Other features
AI behavior
Resident Evil Requiem
4.3
Enemy behavior was often praised as eerie and strategic, though one review found a later stalker overused.
AnomalithNo score yet
Ammo system
Resident Evil RequiemNo score yet
Anomalith
3.0
Scarce ammunition supports careful play in a favorable demo impression. A full-game account finds crafting makes bullets so plentiful later on that those decisions lose much of their importance.
Camera behavior
Resident Evil Requiem
4.7
Camera behavior was praised for making first- and third-person play feel effective, though the choice also shapes the experience heavily.
AnomalithNo score yet
Core gameplay loop
Resident Evil RequiemNo score yet
Anomalith
3.5
Diving, collecting, upgrading, and returning can be strongly absorbing. Repeated routes and systems that remove too much resistance make the same loop feel disjointed or routine to other players.
Cutscene visual quality
Resident Evil RequiemNo score yet
Anomalith
4.0
The first-impressions session finds the cutscenes visually appealing.
Death mechanics
Resident Evil RequiemNo score yet
Anomalith
3.8
Forgiving retries encourage persistence and reduce lost progress, especially during boss phases. The limited penalty also weakens the sense of danger for players seeking survival pressure.
Demo quality
Resident Evil RequiemNo score yet
Anomalith
4.5
The complete opening chapter gives a generous, useful sense of pacing, combat, and atmosphere before purchase.
Driving mechanics
Resident Evil Requiem
5.0
The motorcycle action sequence was praised as one of the most fun moments in the series.
AnomalithNo score yet
Endgame content
Resident Evil Requiem
2.5
Endgame content was a repeated concern, especially the lack of Mercenaries or similarly meaningful side content.
AnomalithNo score yet
Facial animations
Resident Evil Requiem
5.0
Facial animations were specifically praised as increasingly impressive later in the game.
AnomalithNo score yet
Faithfulness to franchise
Resident Evil Requiem
4.7
Faithfulness to franchise was consistently praised as a love letter or culmination that honors Resident Evil’s history.
AnomalithNo score yet
Fast travel convenience
Resident Evil RequiemNo score yet
Anomalith
4.3
Hub shortcuts and regularly placed portals keep travel and material deposits manageable. Well-timed drop-off points are a frequently appreciated convenience.
Game length
Resident Evil RequiemNo score yet
Anomalith
3.6
Campaign length is generally manageable, with main-story estimates varying by approach. One account finds the short runtime insufficient for the supporting cast, while others appreciate that it does not overstay its welcome.
Graphics settings
Resident Evil RequiemNo score yet
Anomalith
3.0
The demo can run more smoothly after adjusting display and frame settings, but its internal options still need refinement.
Grind level
Resident Evil RequiemNo score yet
Anomalith
2.0
Repeated sections and material farming can become grating, particularly when traversal gains little variety.
Handheld play suitability
Resident Evil Requiem
4.8
Handheld suitability was praised because the Switch 2 version looked and ran well both docked and handheld.
AnomalithNo score yet
Humor
Resident Evil RequiemNo score yet
Anomalith
4.0
Reona's pragmatic responses to revelations provide welcome humor and help her avoid familiar melodramatic reactions.
Inventory management
Resident Evil RequiemNo score yet
Anomalith
3.6
The suitcase inventory creates satisfying packing decisions for some players, helped by convenient portals. Others find repeated unloading annoying or the available space too forgiving to force meaningful sacrifices.
Learning curve
Resident Evil RequiemNo score yet
Anomalith
4.0
The demo favors steady exploration and combat management, offering an approachable route into third-person survival horror without demanding constant fast reactions.
Loot system
Resident Evil RequiemNo score yet
Anomalith
3.3
Frequent drops and useful unlocks make collecting satisfying. Simple containers, duplicate artifacts, and unclear material priorities can turn the reward stream into clutter.
Microtransaction impact
Resident Evil Requiem
5.0
Microtransaction impact was praised indirectly through the absence of greedy monetization practices.
AnomalithNo score yet
Mission variety
Resident Evil RequiemNo score yet
Anomalith
4.0
Optional missions offer different investigations and aftermath stories, with enough variety to make discovering the next one appealing.
Monetization fairness
Resident Evil Requiem
5.0
Monetization fairness was praised because the game was described as free of greedy practices.
AnomalithNo score yet
Movement feel
Resident Evil RequiemNo score yet
Anomalith
3.0
Deliberate movement creates tension for some players and suits the old-school approach. Slow recovery, crowded spaces, and monotonous return routes make it cumbersome for others.
Narrative tone consistency
Resident Evil RequiemNo score yet
Anomalith
2.5
Alarmed character reactions can clash with enemies that fall to a few shots, weakening the connection between story danger and actual combat.
Overall quality
Resident Evil RequiemNo score yet
Anomalith
3.5
Anomalith earns a qualified recommendation as a stylish, characterful shooter with strong ideas. Overall reactions range from enthusiastic enjoyment to disappointment with its disconnected systems and limited polish.
RPG system depth
Resident Evil RequiemNo score yet
Anomalith
3.5
Simple random equipment progression can be satisfying, with enough options to explore builds. Dominant weapons reduce the need to engage deeply with the available systems.
Sandbox freedom
Resident Evil RequiemNo score yet
Anomalith
4.0
Players can choose when to revisit areas and how much equipment to carry, allowing useful freedom within the mission structure.
Sexual content treatment
Resident Evil RequiemNo score yet
Anomalith
1.5
The ability to reduce a seventeen-year-old protagonist's clothing to the bare minimum draws strong criticism as unnecessary sexualization.
Side character depth
Resident Evil RequiemNo score yet
Anomalith
3.4
Supporting personalities and the mentor relationship can be engaging, but their depth is disputed. Rushed histories and repeated traits leave some of the cast underdeveloped.
Spawn placement
Resident Evil RequiemNo score yet
Anomalith
1.5
Late encounters can place enemies off-screen or combine threats in cramped spaces without fair warning, producing frustrating unavoidable damage.
Stealth mechanics
Resident Evil Requiem
3.8
Stealth was mostly praised for making Grace’s routes tense and tactical, though one reviewer found stealth options limited.
AnomalithNo score yet
Survival mechanics
Resident Evil RequiemNo score yet
Anomalith
3.0
Limited space and low-health powers create promising survival decisions in the demo. Several full-game accounts find that abundant supplies and forgiving failure strip those systems of meaningful pressure.
Tutorial quality
Resident Evil RequiemNo score yet
Anomalith
2.5
The early handgun tutorial is serviceable but leaves little impression.
Violence level
Resident Evil RequiemNo score yet
Anomalith
4.0
One favorable demo impression values environmental unease over reliance on cheap gore. The praise concerns that restraint, rather than the amount of violence present.
Weapon variety
Resident Evil RequiemNo score yet
Anomalith
4.0
Multiple firearm categories provide useful loadout variety and support the appeal of classic survival shooting.
Controls and connectivity
Character customization
Resident Evil RequiemNo score yet
Anomalith
4.4
Extensive clothing choices and a separate cosmetic layer let players combine preferred looks with useful stats. Clipping on some outfits weakens the otherwise appealing customization.
Menu usability
Resident Evil RequiemNo score yet
Anomalith
2.8
Quick deposit actions and demo revisions offer useful conveniences. Poor sorting, missing equipment details, and inconsistent mouse interaction are more serious sources of friction.
Weapon customization
Resident Evil RequiemNo score yet
Anomalith
3.6
Attachments and loadout choices offer worthwhile customization. Unclear compatibility and the ease of relying on a single powerful gun discourage deeper experimentation.
Comfort and build
Enemy design
Resident Evil RequiemNo score yet
Anomalith
4.4
Anomalies stand out through unsettling designs and unusual rules, including enemies controlled by eye contact. Discovering those rules adds interest beyond ordinary shooting.
Mission design
Resident Evil RequiemNo score yet
Anomalith
4.5
Flexible backtracking and preparation give players appreciated control over how to approach missions and manage supplies.
Quest design
Resident Evil RequiemNo score yet
Anomalith
3.8
Side stories can deliver intriguing investigations and memorable psychological horror. Reused locations and familiar encounters make some optional quests feel repetitive.
Random encounter design
Resident Evil RequiemNo score yet
Anomalith
2.8
Hidden doors and lockdowns can generate effective uncertainty. Predictable repeated ambushes and too much uneventful space limit that unpredictability.
User interface design
Resident Evil RequiemNo score yet
Anomalith
1.5
Equipment screens omit key details such as effects, rarity, and equipped status, making disposal and rerolling unnecessarily risky.
Ownership and support
Localization support
Resident Evil RequiemNo score yet
Anomalith
3.2
Dialogue localization earns strong praise in one account, but environmental signs remain untranslated and English dubbing is absent. A first-impressions session also encounters menus unexpectedly switching into Japanese.
Platform-specific feature support
Resident Evil Requiem
2.0
Platform-specific support was criticized on Switch 2 for not meaningfully using mouse, touchscreen, or useful gyro features.
AnomalithNo score yet
Save system reliability
Resident Evil RequiemNo score yet
Anomalith
2.0
A first-impressions session unexpectedly overwrites another early save, raising a concrete concern about reliable progress management.
Performance
Marketing accuracy
Resident Evil RequiemNo score yet
Anomalith
2.0
The survival horror presentation can set misleading expectations for a game that often feels much closer to an arcade action shooter.