
Capcom’s new Resident Evil plays with perspective and gives its protagonist a classic Slash air

A new episode that returns to the origins
The interesting thing is that these animations are not a bankruptcy of design, but a narrative resource for which Capcom uses Accentu This accompanied the saga from his first steps. By putting grace in the third person, the player not only fights grotesque creatures, but also against the physical vulnerability of heroin, a mechanic who strengthens the feeling of helplessness and panic.
In a sense, the decision recalls when in the classics of the 90s the characters were forced to move awkwardly in narrow halls. Here, Capcom has modernized that language and transformed it into a conscious tribute to the archetype of the final girl, that last survivor who manages to go on despite her apparent fragility.
An experiment with two faces
According to Capcom himself, the The firsthand mode remains the recommendedWhat is not surprising taking into account that his intention is to keep the player attached to the most visceral fear. However, the addition of the camera on the shoulder does not seem one more soul, but as a change of tone that multiplies the immersion in cinematographic terror.
In the third person, the player almost becomes a spectator of midnight films, shouting on the screen so that the protagonist is raised immediately. First of all, it melts with grace and feels preeo and fear in his own flesh. Two perspectives, two ways to understand the survival horror.

Capcom’s commitment to vulnerability
With RequiemCapcom seems to want to move away from the heroes of action of the past. The creative team itself ensured it Leon Kennedy did not adapt to this toneSince the charism of his hero is “a bad adjustment for the horror” of this delivery. Grace, on the other hand, embodies the authentic fear of a common person trapped in a flesh and chains hellwhich strengthens the emotional tension of each persecution.
The most direct confrontation is made with Lisa Trevor in remake first Resident: An enemy that not only chases you, but permeates every movement with anguish and despair. Grace, crying and disconcerting, completes that effect to the maximum.
“Final Girl the Safe Victima?”
The great stranger is now whether this narrative resource will serve to Creates more empathy with grace Or if, on the contrary, it will generate frustration in some players who prefer more competent heroes. Anyway, Ri: rest Dare to experiment with the language of survival horror, giving it a nuance more cinematic than ever.

The result is a game that not only tries to frighten, but also Relive the tradition of classic terrorin which the victims were so human that they were unpredictable. And Grace, with its falls, screams and clumsy, promises to become an icon within that lineage of heroines that survive despite everything.