New Enemy Types in Resident Evil Requiem — What They Mean for Horror vs Action Sections
Which new zombies in Resident Evil Requiem are designed for Grace's horror and which fuel Leon's action? Tactical breakdown and loadouts.
Hook: Stop guessing which threats fit horror or action — here's a field guide to Requiem's new enemies
If you felt overwhelmed after Capcom's January 2026 showcase, you're not alone. New zombie variants and weird infected things were everywhere, and the big question for players is practical: which enemies demand the slow-burn dread of Grace's sections, and which are designed to turn Leon's levels into firefights? This breakdown gives you the clearest map of the trailer's new enemy types, explains how their design serves either horror or action, and gives rock-solid tactics you can use the first time you encounter them.
Top-line takeaways from the Capcom showcase
Capcom made the split explicit: Requiem intentionally oscillates between classic survival horror and modern action horror depending on which protagonist you're controlling. Game director Koshi Nakanishi framed the design goal plainly:
"Requiem is an experience with an emotional range unlike any other Resident Evil game to date. Grace channels the dread of RE2 and RE7, while Leon brings the fast, mechanical combat of RE4."
That split doesn't just change camera angles and inventories — it shapes enemy design. The new zombies and infected variants shown at the showcase can be grouped into archetypes. Each archetype maps naturally to either Grace's horror-focused pacing or Leon's action-forward encounters. Below is a breakdown with observable features, gameplay intent, and tactical advice for both protagonists. If you're interested in how modern games blend live and local experiences around similar content drops, see Micro‑Events, Mod Markets & Mixed Reality.
How to read this enemy map
We categorize enemies by three dimensions:
- Visual cues — posture, limb mutations, speed.
- Behavioral intent — are they stealthy stalkers, durable brutes, or swarm fodder?
- Design purpose — how they amplify horror (tension, scares, limited resources) or action (combat choreography, ammo expenditure, set-piece risk).
Use this as an at-a-glance guide while playing Requiem or watching more trailers. For a look at how procedural content and emergent systems are trending in 2026 (which influences enemy systems and AI), read AI & NFTs in Procedural Content.
Archetype breakdown: Which enemies belong to Grace vs Leon?
1) The Stalkers: terror engines for Grace's horror
Visual cues: gaunt, low-to-ground stance, blind or partially blind eyes, sudden lunges, audio-cues like distant scraping.
Behavioral intent: designed to create suspense and force slow, careful exploration. They rarely sprint for long distances but close in via stealthy movement or by using environment for surprise attacks.
Design purpose: these enemies are built for jump-scares, stealth tension, and resource scarcity. They fit Grace's sections where limited firepower, crafting from infected blood, and puzzle elements are the norm.
Actionable tactics for Grace:
- Prioritize avoidance: use line-of-sight and sound to sneak around rather than engaging head-on.
- Conserve Requiem ammo: the showcase hinted at a powerful but scarce firearm available to Grace — reserve it for scripted moments or guaranteed kills.
- Use stealth tools and distractions: throwing objects or creating noise will be more valuable than direct combat in most stalker encounters.
- Leverage crafting: Grace's blood-based crafting likely creates traps or deterrents — use them to funnel stalkers into safe paths.
2) The Brutes / Husk: action fodder for Leon
Visual cues: big, heavy-set frames, armored growths, slurred but loud vocalizations, slow but hard-hitting melee attacks.
Behavioral intent: absorb damage and control space to create set-piece fights. They're intended to penalize poor crowd control and force players to think about weapon choice and mobility.
Design purpose: perfect for Leon's zones — they create mechanical spacing challenges where dodging, grenade usage, and heavy guns shine.
Actionable tactics for Leon:
- Bring crowd-control weapons: shotguns, grenade launchers, or flashbangs will neutralize their space-control abilities.
- Aim for weak points: the trailer highlighted deformities and exposed tissue; prioritize limb-targeting and critical hits.
- Use mobility: Leon's mechanics favor dodge-kicking and repositioning — break line-of-sight after large attacks.
- Resource loadout tip: invest in explosive ammo and armor-piercing rounds when you know brutes populate an area.
3) The Screamers / Soundcasters: hybrid — horror triggers that escalate into action
Visual cues: emaciated neck, enlarged mouth or vocal sacs, periodic howls that trigger nearby infected.
Behavioral intent: act as alarm systems. Initially intended to fray nerves in Grace's segments, their presence transforms encounters into full-blown fights if not neutralized quickly — making them a natural bridge to Leon's action zones.
Design purpose: to force players to make a choice — kill quietly and risk resources, or let the siren rip and fight off waves.
Actionable tactics:
- Grace: prioritize silent takedowns or traps. If you must shoot, use silenced weapons or single, precise shots to avoid attrition.
- Leon: if the alarm goes off, switch to area-denial and prioritize the screamer with high-damage weapons to compress the firefight timeline.
4) The Scuttlers / Swarm: horror escalants and action fodder depending on scale
Visual cues: small, fast-moving infected that travel in groups. Often occupy vents, floors, or tunnels in clusters.
Behavioral intent: create claustrophobic moments in narrow corridors (Grace) or overwhelm in open chambers (Leon).
Design purpose: scalable threat. A single scuttler is a nuisance; dozens become a panic-inducing swarm. Capcom's design pattern (RE2/RE7) suggests they will be used to manipulate player pacing dynamically.
Actionable tactics:
- Grace: avoid choke points and use environmental hazards. Fire will likely be a limited but effective countermeasure if available.
- Leon: clear with shotguns or explosives; use the environment to funnel them into kill zones.
5) The Regenerator-esque / Tubular Mutations: horror-first, tense combat if forced
Visual cues: limbs that can be severed, slatted skin, wounds that look like they regenerate, slow stalking behavior with sudden bursts of movement.
Behavioral intent: force resource conservation and strategic targeting. These are the classic 'don't waste ammo unless you can finish them' monsters from earlier RE entries.
Design purpose: amplify dread; combat becomes a puzzle where you must find a method to stop regeneration (environmental or weapon-specific weak points). For makers of emergent fights and procedural enemy placement, see how creators are using modular events and systems in procedural content.
Actionable tactics:
- Grace: scouting and environmental kills are the cheapest, most reliable way to stop regeneration. Look for vents, electrical panels, or flammable traps.
- Leon: use specialized ammo or weapons that exploit weak points. When forced into combat, turn regeneration into a staged encounter and conserve heavy ordnance for the finishing blow.
Practical loadout templates: what to carry for each protagonist
Based on the showcased enemy types and the split design philosophy, you’ll want different primary and secondary setups for Grace and Leon.
Grace: survival horror kit (resource-light, utility-first)
- Primary: silenced pistol or low-recoil handgun — accuracy over firepower.
- Secondary: crafted tools (traps from infected blood, smoke flares, one-shot Requiem ammo kept for emergencies).
- Support items: healing herbs/first aid and a few crafting reagents for improvised deterrents.
- Strategy: avoid extended fights. Use puzzles and stealth to bypass rooms, and save your Requiem shot for scripted threats.
Leon: action kit (firepower and mobility)
- Primary: high-damage rifle or magnum for armored targets.
- Secondary: shotgun for close-quarters swarms and brutes.
- Support items: grenades/explosives, armor-piercing rounds, and mobility boosts (stamina syringes if available).
- Strategy: control space, prioritize weak points, and use environmental hazards deliberately to reduce ammo burn.
Enemy design signals to watch for in future teasers (late 2025 to 2026 trends)
As we move deeper into 2026, a few industry trends — visible in late 2025 releases and engine updates — will likely shape how Requiem's enemies behave:
- Reactive AI: expect enemies that change tactics based on player behavior — stalkers that learn to wait, or brutes that avoid explosives after repeated use. These shifts mirror broader experimentation with adaptive systems covered in AI & NFTs in Procedural Content.
- Physics-led kills: more opportunities to use the environment, from electrified pools to collapsible girders, to create satisfying emergent kills.
- Adaptive pacing: enemies that scale from horror to action dynamically, adjusting spawn density and aggression depending on whether you trigger alarms or use Requiem.
Capcom's design choices in Requiem align with these trends: the showcase hinted at situational AI and environmental interactions more sophisticated than in the RE7/RE2 era. If you follow indie and AAA community experiments with mod-driven encounters and pop-up demos, see Micro‑Events, Mod Markets & Mixed Reality for context on how community feedback loops shape enemy tuning.
Case study: the trailer's bathroom sequence — a microcosm of Grace vs Leon design
One brief showcase scene typifies how Capcom is splitting experience. Grace enters a dim, water-slick bathroom where a stalker-like infected lurks under a stall. The scene leans on audio tension, constrained sightlines, and the requirement to sneak past. Contrast that with an exterior alley where Leon inherits a triggered fight against brutes and scuttlers — a clear shift to choreographed action.
Lessons from this micro-case:
- Grace sequences will punish noise; mastery of sound cues is essential.
- Leon sequences will reward mechanical fluency — aim, reload economy, and dodge timing.
- Transitional areas will intentionally mix enemy archetypes to force you to switch playstyles quickly.
How to practice and prepare now (before release)
Want an edge on day one? Use these practical drills:
- Relearn restraint: play a retro RE2/RE7 run and force yourself to avoid firing unless necessary to practice Grace-style pacing. If you enjoy diving into classic hardware and preservation, check out restoration workflows in Retro Arcade Restoration to revisit older entries for training.
- Warm up on aim and recoil control: run aim drills and short-run shooter maps to prepare for Leon's faster fights. For drills and community practice sessions, see live QA and podcast communities at Live Q&A + Live Podcasting.
- Map environmental habit: in any single-player horror, the player who learns to weaponize the environment first wins. Train yourself to look for panels, chains, and explosive barrels in every scene you play.
- Practice resource triage: set self-imposed inventory limits in other games to hone the decision-making you'll need when ammo is scarce.
Final analysis: why this split matters for the series
Resident Evil Requiem's explicit division between horror and action embodies a larger 2026 design dialogue: how to craft emotional range without fragmenting player experience. Capcom is betting that clear enemy archetypes, tuned to the protagonist and environment, will guide player expectations and let the same game deliver two distinct but complementary thrills.
For players, that means learning to recognize not just "zombies" but the cues designers place in visuals, audio, and spacing. The new zombies and infected variants showcased are more purposeful than generic: some are meant to gnaw at your nerves, others to test your mechanical fluency. If you want to read about community-led event strategies that influence how studios tune encounters, see Micro‑Events, Mod Markets & Mixed Reality.
Quick reference: enemy types and one-line counters
- Stalkers — stealth and avoidance; use silence and traps.
- Brutes — heavy weapons and mobility; exploit weak points.
- Screamers — neutralize quietly or prepare for waves.
- Scuttlers — area control; use shotguns or funnel them.
- Regenerators — environmental kills or specific ammo.
Closing: What to watch after the next reveal
Keep an eye on three telltale details in future trailers and dev updates: enemy AI reactions (do they adapt to your tactics?), environmental interactions (can you trigger physics kills consistently?), and resource dynamics (how scarce is Requiem ammo). Those signals will validate whether the showroom design translates into the finished experience.
Capcom's showcase made a strong promise: Requiem will force you to alternate mindsets — the paranoid caution of Grace and the tactical aggression of Leon. Recognizing the new zombies and Requiem enemies by archetype will let you switch gears faster and survive more encounters.
Call to action
Want hands-on builds, weapon loadouts, and fight breakdowns once the demo drops? Subscribe to our Resident Evil tracker for day-one guides, patch notes analysis, and live boss breakdowns. Drop into the comments with which enemy archetype you want an in-depth combat guide for and we’ll prioritize it for the first week of coverage. You can also follow community events and mod showcases in indie micro-event roundups and join live analysis sessions at The Answers live community.
Related Reading
- Beyond the Arena: How Hyperlocal Pop‑Ups & Predictive Hubs Are Rewiring the Online Gaming Ecosystem
- AI & NFTs in Procedural Content: Advanced Strategies for Web3 Game Worlds (2026)
- Micro‑Events, Mod Markets & Mixed Reality: The Evolution of Indie Game Pop‑Up Strategy (2026)
- Live Q&A + Live Podcasting in 2026: A Practical Monetization Case Study and Playbook
- Feature flag strategies for micro-app marketplaces inside enterprises
- March Madness Travel: Weather-Proof Plans for Fans Following Surprise Teams
- Supply Chain Case Study: Rebalancing Labor and Automation with an AI-Enabled Nearshore Team
- Can AI Chatbots Be Turned Off? Lessons from Grok for Avionics Redundancy
- Parlaying Bets into Options: When to Use Covered Calls on High-Yield Names
Related Topics
gameplaying
Contributor
Senior editor and content strategist. Writing about technology, design, and the future of digital media. Follow along for deep dives into the industry's moving parts.
Up Next
More stories handpicked for you