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    Resident Evil is back - can it redefine the survival horror genre once more?
    Industry Watch

    Resident Evil is back - can it redefine the survival horror genre once more?

    Ross WilliamsByRoss Williams··5 min read
    • Capcom's Resident Evil Requiem launched Friday with a £200 million budget, featuring dual protagonists with contrasting gameplay styles
    • The franchise is now Capcom's highest-grossing property, but the 2012 instalment Resident Evil 6 alienated core fans by abandoning survival horror for action
    • Independent developers have disrupted the survival horror genre over the past decade whilst Capcom chased the action-shooter market
    • The game represents Capcom's first major test of creating new entries beyond mining its back catalogue for remakes

    Capcom's biggest commercial gamble in a decade launched Friday, and the Japanese gaming giant's £200 million question boils down to this: can you successfully merge the two things that previously tore your flagship franchise apart? Resident Evil Requiem arrives as the latest instalment in what is now Capcom's highest-grossing franchise ever, attempting something the publisher badly fumbled twelve years ago.

    The game features two playable characters with radically different gameplay styles—Leon S. Kennedy, the series veteran who shoots first, and newcomer Grace Ashcroft, an FBI agent designed for pure survival horror. One half action thriller, one half psychological terror. It's a calculated hedge that reveals just how nervous legacy entertainment companies have become about their most valuable intellectual property.

    Gaming controller and screen showing action gameplay
    Gaming controller and screen showing action gameplay

    This matters beyond gaming. Every major entertainment franchise—from Star Wars to James Bond—faces the same strategic tension between servicing nostalgic fans and attracting new audiences. Most choose one lane. Resident Evil is trying to drive in both simultaneously.

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    The £200 million memory of failure

    The shadow hanging over Requiem's launch is Resident Evil 6, released in 2012 to widespread disappointment from core fans. That instalment leaned so heavily into action set pieces and explosive spectacle that it essentially abandoned the survival horror genre Capcom itself had pioneered in 1996. Freelance games journalist Vikki Blake described RE6 as doing "very little" to distinguish itself from the "army of cookie-cutter zombie games" that had emerged in the franchise's wake.

    The commercial lesson was expensive. Capcom spent the next five years executing a strategic retreat, culminating in 2017's Resident Evil 7: Biohazard, which stripped out nearly all action elements in favour of claustrophobic, first-person horror. That course correction worked—but it also left Capcom in an uncomfortable position.

    The action-oriented titles had always sold better in Western markets, particularly North America. Pure horror appealed to the hardcore fanbase but left money on the table.

    Requiem's dual-protagonist structure is Capcom's answer to that commercial dilemma. According to director Koshi Nakanishi, the approach allows the publisher to offer "duality of the characters, but also the storyline and the different horror approaches" within a single product. Translation: you can have your nostalgic action sequences and your inventory-management terror, just not in the same chapter.

    The indie problem legacy studios won't discuss

    What makes this strategy particularly risky is the competitive landscape Capcom now operates within. The survival horror genre has been comprehensively disrupted over the past decade by independent developers working with fraction of AAA budgets. Titles from smaller studios have pushed psychological horror mechanics far beyond what Resident Evil achieved at its peak, whilst Capcom was busy chasing the action-shooter market.

    Dark atmospheric horror game environment
    Dark atmospheric horror game environment

    That's forced the company into an awkward position: its own creation has evolved without it. Coming back to reclaim genre leadership after ceding ground requires threading an impossibly narrow needle.

    Producer Masato Kumazawa frames this challenge in existential terms. "Fear is such a human emotion," he told the BBC, arguing that "people still want to go through those thrills over and over again" even three decades on. But the more interesting question is whether they want those thrills packaged the way Capcom remembers delivering them, or the way newer developers have learned to engineer them.

    Grace Ashcroft, the FBI agent protagonist, represents the modern survival horror approach—a character "without the training to tackle monsters head on" who must rely on evasion and resource management.

    The dual-character system is meant to address this. Leon Kennedy, the returning fan favourite, gets to blast through enemies with the confidence of someone who's saved the world multiple times before.

    Early signals and the remake trap

    Monique Alves, who runs Resident Evil Database, a YouTube channel covering the franchise, was given early access weeks before launch due to her status within the fan community. Her initial reaction: "The Grace and the Leon roots, I think they are going to be very well combined." She noted fans had been "afraid of having Resident Evil 6 all over again" when the action elements were first announced, but felt reassured after three hours of gameplay.

    Whether that optimism extends to professional critics remains somewhat unclear—the game only launched Friday, and comprehensive review scores are still emerging. Early sentiment from select outlets suggests the dual approach may have succeeded, but calling it a definitive win at this stage overstates what can be known about audience reception beyond the hardcore faithful.

    Two contrasting game characters on split screen
    Two contrasting game characters on split screen

    The broader strategic question for Capcom extends well beyond one title's review scores. The company has spent recent years mining its back catalogue for remakes—Resident Evil 2 and 3 both received lavish rebuilds, as did Resident Evil 4, arguably the series' creative peak. That's a profitable but ultimately finite strategy. Requiem represents the first major test of whether Capcom can create new entries that justify the franchise's continued existence beyond nostalgia extraction.

    Nakanishi argues the unpredictability is itself the draw. "Fans know that they want another game because they're never quite sure what kind of experience they're going to get," he said. That's either confident positioning or wishful thinking, depending on whether you believe audiences reward uncertainty or punish it.

    The next three months will clarify which interpretation holds. Sales data from the crucial holiday quarter, player completion rates, and whether Capcom greenlights story expansions will signal whether the duality gamble paid off—or whether the company's most valuable franchise needs yet another strategic reset. For legacy publishers watching from the sidelines, the answer determines whether hedging is viable or whether choosing a lane is the only sustainable path forward.

    • Legacy entertainment companies face an increasingly difficult choice between serving nostalgic audiences and attracting new ones—Capcom's dual-protagonist approach tests whether straddling both is commercially viable or strategically confused
    • Independent developers have seized genre leadership in survival horror whilst AAA studios chased broader markets, making reclamation attempts risky and expensive
    • Watch holiday quarter sales data and expansion announcements over the next three months—they'll signal whether franchise hedging works or if publishers must choose definitive creative directions
    Ross Williams
    Ross Williams

    Co-Founder

    Multi-award winning serial entrepreneur and founder/CEO of Venntro Media Group, the company behind White Label Dating. Founded his first agency while at university in 1997. Awards include Ernst & Young Entrepreneur of the Year (2013) and IoD Young Director of the Year (2014). Co-founder of Business Fortitude.

    More articles by Ross Williams

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