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Resident Evil Requiem Turns Furniture Into Fear—And It Weirdly Works
- Resident Evil Requiem's Monsters Can Launch Furniture At You If They Want - Because Apparently That's Horror Now

Look, I’ve seen some ridiculous things in horror games over the years. Zombies that can somehow operate complex machinery despite having rotting brains, monsters that can perfectly navigate dark corridors but somehow can’t catch a limping protagonist, and don’t even get me started on the physics-defying inventory systems. But Resident Evil Requiem? Well, it’s decided to take things to a whole new level of absurdity by giving its monsters the ability to chuck furniture around like they’re having the world’s most violent tantrum.

Resident Evil Requiem: Monsters Can Launch Furniture At You If They Want – Because Apparently That’s Horror Now

Resident Evil Requiem’s Monsters Can Launch Furniture At You If They Want – Because Apparently That’s Horror Now. Photo credit goes to the original creator.”Steam“

What Makes Resident Evil Requiem’s Monsters So Special?

Here’s the thing that’s got everyone talking: the creatures in this latest installment aren’t content with just shambling around making spooky noises and occasionally lunging at you with their claws. Oh no, that would be too simple, too predictable. Instead, these monsters have apparently attended some sort of interior design demolition course because they can now grab chairs, tables, and pretty much any piece of furniture within reach and hurl it at you with surprising accuracy.

And honestly? I’m not sure if I should be impressed or just roll my eyes so hard they fall out of my head. On one hand, it’s a genuinely creative way to make encounters more unpredictable and dynamic. On the other hand, it feels like the developers sat in a meeting and thought, “You know what our horror game needs? More slapstick comedy moments where players get knocked out by a flying coffee table.”

The Mechanics Behind This Madness

From what we’ve seen so far, these furniture-flinging fiends don’t just randomly start throwing things around like toddlers in a toy store. There’s actually some method to their madness. The monsters seem to assess their environment and strategically use whatever’s available to create chaos and block your escape routes. A bookshelf here, a desk there – suddenly you’re playing the world’s most terrifying game of dodgeball.

The physics system appears to be surprisingly robust too. We’re not talking about weightless objects floating through the air like some budget horror movie from the ’80s. These pieces of furniture have actual heft to them, and when a massive dining table comes flying at your face, you’re going to feel it. The impact system looks detailed enough that different furniture types will cause varying amounts of damage and knockback effects.

Why This Actually Works (Sort Of)

Now, before you start thinking I’m completely cynical about this whole furniture-throwing concept, let me give credit where it’s due. This mechanic actually adds a layer of environmental awareness that most horror games completely ignore. Instead of just focusing on the monsters themselves, you now have to constantly scan your surroundings for potential projectiles. That innocent-looking chair in the corner? Yeah, that could become a problem real quick.

It also creates some genuinely tense moments. Picture this: you’re low on ammo, trying to sneak past a particularly nasty creature, when suddenly a lamp comes flying at your head from out of nowhere. Your carefully planned stealth approach just went out the window (possibly literally, if the monster decides to throw that too), and now you’re scrambling to adapt to a completely different situation.

The Humor Factor We Didn’t Ask For

But let’s address the elephant in the room – or should I say, the chair flying through the room? This mechanic is unintentionally hilarious at times. There’s something inherently comedic about a terrifying monster pausing mid-chase to grab a ottoman and chuck it at you like some sort of undead home decorator having a meltdown.

I can already picture the memes and compilation videos: “Top 10 Times Resident Evil Monsters Had Better Aim Than Me” or “When Your Furniture Has Trust Issues.” The horror community is going to have a field day with this one, and honestly, maybe that’s not such a bad thing. Sometimes horror games take themselves so seriously that a little unintentional comedy can actually enhance the experience.

What This Means for Gameplay Strategy

This furniture-launching feature fundamentally changes how you’ll need to approach encounters in Resident Evil Requiem. Gone are the days when you could simply find a good corner to back yourself into and methodically pick off enemies. Now you need to think about sight lines, available cover, and what objects might suddenly become airborne weapons of mass destruction.

Room clearing becomes a whole different beast when every piece of furniture is a potential threat. That cozy living room you’re about to enter? It’s basically a minefield of flying hazards waiting to happen. Players will need to develop new strategies, possibly even using the environment to their advantage by positioning themselves near objects they can duck behind when the furniture starts flying.

The developers have essentially turned every indoor environment into a dynamic battlefield where the terrain itself can be weaponized against you. It’s ambitious, I’ll give them that, even if it occasionally borders on the ridiculous.

Visit Total Apex Gaming for more game-related news.

Visit Total Apex Gaming for more Resident Evil-related news.

This article first appeared on Total Apex Gaming and was syndicated with permission.

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