Subject 171 Emily — Resident Evil Requiem

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$299.0

Earn 2,990 Crystals With This Purchase.

Character: Resident Evil · Emily

Product Status: Pre-Order · Estimated to ship Q1 - 2027

Rewards: Earn 2,990 Crystals With This Purchase. Learn More

Shipping: Billed after arrival based on packed size and destination. Learn More

ABOUT

CE Studio’s Subject 171 Emily captures the blind child clone from Resident Evil Requiem seated on her isolation ward bed, fingers tracing a braille book with closed eyes and bare, crossed feet dangling above the floor. At 1/3 scale — limited to 99 sets — the piece is painted by Qi He Workshop (Qi He Studio) in imported PU and resin, with the close-up renders showing skin-tone gradients and textile fabric simulation that reward the scale. For a character whose entire presence in the game is defined by stillness and quiet dread, this is the piece that understands exactly which moment to freeze.

INFORMATION

Dimensions

  • Height: 35 cm / 13.8 in
  • Width: 20 cm / 7.9 in
  • Depth: 19 cm / 7.5 in

Configurations

  • Included: Emily figure seated on isolation ward bed base with iron bedframe post, open braille book prop, Umbrella-embossed round base

Material & Packaging

  • Material: Imported PU + Imported Resin (dual-material construction combining polyurethane and casting resin for structural and detail work)
  • Paint: Applied by Qi He Workshop (Lacquer Core Studio) — a dedicated paint studio credited separately from the sculptor

Other

  • Scale: 1/3
  • Edition Size: 99 sets worldwide
  • Studio: CE Studio
  • Estimated Shipment: Q1 2027

SCENE NOTES

Emily is a clone created by The Connections, blinded through human experimentation and held in isolation at Rhodes Hill Chronic Care Center — and CE Studio chose to freeze her not in mutation or crisis, but in the quietest possible moment: seated alone on her bed, fingertips moving across a braille page, eyes closed, feet not quite reaching the floor. A braille puzzle is central to her role in the game, which makes the book here a direct narrative anchor rather than a decorative prop. The sculpt leans entirely into the contrast between the clinical designation “Subject 171” stamped in the background graphics and the child-scale fragility of the figure itself — the iron bedpost she grips with one hand, the worn blanket pooled around her, and the hyper-detailed braille dots visible across both open pages all reinforce what the game communicates without dialogue: that she is a person held inside a designation.

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