Only 40% of players switched to third person during Grace's parts in Resident Evil Requiem

Resident Evil Requiem presented players with a unique mechanical choice: the ability to toggle between first-person and third-person perspectives at any time. This allowed gamers to decide exactly how much horror they wanted to endure. While Leon’s segments naturally leaned toward action, Grace’s chapters offered a terrifyingly intimate experience through the first-person lens.

However, recent data suggests that many players couldn't stomach the intensity of Grace's perspective for long.

Player behavior and perspective preferences

In a recent interview with Denfaminicogamer, Director Akifumi Nakanishi revealed that a significant minority of players opted to switch perspectives during Grace's segments. The data, collected approximately one month after the game's release, highlights a massive divide in how players approach the two protagonists.

According to Nakanishi, the statistics break down as follows:

  • Leon's Scenario: Approximately 90% of players utilized Third-Person Shooter (TPS) mode for their first playthrough.
  • Grace's Chapter: 60% of players remained in First-Person Shooter (FPS) mode.
  • The Switchers: Only 40% of players switched to TPS mode during Grace's portions of the game.

While the FPS mode makes Grace’s sections feel chaotic and suffocating—perfect for heightening tension during stealth segments or monster jumpscares—the third-person view provides a strategic distance that many find more manageable.

Regional trends and platform differences

Interestingly, the decision to stick with first-person or switch to third person wasn't uniform across the globe. Nakanishi noted that there are clear differences in this data depending on the platform and region.

"Players in Japan and other parts of Asia tend to prefer TPS games, while on PC, the number of players who play FPS games increases," Nakanishi explained. This suggests that hardware and cultural gaming habits heavily influence how players interact with Resident Evil Requiem's dual-perspective system.

Producer Masato Kumazawa echoed these sentiments, noting that player familiarity with specific genres is a deciding factor. "From the development side, the results were largely as expected," Kumazawa added.

Designing for emotional fluctuation

The developers intentionally designed Leon and Grace to offer vastly different gameplay styles to manipulate the player's emotional state.

  • Leon: Favors an action-oriented approach, utilizing third-person for a better view of the battlefield.
  • Grace: Focuses on pure horror, using first-person to create a sense of claustrophobia and dread.

Nakanishi stated that the goal was to "create a wider range of emotional fluctuations for the player than ever before." Whether players were hunting zombies as Leon or sprinting through dark basements as Grace, the game's perspective system ensured the experience remained deeply impactful.