During last week's Tokyo Game Show 2025, The Gamer interviewed Resident Evil Requiem producer Masata Kumazawa, who opened up about CAPCOM's issues with rumors and leaks for this game. Kumazawa-san admitted that fans get frustrated with the developers because of rumors or theories that the studio never really promised, and that, in turn, is frustrating for them.
Sometimes I talk to people and they act as if various speculation and rumours are just already a confirmed thing, and then they start talking on that basis. I would like everyone to remember, let's calm down a bit - what we've shown you so far is everything we can say. People get frustrated with us, because even though we didn’t promise things, the rumours and theories were such that they were widely believed.
Many of the rumors (mainly sparked by long-time CAPCOM leaker Dusk Golem) are about the alleged presence of Leon Kennedy in the game, which CAPCOM has never really confirmed to this day. But there's also another hot topic: the hooded man seen in previous Resident Evil Requiem trailers, which fans are absolutely convinced is a returning character. However, Kumazawa confirmed that this was not the case.
Everyone is convinced that the hooded figure has to be a reveal of a returning cast member, and there is speculation that it ‘must be this person or must be that person’. But we don't always want to just lean on surprise comebacks like these. The hooded person is a new character, we will confirm that much. In this case, it's a newly created character for this storyline, so it's a bit of a previously undisclosed detail, but hopefully it contextualises how we’re approaching the game's story.
It won't be that long before players can verify for themselves what's true and what's not since Resident Evil Requiem is slated to launch on February 27, 2026, on PC, PlayStation 5, Xbox Series S|X, and Nintendo Switch 2 (which, based on off-screen footage from TGS, is looking pretty good). On PC, the game is confirmed to support path tracing and NVIDIA DLSS 4 Multi Frame Generation for optimal visuals and performance.
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