There’s often an undercurrent of existential fatigue in games that look back at their legacy. Dark Souls III’s dying kingdom, Metal Gear Solid 4’s decrepit Snake. So when Capcom showed us an ageing Leon Kennedy entering the ruins of the police station that marked the start of his journey from rookie cop to hardened veteran, it felt tinged with ennui as much as nostalgia. That self-reflective swansong for this 30-year series may still happen one day, but Requiem isn’t it. Even at its dourest and most pensive, this is less a song for the dead, more a knees-up in honour of the rocket launchers and typewriters that came before. Leon may be getting on a bit, but this is Capcom as energised, devious and goofy as ever.
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That gives me the math for the title of this post. Each test user had a playfield with ~2,200 characters, and each character contains 2 pixels. The game runs at 10 FPS. 2500 * 2200 * 2 * 10 is a little over 100 million! Maybe that’s not a fair measurement, but it’s the one I chose.
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