Exclusive: Resident Evil Requiem Director Talks About the Concept of Two Protagonists, Zombie "Synergy", and Aging Leon

Ahead of its release on February 27, 2026, Director Koji Nakanishi breaks down gameplay details, enemy AI evolution, and the reasons behind the drastic differences between Grace and Leon.

Exclusive: Resident Evil Requiem Director Talks About the Concept of Two Protagonists, Zombie "Synergy", and Aging Leon
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Resident Evil Requiem, the latest title in Capcom’s legendary survival horror series, is set to launch for Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and Steam. Set in a sanatorium facility near Raccoon City before moving to the city itself, the game promises a return to horror roots while maintaining intense action.

During a media trial event held in January 2026, Director Koji Nakanishi shared deep insights into the bold design decisions that split the game into two different experiences through the eyes of young FBI analyst Grace Ashcroft and veteran agent Leon S. Kennedy.

Two Protagonists, Two Different Gameplay Worlds

One of the most striking features of Requiem is the drastic difference in playstyle between the two main characters. Nakanishi admitted that initially the development team worried this approach would confuse players, but the end result created a complementary dynamic.

Grace Ashcroft: Returning to Classic “Survival Horror” Roots

Grace Ashcroft

Grace’s segment is designed with the philosophy of “Old-School Bio Style.” The premise is not to slaughter enemies but to survive with limited resources.

  • Inventory Management: Grace’s small bag forces players to think strategically like “planning a trip.” Players must choose between carrying important keys, medicines, or ammunition.
  • Defensive Combat: Grace lacks high combat skills. Her melee attack is only a shove to create distance to escape or aim weapons.
  • Crafting & Stealth: Grace can use new items like the “Bloodburst Ampule” to instantly kill enemies under certain conditions, but her main focus remains avoiding confrontation.
  • Character Detail: When using first-person perspective mode, Grace’s hands will tremble while aiming, emphasizing her lack of combat experience compared to Leon.

Leon S. Kennedy: Veteran Action ala “RE:4”

Leon S. Kennedy

Conversely, Leon’s segment is designed to face multiple enemies at once, inheriting the beloved action elements from Resident Evil RE:4.

  • The “Ike-Oji” (Cool Middle-Aged Man): Leon in 2026 is about 50 years old (“Arafifty”). His visuals are crafted in great detail—even the neck wrinkles—under strict supervision by Capcom’s female staff to ensure he remains impressive yet realistic.
  • Tomahawk Weapon: Leon uses a standard axe, not an ordinary tactical knife. Nakanishi explained this symbolizes the heavy burden and mental fatigue Leon has after 30 years of nonstop fighting, yet still has strong determination to save others.
  • No Fancy Wrestling Moves: Unlike the past, Leon no longer performs suplexes or pro wrestling throws. The reason is gameplay balance (so Leon is not too overpowered) and fitting the image of a more “grounded” middle-aged man who is still deadly.

“Synergy” System and Zombies with Habits

Resident Evil Requiem introduces an evolution in enemy behavior called “Synergy.” This is the interaction between zombies or between zombies and their environment.

  • Infected Individuality: Zombies retain remnants of their past habits. For example, some zombies mumble “Let’s turn off the lights” while flipping switches. About 100 unique dialogue lines are prepared for the zombies.
  • Uncertainty: The development team wanted to remove players’ sense of safety who already know typical zombie patterns. Zombies in Requiem can react to sounds or do unexpected things, making players wonder, “What kind of creature is this really?”
  • Balance of Horror & Comedy: Nakanishi admitted that giving personality to zombies risks making situations funny. The team made tight adjustments to sound and movement so this “Synergy” remains terrifying and not a joke, although sometimes natural chaos among zombies can still occur.

Gameplay System: Perspective and Character Interaction

Players are given the freedom to switch between first-person and third-person perspectives anytime.

  • Camera Adjustment: Although the gameplay experience is balanced, there are special adjustments. For example, in Leon’s first-person mode, the camera will slightly pull back when he kicks so players can clearly see the action.
  • One World, No Item Trading: Grace and Leon cannot exchange items through the Item Box. Nakanishi explained this feature was removed to prevent information overload when players are panicked with fear. However, Grace’s actions (such as opening paths or leaving items on the map) will affect the routes Leon later takes.

Nakanishi emphasized that Resident Evil Requiem will present end-game content after the main story ends, a tradition always upheld by the series.

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