Resident Evil Requiem Switch 2: First Person or Third Person?
Resident Evil Requiem does something unusual for a survival horror game. It lets you choose between first person and third person instead of locking the entire experience to one camera.
That sounds like a simple preference, but it changes more than where the camera sits. First person makes dark rooms feel tighter and enemies feel closer. Third person gives you more awareness and makes fast movement easier to read. On Switch 2, the choice also affects how comfortable aiming and camera movement feel during handheld play.
The best answer is not that one perspective is always better. It is that Grace and Leon place different demands on the player, and the camera that works in one chapter may not be the best choice in another.
According to Nintendo, Resident Evil Requiem combines intense action, atmosphere, and classic survival gameplay on Nintendo Switch 2.
Why Resident Evil Requiem Gives You Two Perspectives
Resident Evil has spent years moving between different styles. Resident Evil 7 pushed the series into first person horror, while games such as the Resident Evil 2 and Resident Evil 4 remakes used an over the shoulder camera.
Requiem brings both approaches into the same game. Grace Ashcroft’s sections lean toward vulnerability, exploration, and fear. Leon Kennedy’s sections place more emphasis on movement, weapons, and direct confrontation.
The default camera choices reflect that difference. Grace begins in first person, which makes her surroundings feel more claustrophobic. Leon begins in third person, giving the player a broader view during combat.
Capcom’s official manual confirms that players can configure the perspective and camera settings through the Camera section of the Options menu. You do not have to make one permanent choice at the beginning.
That freedom matters. If a section feels uncomfortable, too frightening, or difficult to control, changing the camera is a legitimate gameplay adjustment rather than a compromise.
What Actually Changes Between the Two Views
First person places the camera directly inside the character’s viewpoint. Environmental details become easier to inspect, but the space outside the camera feels less predictable. An enemy entering from the side can be harder to notice until it is already close.
This makes Grace’s exploration more intense. Doors, corners, and narrow corridors feel dangerous because you cannot see much beyond the direction you are facing. First person also gives aiming a direct feel, especially when lining up a careful shot at a specific target.
Third person moves the camera behind the character. You can see more of the surrounding area, judge the distance between your character and an enemy, and follow movement with less rapid camera turning.
That wider awareness is useful when Leon is dealing with multiple threats. It can also help players who feel uncomfortable with strong camera movement in first person.
GameSpot similarly notes that Grace’s more vulnerable gameplay naturally benefits from the tension of first person, while the perspective choice changes how the player experiences each character.

Start With Grace in First Person, Then Adjust
For Grace’s early sections, first person is worth trying before changing anything. Her gameplay is built around reading the environment, moving carefully, and reacting to threats with limited information.
Do not treat these sections like a conventional shooter. Moving more slowly lets you check doorways, identify useful objects, and avoid making large camera movements every few seconds. When you do need to aim, use the right stick for the main adjustment and make smaller corrections as the target approaches the center.
Capcom’s official combat manual explains that holding aim allows the reticle to focus for a more accurate shot. This rewards patience. If you fire the moment the weapon comes up, you may waste ammunition that becomes important later.
If first person begins causing discomfort, move to third person before changing every camera option. The wider view may solve the problem immediately. If you prefer to remain in first person, reduce camera sensitivity slightly and turn down effects that make the image feel less stable.
There is no prize for using the more frightening camera. The right perspective is the one that keeps you reading the room instead of fighting the controls.
Leon Feels More Natural in Third Person
Leon’s sections change the rhythm. Combat becomes more direct, enemies may approach from several directions, and quick movement matters more than slowly studying every corner.
Third person makes it easier to read these situations. You can see Leon’s position relative to nearby enemies, track threats entering from the side, and judge whether there is enough space to move past an attacker.
It also reduces the amount of aggressive camera movement needed during close encounters. In handheld mode, that can make the action easier to follow on the Switch 2 display.
This does not mean first person is wrong for Leon. Players who enjoy a tighter shooter style may prefer it, especially when aiming at distant or precise targets. However, third person is the safer starting point because it matches the broader awareness demanded by his combat sections.
One useful approach is to keep the game’s original character based setup. Use first person for Grace and third person for Leon. After a few chapters, you will know whether one perspective feels strong enough to use for both.
Adjust the Camera Before Blaming Your Aim
When aiming feels imprecise, players often increase sensitivity immediately. That can make the problem worse. Higher sensitivity helps you turn faster, but it also makes small corrections more difficult.
Start by checking whether the camera is moving too far when you make a small stick movement. If it is, lower the sensitivity one step and test it in a safe room. Try following a fixed object, moving the reticle away, and returning to the same point.
Next, check how the camera feels while you are not aiming. Exploration sensitivity and aiming sensitivity do not always need to feel identical. A faster general camera can help you check the room, while a slower aiming camera can make deliberate shots easier.
Camera wobble and motion effects are also worth reducing if the image feels unsettled. This is particularly useful in first person, where every movement fills more of the screen.
Do not copy another player’s settings blindly. Display size, hand movement, preferred perspective, and controller shape all affect what feels natural. A good setting is one that lets you turn quickly enough without passing over the target every time.
Why a Stable Handheld Grip Matters in Requiem
Resident Evil Requiem is not constantly fast, but it keeps changing what your right hand needs to do. One moment you are making slow camera adjustments in a dark room. The next you are turning, aiming, firing, and repositioning under pressure.
During a longer handheld session, a shallow grip can cause the player to support more of the console with the fingers. That tension becomes noticeable when the right thumb is also working the camera and face buttons.
The abxylute N6 Switch 2 controller uses a deck style shape with larger palm support and full size Hall Effect joysticks. The goal is not to make the game easier. It is to give the hands a more stable base while the thumbs handle aiming and movement.
N6 also includes programmable GL and GR back buttons. Depending on your preferred control layout, these can reduce how often the right thumb needs to leave the stick for a frequently used action. Start with the default controls before remapping anything. A back button is most useful when it solves a specific reach problem rather than adding another input to remember.
For setup and button instructions, see the abxylute N6 setup guide. Players comparing different handheld control options can also browse the abxylute controller collection.

Resident Evil Requiem works best when you let its two sides feel different. Grace’s first person chapters create tension through limited vision and careful movement. Leon’s third person chapters give you more space to read combat and respond.
Start with the game’s default perspective for each character. Change the camera when comfort, awareness, or aiming gives you a reason. On Switch 2, a stable grip and well controlled right stick matter more than choosing one perspective and forcing yourself to keep it for the entire game.