and Leon carry emotional weight that anchors scenes when the design allows; the project balances Evil Dead–style camp with genuine moments of scariness and heartfelt beats.
It’s easy to overlook, but the broader series narrative still feels stretched; after years of revisiting core players and themes, the larger plot strains to find new ground. A final line in one of the reviews is truncated and unclear in the provided context, leaving a small note of unresolved commentary about the franchise’s future direction.
Signals, uncertainties and what could confirm the next turn
The technical evidence here signals that platform upgrades—especially PS5 Pro’s approach to RT and temporal upscaling—will be a major talking point for how players judge visual generational gains. The real question now is whether those gains change purchasing decisions or simply become expected baseline features for future releases. Comparisons to Switch 2 are promised but not detailed in the material provided, and some performance nuances on PC remain unclear in the provided context.
What’s easy to miss is how tightly the design ties tonal variety to hardware: that link is the narrative’s strongest non‑storywork, and it’s likely to shape reactions more than a single plot twist.