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❤️🩹 Resident Evil Requiem’s characters have internal heart rate and fear meters.
The heart rate meter changes in real time when a character runs or performs other actions. The fear level reflects tension and fear from enemy encounters and other situations. The character’s breathing and movements change depending on their heart rate and fear level.
💦 Internal parameters also control sweat, wetness, and dirt. Clothing has three stages of dirt for the beginning, middle, and end of the game. After getting wet, characters gradually dry once they leave the rain or wetness area. Wetness also carries over into cutscenes, where characters continue to dry over time.
🩸[BLOOD]🩸
The developers aimed for the highest quality blood effects in the series. They compared samples to adjust the color, reflections, and gloss, and tried different shapes for blood decals. The VFX team also made sure blood looked consistent on characters, walls, floors, and in effects. In Resident Evil Requiem, blood and traces of combat stay exactly where they were left during a fight. They remain in place after cutscenes and even after you travel to distant areas and return.
🧟 For zombies, the VFX team worked with the character team on missing eyes, jaws, and other body parts. These small visual changes help keep the gameplay from becoming repetitive.
(via: CGWORLD November 2026 issue)