Resident Evil: Requiem – Live Accessibility Test

What better date is there than Friday the 13th to launch Resident Evil: Requiem? We called in the team to bring you our accessibility test with Ivar and Ethan.

TypeHorror / Adventure
PublisherCapcom
DeveloperCapcom
Release DateFebruary 27, 2026
Rating18 years and over

Les points importants par axe d’accessibilité
Physical Visual Hearing Cognitive
  • Full remapping
  • 14 keys used
  • Fine adjustment of joysticks
  • Long holds (aim button)
  • Crosshair color selection
  • Dark game theme and visual puzzles
  • No supporting sounds (collision, manipulated objects)
  • Complete adjustment of sound sources
  • Precise mixing
  • No off-screen information
  • No hints for puzzles
  • No directional guidance
  • Many jump scares

This game series has no need for introductions! Capcom’s Resident Evil was created in 1998 and today we’re testing the 9th title, no less.

You’ll play two characters: Grace Ashcroft, Alyssa’s daughter and an FBI analyst investigating strange deaths; as well as Leon S Kennedy, an equally iconic character, introduced early on in the series.

As you move from one character to the other, you’ll move through different game phases. Grace is more involved in exploring, puzzles and stealth, while Leon’s style is more… direct. In fact, from the first moment you see him, he’s walking down the street, gun in hand, shooting any infected person coming along!

Resident Evil Requiem offers far more accessibility options than its predecessors, so we appreciate this wonderful change. It was controller management which was the most reworked, with complete remapping, precisely-adjustable joysticks and fewer button presses. This will give players the opportunity to customize how to come to terms with the game. Fourteen keys are used, and although they’ve been simplified, aiming requires holding down a key.

Regarding other aspects of accessibility, however, we’re much more reserved, especially for visual accessibility. This game type in fact has a naturally horrific atmosphere, so it’s made to shock you. This is as true for dark passages, lit only by a lighter, as it is for the first-person view reducing your field of vision. It’s the heart of the game and it’s not going to help us. Some elements, such as the crosshairs, can be color-adjusted, but not in size. Between that and the lack of useful audio information, the lack of visibility will be a real problem.

Other points reveal a lack of knowledge in applying accessibility. For example, it’s great to be able to display ambient noise if you’re deaf, so you know what’s going on around you, but when the subtitles are as vague as “voices in the background,” without telling you exactly what and where, it’s not very useful.

What’s more, it’s a game with environmental puzzles, so you’ll have to explore and dig to find the objects you need. Also, you’ll get very little help to find your way around. It’ll require concentration and good map-reading skills.

Resident Evil: Requiem is also a horror game, so avoid it if you’re sensitive to that sort of thing, to startle elements, blood and other creatures – spiders, for example. There aren’t any options to reduce this aspect, as it’s the heart of the game.

There’s a lot more to add, so join us for our live test in French with my buds, Ivar and Ethan!

What We Think

Resident Evil: Requiem is one of the first games in the series to really consider its accessibility options. It offers detailed adjustment of controllers and settings to facilitate gameplay, notably improved aiming, but there are still a few shortcomings, and it feels like the subject of accessibility hasn’t been fully mastered.

It’s a pity, but we remain optimistic, for accessibility is a subject that takes time to work on and understand in order to meet everyone’s needs. So, we can only offer our encouragement when we see a studio making great progress!

Review Scores

5
  • Moteur - 7
  • Visuel - 3
  • Auditif - 6
  • cognitif - 4