Resident Evil Requiem Review – Path Tracing Brings the Monsters

Resident Evil Requiem on PC feels like Capcom level itself up in every way possible. It is survival horror when it wants to be, full-on action when it needs to be, and it keeps the on the edge momentum that made the classics so addictive. What was more surprising than the gameplay was the visuals and how they took full advantage of things like Nvidia’s DLSS 4.5 and Path Tracing.

The dual-protagonist structure is the big reason it works. Leon is the confident, capable agent you want when the game decides it is time to go loud, and Grace Ashcroft brings the tension back down into that vulnerable, resourceful survival space where every hallway feels like a threat. The best part is that those tones do not fight each other. They bounce off each other. Requiem uses the swap to keep you on edge, and it makes the pacing feel intentional instead of padded.

Grace’s sections are where I felt the most genuine dread. The camera perspective leans into that closer, more suffocating horror style that makes you second-guess every shadow. It is stealthier, more puzzle-forward, and it brings back that classic Resident Evil feeling of being underprepared but still needing to push ahead. Leon is the opposite. When you are in his shoes, the game turns into a slicker action horror ride with heavier firepower, bigger enemies, and set pieces that feel like Capcom showing off. Requiem is at its best when it lets both sides fully be themselves.

I also appreciate how tight the whole thing is. This is not one of those games that tries to stretch itself longer than it should be. Requiem moves with purpose, and it treats its big moments like events instead of checklist content. It gives you puzzles that feel like puzzles, combat that feels satisfying, and a story that keeps moving without getting lost in busywork.

The RE Engine continues to be one of Capcom’s biggest secret weapons because it hits that sweet spot of detail and performance without feeling brittle. The environments look dense and lived-in, lighting sells the mood, and the sound design does a lot of heavy lifting, especially in quieter sections where you are listening for movement more than you are looking for it.

Now in my opinion the real star is the path tracing and DLSS support. Requiem is one of those games where the upgraded lighting is not just a checkbox feature. Path tracing changes the feel of scenes, especially in dark interiors, reflective surfaces, and areas where light sources are small and harsh. The tradeoff is that it is demanding, so you are not enabling it casually and expecting miracles on midrange hardware.

On GeForce RTX GPUs and testing on a Lenovo 5080 GPU and Geforce Now, Requiem supports DLSS 4.5 , Multi Frame Generation and DLSS Ray Reconstruction, and NVIDIA is positioning it as a showcase pairing with path tracing for both image quality and performance. In real terms, it means you can push the visuals into “this looks like a CG shot” territory while still keeping the game feeling smooth, especially if you are on newer RTX cards. There is also a clear message here that Requiem is built to scale, whether you want the cleanest possible image, the highest possible frames, or the best balance between the two.

If you are the type that loves tinkering with settings, Requiem rewards it. If you are not, it still plays great with more grounded options. And that is the key thing. Even when you strip the tech talk away, the game underneath it is excellent. Requiem feels like a “best of” compilation in the best way, but it still stands on its own as a mainline entry with strong pacing, memorable sequences, and two leads that keep the experience fresh all the way through.

On Steam, at full price, it is the kind of horror-action blockbuster that earns the ask if you are into Resident Evil at all. It is scary when it wants to be, ridiculous when it needs to be, and polished enough that you can tell Capcom knew exactly what it was trying to deliver.

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Remy Cuesta
Remy Cuesta
[Editor-in-Chief] Co-founder of LVLONE I work to bring you our readers a fun outlet to read tech and gaming news, reviews and experiences.

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