Resident Evil Requiem Started Life as an Online Game, and Capcom Shelved That to Go Back to Horror
By Redacción UWLG · Source: IGN España

Imagen: IGN España
Resident Evil Requiem, the entry Capcom has sold as a return to the series' purest horror, could have been a completely different game. As reported by IGN Spain, producer Masachika Kawata has explained that the project was initially conceived as an online title, and that it was the development team itself that decided to drop that idea and commit fully to horror.
The revelation appears in the Biohazard 30th Special Mook, a commemorative book published to mark the franchise's thirtieth anniversary. It matters because it confirms something many fans had suspected for a long time: within Capcom there is a constant tension between classic survival horror and the temptation to chase the connected-game model. This time, at least, horror won.

What you need to know
- Requiem began as an online game. Kawata admits the original idea was not the horror experience we know today.
- The team scrapped that direction to focus development on horror, which has historically been the series' defining trait.
- The information comes from an official book, the Biohazard 30th Special Mook, not from a leak or a rumor.
- Kawata sums it up with a clear philosophy: for him, making video games is an ongoing process of trial and error.
- There are no details on what that online version looked like, so any specific description of that prototype would be speculation.
From an online idea to pure horror
The most interesting part of Kawata's comments is not the change of direction itself, but how matter-of-factly he describes it. For the producer, changing course midway is part of the job. His view is that no game is born fully formed, and that trial and error are an inseparable part of development. In other words, Requiem was not "saved" from being an online game by chance, but because someone at Capcom looked at the prototype and decided it was not the right path.
Nor is this the first time Resident Evil has flirted with multiplayer. Throughout its history the series has tried cooperative and competitive formulas, from asymmetric designs to connected modes that shipped alongside main entries. None of them left a mark comparable to the campaign games, and the community tends to remember them more as experiments than as pillars of the franchise. The Requiem team's awareness of that track record surely weighed on the decision.
Who this decision affects
For campaign players, the result is obvious: Requiem is a horror game, full stop, with no mandatory online mode watering down the experience. For the competitive side of the community, the news can be read two ways. On one hand, we lose the possibility of Resident Evil having its own multiplayer scene, something part of the player base has been asking for for years. On the other, it avoids the risk of a half-finished online mode, the kind that arrives at launch and dies within a few months.
Content creators come out clearly ahead. Solo horror is one of the formats that works best on stream and on video: the reactions, the jump scares and the sustained tension generate clips and audiences naturally. An online Requiem would have competed in a saturated space; a horror Requiem competes on the ground where the series has always been a benchmark.
Our take
At Underworld Lordz we welcome the decision, but not without caveats. We think it is healthy that a studio of Capcom's size is able to throw an idea in the bin when it does not fit the brand's identity, especially in an industry that for years has pushed every franchise toward games as a service without asking whether it made sense. Resident Evil is horror, and remembering that in time is good news.
That said, we also see a missed opportunity. The series dropping the online idea for the main entry does not mean multiplayer cannot live in a separate product, designed from the ground up and with the support it deserves. Previous attempts largely failed because they were treated as secondary add-ons. If Capcom ever wants a Resident Evil competitive scene that truly works, it will have to dedicate a project of its own to it, with balance, support and a community behind it, not a mode bolted onto a campaign.
Finally, we appreciate Kawata's honesty. Admitting in an official book that the game started out as something else is a rare gesture in an industry that usually sells every decision as if it had been planned from day one. That kind of transparency helps us better understand how the games we love so much are made.
What do you think?
Capcom chose horror and put the online version of Requiem in a drawer. Some will see it as a victory for the essence of the series; others, as a lost opportunity for the multiplayer scene. Would you have preferred a well-made online Resident Evil, or do you think the franchise should remain solo horror? Tell us in the team chat or on our Discord.
Your turn
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Share your take in the team chat or on Discord. We feature the best opinions in the next article.
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Community takes
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