Kinda Funny Gamescast: “We Played Resident Evil Requiem!” (August 20, 2025)
Podcast: Kinda Funny Gamescast: Video Game Podcast
Hosts: Greg Miller, Tim Gettys, Blessing Adeoye Jr., Andy Cortez
Main Theme:
Hands-on impressions of Resident Evil Requiem, the highly anticipated next chapter in the legendary survival horror series. Hosts break down their preview session with the demo, detailing gameplay mechanics, horror vibes, protagonist changes, and their excitement for the full release.
Episode Overview
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Purpose:
The crew shares in-depth impressions and analysis of the Resident Evil Requiem preview they played at a special Capcom event. The episode explores what sets this new entry apart, articles of core gameplay, horror elements, protagonist Grace, and the overall atmosphere. -
Key Takeaway:
The demo leaves the team excited and impressed, believing Resident Evil is in the best state it’s ever been.
Key Discussion Points & Insights
1. Setting the Scene & Capcom Preview Event
- Hosts Blessing and Tim attended a hands-on Capcom event in downtown San Francisco, where they played three demos back-to-back, with Resident Evil Requiem being one of them.
- Each demo lasted about 20 minutes and could be replayed multiple times within a longer preview block.
- Capcom’s setup was standard: "Kind of acted like it was bring your kid to work day, and they just parked you at a desk." (Greg Miller, 10:43)
- Atmosphere at event was relaxed and familiar: "We're hanging out with all the homies like that that we know that were there. So that was." (Tim Gettys, 11:08)
2. First Impressions of Resident Evil Requiem
- Both hosts found the demo incredibly impressive and exciting.
- "I think there was no way that this demo could have been any better. This demo was very impressive, and it got me so excited for this Resident Evil." (Blessing, 11:50)
- Blessing describes it as "old reliable" but with consistently varying degrees of quality—the new demo lands in the “absolutely hyped” territory.
3. Gameplay Mechanics & Structure
a. Escape Room Design
- The segment they played heavily leaned into the "escape room" structure: finding items like screwdrivers and fuses to solve puzzles and unlock progress.
- "The thing that I love that Resident Evil does when it's firing on these cylinders is when it feels like an escape room." (Blessing, 12:51)
- Demo location: A hospital, not a hotel (location corrected by Tim, 13:46). Most of the action is confined to a single hallway and three or four rooms, maximizing tension.
b. Atmosphere & Horror
- Lighting is a core mechanic:
- There are numerous light switches, each affecting tension (“turning those switches on and off always reveals something terrifying. Even if there's nothing there…” Tim Gettys, 17:22).
- Light affects the monster: "You are in total darkness. But she's scared of the light. So…getting her to come to a section that has light...you can hide in it and she's not going to come in with you." (Tim, 18:15)
- Demo effectively generated real fear, punctuated by audible reactions around the event space: “About 40 to 70 minutes into the preview event, you would just start hearing, God damn it. Like, just randomly from people, because... It was so legitimately scary…” (Tim, 16:13)
c. Visuals & Engine
- RE Engine excels with lighting and reflections, heightening the horror and immersion.
- Praise for dust and light rendering, contributing to a claustrophobic and reactive environment.
4. Protagonist: Grace
- New character, distinct from past leads:
- Grace wakes up hanging upside down in a contraption, being drained of blood—a strong, visceral opening.
- "Already I was like, oh, I like this way more than what you gave me. With the main character of Resident Evil Village, Ethan..." (Blessing, 13:57)
- Her vulnerability and panic are emphasized:
- "She's legit panicking. She's, like, hyperventilating at certain points, which is like. It just adds to your fear as well." (Tim, 27:55)
- Refreshes series tone: Unlike Leon, Jill, Chris, or even Ethan Winters (harshly dismissed here as “he sucks,” Tim, 27:29), Grace is neither an action veteran nor bulletproof.
- Possible backstory/flashback confusion with her mother seen in trailers, possibly to be clarified in the main game.
5. Perspective Options & Demo Experience
- Both first-person and third-person play available from the outset:
- Blessing played in third-person, Tim in both.
- "You could switch whenever you want, as often as you want...it's instant." (Tim, 25:44)
- There’s a third option to let Capcom auto-choose perspective per sequence.
- First-person mode is far scarier:
- "Terrifying to play this game in first person. And it's just like it's a video game when you play it in third person…I'm shocked at how big of a difference it makes." (Tim, 28:13)
- No weapons in the demo:
- “Not in what we did. This is very much a send the screwdriver to open the thing to get a fuse…” (Tim, 29:01)
- Only interactive items like bottles (potentially used as distractions) are found, adding to the vulnerability.
6. Antagonist & Monster Design
- Standout monster:
- Players refer to her as “Martha,” with possible inspirations cited (Wendigo, PT's Lisa, etc.), but not explicitly named in the demo.
- "The villain they have here...God, she's so fucking freaky. And the way that, like, the way they introduce her...a big hand reaches into frame and then grabs it and then fudge. It takes a bite out of it..." (Blessing, 26:30)
7. Narrative & Franchise Direction
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Connections and speculation:
- The chat speculates on who Grace is (possible FBI agent), and if Leon will reappear as a secondary protagonist (strongly suspected, Tim, 31:41).
- “Resident Evil is always about multiple protagonists,” (Tim, 32:17) suggests Leon’s return as likely.
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Bold New Direction?
- When asked if the game’s a “bold new direction,” the consensus is "not really."
- "It feels like Resident Evil, but it feels like really, really great Resident Evil." (Blessing, 32:54)
- “This just feels like an incredibly good Resident Evil game.” (Tim, 33:17)
Notable Quotes & Memorable Moments
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On anticipation & legacy:
- “I can't believe Resident Evil's this good. I can't believe we got it here.” (Tim, 15:00)
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Escape Room design:
- “It would sound like the thing of, like, oh, yeah. Then we went here, and then, like, the thing started chasing me, and so I came back and Like, I couldn't come into it because of the light, but then it figured that out and then it fucked up the lights and we had a run...” (Blessing, 18:56)
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Protagonist refresh:
- “But, yeah, even in third person here, like, I love this sequence as well, too, where your character is running away and then, yeah, she falls and, like, stumbles and then keeps going like. And this all is in. Is in gameplay. So impressive.” (Blessing, 27:19)
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First-person horror difference:
- “It is terrifying to play this game in first person. And it's just like it's a video game when you play it in third person. You're running around, you see everything that's going on.” (Tim, 25:42)
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Weaponless tension:
- “Until we brought it up now, I wouldn't even thought about the fact that. Yeah, I didn't even have a weapon the whole time.” (Blessing, 29:58)
Important Timestamps
- [11:50] – Blessing’s initial glowing impressions and rationale
- [12:51] – Highlight of “escape room” puzzle gameplay
- [13:46–15:00] – Stronger narrative opening with Grace; both hosts favor new character
- [16:13] – The demo’s horror effectiveness and surprising jump-scare moments at the event
- [17:22–18:33] – Lighting as a core mechanic; monster’s relationship to darkness
- [18:56–19:33] – Compact, intense level design and harrowing gameplay anecdotes
- [25:42–28:13] – Discussion on first- vs. third-person mode and how it impacts fear factor
- [29:01–29:58] – No weapons, reliance on environmental tools and tension
- [32:54–33:17] – Responding to “bold new direction” claim; affirmation of series quality
Conclusion & Final Thoughts
- The hosts are unanimous: Resident Evil Requiem represents the franchise at its peak, combining the best design philosophies and horror elements of recent entries into a singular, refined package.
- There is cautious optimism about new story directions and protagonist, with hopes for classic characters joining in as the game unfolds.
- “This looks awesome.” (Tim Gettys, 33:37)
- Release Date: February 27, 2026
Listen Next
- For more previews from Capcom’s event, check out the team’s coverage of Onimusha: Way of the Sword and Pragmata in the subsequent episodes.
End of summary. This episode is essential listening for Resident Evil fans eager to know how the series is evolving, and anyone interested in modern survival horror design.
