Showing posts with label Horror Games. Show all posts
Showing posts with label Horror Games. Show all posts

28 Feb 2026

REVIEW: Resident Evil Requiem (2026 Video Game) - On Xbox

Review by Jon Donnis

Resident Evil Requiem arrives as the ninth main entry in Capcom's long running survival horror series, following the events of Resident Evil Village from 2021. Rather than simply continuing the formula of its immediate predecessors, the game takes a slightly different path. It introduces a new central character, FBI analyst Grace Ashcroft, while also bringing back one of the franchise's most recognisable figures in Leon S. Kennedy. The result is a game built around two distinct perspectives, both in terms of gameplay and tone, and it makes for one of the most confident entries the series has produced in years.


The story alternates between Grace and Leon in a structure reminiscent of Resident Evil Revelations and its sequel. Grace's sections lean heavily into survival horror. Resources are limited, danger feels close at hand, and every movement through the environment demands caution. Much of her story unfolds inside a hotel where she is relentlessly pursued by a monster that behaves in a way fans will immediately recognise. Much like the intimidating stalkers seen in earlier games, the creature hunts the player throughout the environment, appearing at unpredictable moments and forcing constant awareness. Hiding under tables, crouching through dark corridors, and slipping quietly past danger becomes essential. Even simple tools can create tension. Grace carries a lighter to illuminate dark areas, but the faint glow can attract the attention of the creature stalking her.


Capcom reinforces that sense of vulnerability with mechanics that reward patience and observation. Players can collect glass bottles scattered around the environment and throw them to create distractions. At times it feels like a careful puzzle, balancing visibility, noise and movement while the monster creeps somewhere nearby. The threat is heightened by the creature's ability to track the player through walls and ceilings, which keeps the pressure firmly in place even when the immediate path appears clear. These sequences capture the uneasy atmosphere that defined Resident Evil 7 and Resident Evil Village, and they provide some of the most nerve fraying moments the series has produced.


Leon's chapters sit on the other end of the spectrum. Where Grace spends much of her time avoiding danger, Leon runs directly towards it. His gameplay leans into action, drawing clear inspiration from Resident Evil 4. Firearms take centre stage, but Leon is equally capable in close combat. His hatchet serves as a melee weapon with limited durability and can be used to parry incoming attacks, adding a satisfying layer of timing and precision during fights. Enemies can also be disarmed, allowing Leon to grab their weapons and use them against them. These sequences move at a faster pace and provide explosive encounters with zombies that contrast sharply with the slow burn tension of Grace's storyline.


One of the most notable design choices is the ability to switch between first person and third person perspectives at any time. Grace's sections default to first person, which heightens the sense of vulnerability and makes every shadow filled corridor feel oppressive. Leon's sections default to third person, a perspective that suits the more action focused gameplay and provides better spatial awareness during combat. The flexibility to switch between these viewpoints works surprisingly well. It allows players to tailor the experience to their own preferences without disrupting the flow of the game.

What ultimately makes Resident Evil Requiem stand out is how effectively its two protagonists complement one another. Grace's cautious survival horror creates tension and dread, while Leon's action driven chapters deliver spectacle and release. The contrast keeps the pacing fresh across the entire campaign. Capcom has clearly embraced the dual protagonist structure as the backbone of the experience, and it results in storytelling that feels more deliberate and more cinematic than many previous entries in the series.


The game also plays heavily on the history of the franchise without slipping into empty nostalgia. Familiar ideas return, yet they are presented with confidence and polish. Strong set pieces and explosive combat moments appear throughout Leon's story, while Grace's quieter sequences capture the eerie atmosphere that has always defined the best Resident Evil titles. It feels like a genuine love letter to the series rather than a simple attempt to repeat what worked before.

That said, the story itself can occasionally feel like little more than a framework for the spectacle. While the dual protagonist structure works well for gameplay, the narrative sometimes serves mainly as an excuse to move the characters between dramatic encounters. The game borrows liberally from past ideas, and although it executes them with skill, some players may notice how familiar certain elements feel.


Even with that minor criticism, Resident Evil Requiem stands as a remarkable achievement for Capcom. It blends survival horror and high intensity action in a way that feels both fresh and faithful to the series. Grace Ashcroft proves to be a strong addition to the franchise, Leon's return adds weight and familiarity, and the flexible perspective system allows both styles of gameplay to shine.

Resident Evil Requiem feels like the series operating at full confidence. It is tense, thrilling and surprisingly balanced in its approach. For long time fans it feels like a celebration of everything the franchise has done well, and for newcomers it offers an accessible entry point into one of gaming's most enduring horror series.

Resident Evil Requiem earns a strong 9 out of 10.


31 Jan 2026

REVIEW: UFOPHILIA (2026 Video Game) - on PC Steam

UFOPHILIA

Review by Jon Donnis

UFOPHILIA leans into the unnerving investigation type feeling from the very first mission. This first person psychological horror game casts you as an investigator whose obsession with UFO sightings has pushed them into the wild, chasing reports of close encounters and trying to prove, with cold hard evidence, that we are not alone. It is a simple hook, but an effective one.

Each mission begins quietly inside your cramped RV, which serves as both headquarters and safe haven. Screens flicker, equipment hums, and your tools are laid out like a ghost hunter's kit bag. Cameras, motion detectors, EMF readers, magnetic wave sensors and more sit ready to be deployed. From there you select a location tied to sightings, then step out into the dark with only your gear and your nerves for company. It is a strong setup that immediately sells the fantasy of being a lone field researcher rather than a typical horror game protagonist.


The structure is clear and methodical. First you pick the job, then you gather clues and identify what sort of alien might be present. After that you narrow down the spawn zone where it first appeared, before finally facing the thing itself and attempting to photograph it. That final step is where the tension spikes. The game constantly reminds you that this is not just a checklist. Each alien behaves differently and you must understand its quirks before getting close enough for proof. It turns the act of taking a photo into something that feels risky and oddly personal.

Where UFOPHILIA shines most is atmosphere. Missions are unpredictable, with randomised spawn zones and alien types, so you never feel entirely comfortable. One run might involve something curious and almost playful, another might feature something openly aggressive or even prone to abduction. The uncertainty keeps you alert. There are some genuinely sharp jump scares and a steady, lingering unease that follows you from start to finish. It is not constant screaming horror. It is the quieter kind, the sort that makes you hesitate before stepping into the next patch of darkness.


The investigative side is also handled well. There is a satisfying learning curve as the game gradually teaches you how to use each tool and how different bits of evidence fit together. You begin to think like an investigator, cross referencing phenomena back at the RV, trying to narrow down possibilities. Certain devices work better together, and discovering those little synergies feels rewarding. It gives the experience more depth than simply wandering about waiting for a monster to appear.

That said, the whole thing feels rough around the edges. The core ideas are solid, but the execution sometimes struggles to keep up. Movement and general gameplay can feel clunky, which chips away at the tension the game works so hard to build. Instead of feeling scared, you occasionally feel frustrated, and that is never ideal in a horror title.


Lighting is another sticking point. Dark scenes are not just moody, they are often so dark that basic navigation becomes a chore. You end up staring at the night vision screen on your camera just to see where you are going. That might be the intended design, but it is not especially enjoyable. What should be tense becomes fiddly, and the constant reliance on a tiny green display takes you out of the world. 

Then there are the aliens themselves. Despite nine unique types with different behaviours and weaknesses, they can come across as a bit bland. For a game built around discovering and documenting unknown lifeforms, they do not always feel as striking or memorable as they should. The concept promises the unknown, but the reality can feel oddly familiar.


Even so, there is potential here. The mission structure, the randomisation, the use of specialised tech and the uneasy tone all point towards something that could be genuinely special. Right now it feels like a project that needed more time in the oven. Another year of polish and refinement could easily turn it from a decent curiosity into a standout horror experience.

As it stands, UFOPHILIA is intriguing, tense in places and occasionally very effective, but also clearly unfinished. Worth a look for fans of slow burn investigative horror, just with tempered expectations. I score it 6 out of 10.

Out Now on Steam

26 Jan 2026

REVIEW: EBOLA VILLAGE (2026 Video Game) on Xbox

Review by Jon Donnis

EBOLA VILLAGE wears its influences proudly. This is a survival horror game rooted firmly in the traditions of the 1990s, where atmosphere matters more than spectacle and progress is earned through patience rather than guidance. Played from a first person view on Xbox, it places you in the shoes of Maria as she travels to a remote USSR village following a chilling emergency broadcast about a biological threat. What follows is a slow, oppressive descent into something deeply unsettling.



One of the game's greatest strengths is its refusal to hold the player's hand. There is no glowing waypoint, no clear signposting, and no linear route laid out for you. You are expected to explore carefully, search rooms thoroughly, manage your inventory and piece together where to go next through observation and logic. Doors stay locked until you earn the right to open them, and new paths only reveal themselves once you have truly engaged with the environment. It is refreshing, and for fans of classic survival horror, deeply satisfying.

The atmosphere does most of the heavy lifting, and it succeeds. The sound design is particularly effective, with creaking floorboards, distant thunder, and the oppressive silence inside abandoned buildings creating constant tension. Music is often absent altogether, which only heightens the unease. The setting of a bleak USSR village feels carefully considered, and the environments are detailed enough to sell the illusion without becoming distracting. The visuals are solid rather than spectacular, but they serve the mood well, which is what matters here.


Puzzles are another highlight. They are balanced and thoughtfully designed, calling back to the style of 90s horror games where solutions make sense once discovered, but rarely feel obvious at first glance. Progress requires attention to detail and an understanding of the story, encouraging players to follow the narrative closely rather than rushing ahead. Combat, when it happens, is brutal and direct, supported by a variety of weapons, realistic enemy physics, and a damage system that does not shy away from dismemberment. Boss encounters add variety and reinforce the sense of danger lurking throughout the village.

That said, EBOLA VILLAGE is not without its drawbacks. The most noticeable is its length. A full playthrough can be completed in roughly five hours, which may leave some players wanting more once the credits roll. There is also the issue of motion sickness. Extended play sessions triggered discomfort for me on several occasions, something players sensitive to this should be aware of before diving in.


Despite these issues, EBOLA VILLAGE left a strong impression. I was genuinely surprised by how effective it is at capturing the spirit of classic survival horror while presenting it through a modern first person perspective. The atmosphere is thick, the gameplay is confident, and the experience feels focused and deliberate from start to finish.

EBOLA VILLAGE is a very decent game with strong atmosphere, solid visuals, and engaging mechanics that respect the player's intelligence. I would score it a confident 8.5 out of 10.

Out Now on Xbox