According to Resident Evil Requiem producer Masato Kumazawa, Capcom sees the DLSS 5 version of Grace Ashcroft with sort of a positive perspective because it indirectly proved they “got the design right” in the first place. In a recent interview with Eurogamer, Kumazawa stated that for them, the AI-slopped version of the character only affirms that fans preferred the original design of the character which means their design choices were truly spot on the first time around.
“The fact a lot of players commented they really liked the original design of Grace and didn’t want to see it changed was a positive,” Kumazawa said without commenting on Capcom’s involvement in the DLSS 5 reveal. “It meant we got the design right [and] points to the fact that Grace quickly established herself as a fan favourite, that people had such strong opinions on her design.”
DLSS 5 takes a game’s color and motion vectors from each frame as input and runs it all through an AI assistance model to output much greater lighting and material details referenced from the original 3D content, at least that’s how NVIDIA describes the new upscaler. But in practicality, the new tech fundamentally changes art direction in games in favor of producing a sharper and shinier image and even though the FPS gains could be impressive, the modification of the artistic intent is what makes NVIDIA’s new upscaler go too far, for all the wrong reasons.
Resident Evil Requiem is also set to get a story DLC sometimes in late 2026 which may also get pushed to next year and although the longer gap could be a bit hard to get through, the resulting content should be all the better for it. You can also check out Resident Evil Requiem’s review in Infinite Start and get a good understanding of what makes the game so memorable and outstanding.
Resident Evil Requiem has also garnered a sky-high score of 9.5 from players in Metacritic, which is among one of the highest rated videogames of all time and is on par with last year’s Clair Obscur: Expedition 33.