Resident Evil Requiem‘s Demo Recedes Into the Wallpaper

If you've seen one creepy hallway, you've seen 'em all

Resident Evil Requiem‘s Demo Recedes Into the Wallpaper
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If there’s one thing horror games love, it’s a creepy hallway. Resident Evil Requiem (or, as it was widely called before its official name was revealed, Resident Evil 9) couldn’t resist that siren’s call. The demo shown at Summer Game Fest this weekend might start with an especially frightening and more specific scenario—its lead character, FBI agent Grace Ashecroft, comes to in a grungy room, hanging upside down and tied to a stretcher, with an IV patched into her arm either removing her own blood or pumping in somebody (or something) else’s—but it wastes no time staring down a spooky hall. After Ashcroft escapes from that opening predicament, she opens the door to her makeshift jail and is confronted with a long, dark, extremely ominous hallway. It’s teasing a pretty recognizable type of playability, I tell you what. 

Of course the hallway is an ideal setting for frights. They’re tight, confined, and bookended by some combination of corners and doorways perfect for zombified creeps to lurk behind. They’re also a place where jump scares make sense. Game designers can use a hallway to dictate the player’s motion and scene’s pacing to a minute degree, giving them the kind of authorial control that isn’t always simpatico with modern games. And with its limited field of vision—you can only see to a hallway’s end—and the way it forces you to walk in a single direction, a hallway lets designers build tension by foreshadowing what comes after it, through scattered glimpses of the next room and distant sounds that reverberate and grow louder the closer you get to them. I get why somebody making a horror game would want to put a hallway in the thing.

It’s maybe not the best thing to highlight in a short preview, though, as Capcom did with the non-playable slice of Resident Evil Requiem that was shown to press at SGF. It’s impossible to see a first-person view of a photorealistic hallway in a horror game context and not immediately think of P.T., Konami’s doomed “playable teaser” of a never-released Silent Hill game that remains one of the biggest “what ifs” in games. Rushing into such a familiar setting made that Requiem demo feel a little uninspired, and nothing that we saw after Ashcroft made it to the end of that hallway (a chunk of play that included at least a handful more hallways) compensated for the “been there, done that” flatness of the thing.

Resident Evil Requiem

The demo consisted primarily of a gravely wounded Ashcroft slowly stumbling through a series of dimly lit rooms. Apparently she’s in a hotel but it looks way more like a hospital ward. She encounters a number of complications while trying to find a way out—a blown fuse, a locked cabinet, a conveniently placed corpse that falls right when she opens a door and gets blood all over her—and the biggest one feels about as uninspired as that hallway. It’s a big, gnarly, hulking beast that happens to be feeding on that corpse, and who sets its sights squarely on Ashcroft as soon as it realizes she’s there. So now Grace has to find her way out of this creeped-out hellscape while dealing with not just vague threats of evil but the absolute surety that there’s at least one scary monster stomping about.

Probably the most interesting thing about the demo is the lack of a gun. If Ashcroft packs, as you’d expect from the FBI, whoever strapped her up must’ve taken her piece. The bit Capcom showed to us at SGF featured no gunplay at all. It was all puzzle-solving and Ashcroft running as much like hell as she could in her banged-up state whenever that monster showed its face. Could this be the direction the whole game is headed in? No idea yet.

Hands-off demos are always limited in their usefulness, and that’s especially true with what Capcom showed of Requiem. It was heavily edited and liberally jumped forward in the timeline, with Ashcroft suddenly having items she needed to solve puzzles that she didn’t have just moments prior. Capcom didn’t try to hide that fact; the demo would fade to black whenever it jumped forward, letting us know there was an edit. So the press can’t really put too much faith in what we saw accurately reflecting whatever the final game looks like. And honestly, that might be a good thing at this point, as response to Requiem’s demo has been rather lukewarm. (People do seem jazzed that the game can be played in either first or third person, so it’s got that going for it, at least.) It turns out I’m not the only one who’s not particularly impressed by one more scary hallway and one more unbeatable bulldozer of a monster to avoid.

Resident Evil Requiem


Senior editor Garrett Martin writes about videogames, TV, travel, theme parks, wrestling, music, and more. You can also find him on Blue Sky.

 
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