Meet the New Threats in Resident Evil Requiem: A Deep Dive Into the Trailer’s Monsters
A forensic breakdown of Requiem's trailer monsters — biology, AI behavior, and tactics to survive each new threat.
Hook: Why the trailer’s monsters matter — and why you should care now
If you’re tired of patchy coverage and guesswork about what makes a Resident Evil enemy truly dangerous, you’re not alone. The Resident Evil Requiem trailer finally gives us a forensic look at this title’s new monsters — and those visuals tell a story about biology, behavior, and how Capcom is rebalancing horror and action for 2026. This deep dive catalogs each distinct enemy type shown, theorizes the underlying biology and likely AI behavior, and maps them to concrete in-game roles and tactics you can use on launch day.
Top-line takeaways
- Varied threat classes: The trailer shows multiple enemy archetypes — not just more zombies. Expect fodder, ambushers, swarms, and at least one hulking boss-class creature.
- Biological divergence: Visual cues suggest different mutation pathways, implying the Requiem pathogen creates specialized phenotypes rather than a one-size-fits-all “zombie.”
- Dual protagonist design matters: Director Koshi Nakanishi confirmed Grace and Leon play differently; enemy design appears tailored to amplify their playstyles — stealth-horror for Grace, action-spectacle for Leon.
- AI emphasis: Trailer behavior points toward sensory-driven AI (sound, vision, scent proxies) and coordinated tactics, a 2025–26 trend in AAA horror to make encounters feel emergent.
Quick context — what we know from Capcom and the showcase
At Capcom’s Summer Game Fest reveal and subsequent showcase, the dev team framed Resident Evil Requiem as a hybrid of survival horror and action horror: Grace’s sections skew classic and tense, while Leon’s tilt toward high-octane combat. Koshi Nakanishi’s messaging is worth quoting because it frames enemy intent:
"Requiem is an experience with an emotional range unlike any other Resident Evil game to date." — Koshi Nakanishi
That emotional range shows up first in monster variety: the trailer isn’t just louder or more grotesque — it’s mechanically diverse, which changes how you plan your loadout and approach every encounter.
Catalog: The trailer’s enemy types and what they likely are
Below I list the distinct enemy silhouettes and sequences shown in the trailer, give each a working name, and break down biology, behavior, gameplay role, and tactical counters. These names are speculative shorthand for analysis purposes.
1. Shambling Infantry (classic-but-evolved “new zombies”)
Visuals: humanoid figures with sagging flesh, jerky gait, and intermittent bursts of speed. Some carry makeshift weapons or cling to environmental cover.
Biology theory:- Likely infected via a viral-woven pathogen with necrotic phosphorylation — this explains both decay and intermittent muscular spasms.
- Preserved motor patterns suggest the pathogen selectively degrades higher cortical control while maintaining brainstem locomotor circuits.
- Group homing behavior: attracted to noise and motion, slow but persistent.
- Occasional sprint bursts — probably stress reflexes triggered by sensory overload.
- Use controlled shotgun blasts or headshots to conserve ammo.
- Noise baiting (throwables, radio) to separate and pick off individuals.
- For Grace, avoid prolonged engagements; prioritize stealth and evasion. For Leon, use explosive or high-damage rounds to clear fast.
2. Grace-Variant Hosts (contextualized special infected)
Visuals: human-looking figures with unnatural spinal contortions and pale veins that pulse with bioluminescent-like fluid. They appear near environmental set pieces tied to Grace’s story.
Biology theory:- These could be hosts whose mutations are influenced by local biochemical agents — think a pathogen combined with regional mutagene (to match Requiem’s gothic locales).
- Potential endocrine disruption: pulsating veins imply a circulatory-based metabolic quirk that could power bursts or regenerative phases.
- More intelligent than shamblers — may mimic pre-infection behaviors, use doors, or attempt to ambush.
- Serve as psychological horror tools: their near-human appearance plays on empathy and dread.
- Conserve resources; use environmental hazards to force pattern breaks (doors that close, electrified pipes, acid pools).
- Target the pulsating areas for critical damage; incendiaries or chemical rounds (if available) may be especially effective.
3. Crawler Swarm (small, fast, pack-based)
Visuals: low-to-ground, quick-moving creatures that appear en masse in corridor sequences and damp environments.
Biology theory:- Likely juvenile or secondary life-stage organisms born from spores or buds produced by larger infected — a clonal strategy to expand quickly.
- Low individual biomass but high collective lethality via swarming and multiplicative damage.
- Swarm intelligence: simple rules — align, cohere, avoid — manifested in rapid pack movement.
- Attracted to warmth and movement; will attempt to overwhelm single targets.
- Use shotguns, flamethrowers, or environmental traps. A single molotov can be a high-value investment.
- Keep moving; confined spaces increase risk. For Grace, use narrow sightlines and doorways to thin their numbers.
4. Lurkers / Ceiling Clingers
Visuals: silhouettes clinging to ceilings and walls; they drop suddenly onto the player or detach and scamper away into vents.
Biology theory:- Specialized appendages for adhesion (keratinous hooks or suction pads) and an altered center of gravity suited for vertical environments.
- Potential aerodynamic membranes for gliding short distances — explaining sudden drops.
- Ambush predators using vertical surprise; retreat to vents to avoid sustained fire.
- May act as scouts, relaying noise cues to ground packs.
- Watch ceilings when traversing tight indoor spaces; use flash grenades or flares to force them out.
- Follow-up with quick hip-fire shots — they’re fragile but annoying if left unchecked.
5. The Hulking Abomination (boss speculation)
Visuals: a massive, asymmetrical figure glimpsed in a few trailer frames — oversized limbs, exposed musculature, and a grotesque maw. Sounds in the trailer suggest deep, resonant calls.
Biology theory:- Likely a high-energy apex mutation: increased muscle mass, hypertrophied cardiac tissues, and possibly stored anaerobic energy for powerful bursts.
- Asymmetry implies pathological growth rather than evolutionary optimization, meaning it may have structural weak points.
- Slow but catastrophic attacks; likely transitions through multiple phases (ramped aggression, enraged speed, environmental manipulation).
- May spawn lesser enemies or alter terrain (collapse ceilings, open pits) as part of an arena mechanic.
- Identify and exploit weak points — exposed flesh, pulsating sacs, or joint nodes. Use high-damage weapons on these targets.
- Expect multi-stage design: first survive, then switch to damage. Save big consumables for the damage windows.
- For Grace, bosses may be more escape/puzzle-focused: use surroundings to shepherd the boss into traps rather than raw DPS.
6. Bio-Mechanical or Controlled Units (biotech puppets)
Visuals: silhouettes with tubing, harness-like strapping, or metallic prosthetics — suggest human hosts manipulated by tech or a master bioweapon.
Biology theory:- Integration of foreign materials implies Umbrella-style post-human experimentation — neural implants or control parasites.
- Could be remote-controlled by a higher intelligence (AI in-universe) or a hive-master organism.
- Precise, tactical movements — use of cover, aim, and coordination — unlike mindless infected.
- May retreat strategically to avoid exploitation — potentially able to call reinforcements.
- Prioritize headshots and limb crippling to remove tactical options. Use armor-piercing rounds or piercing melee if available.
- Suppress with environmental hazards to force predictable behaviors.
AI behavior — what the trailer implies about enemy intelligence and systems
Trailer snippets show enemies reacting to sound and light, coordinating in packs, and pulling back into vents — hallmark signals of more sophisticated AI. In 2025–26, AAA studios have leaned into hybrid AI systems that combine scripted sequences with emergent, sensor-driven behaviors. Expect similar in Requiem:
- Perception stacks: Vision cones, hearing radii, and scent proxies (for tracking injured players) will define enemy awareness.
- Behavior trees + utility AI: Enemies will evaluate threats (noise, visual confirmation, player health) and choose actions like approach, evade, or call.
- Group tactics: Packs will attempt to flank or herd you into traps. Bosses will use minions as shields — a design choice that increasing numbers of studios used in late 2025 to make encounters feel cinematic without hand-placed difficulty spikes.
How enemy design supports Requiem’s dual protagonist model
Capcom’s stated intent to make Grace’s sections more classic RE horror and Leon’s more action-oriented is reflected in the monsters. Expect:
- Grace: Fewer bullet-sponge enemies, more psychologically disquieting variants (mimics, near-human hosts) and environmental puzzles tied to enemy behavior.
- Leon: Bigger set-pieces, armored or controlled enemies that reward aggressive loadouts and tactical shooting skills.
This means your approach must change with the protagonist: conserve and evade when you’re Grace; push and exploit windows when you’re Leon.
Boss speculation: what to expect and how to prepare
The trailer’s hulking glimpses and environmental interaction strongly suggest multi-phase bosses that force role-swapping between horror and action. Key predictions:
- Phase-based design: Slow initial confrontations that punish reckless aggression, then enraged phases that demand mobility and high DPS.
- Environmental interplay: Bosses will manipulate space — opening new paths, collapsing cover, or summoning swarms — creating dynamic arenas.
- Weak-point windows: Visual cues (pulsing sacs, glowing flesh) provide the only safe DPS windows — learn to recognize them fast.
Preparation tips:
- Save at least one heavy consumable (rocket, explosive, upgraded shotgun shells) for boss damage phases.
- Keep medkits on hand and learn the environment’s traps before committing to a full DPS window.
- Upgrade mobility and crowd-control skills early if the game allows — they’ll pay dividends against phase transitions.
Practical loadouts, tactics, and resource priorities
Based on enemy types and likely AI, here’s a quick player cheat-sheet to maximize survival while conserving scarce resources.
Essential weapons and items
- Shotgun: Must-have for crawlers and swarm control.
- Pistol with headshot mods: Reliable and economical against shamblers.
- High-caliber rifle or explosives: For bosses and biotech units.
- Molotovs / incendiaries: High-value against swarms and scene control.
- Flash / stun grenades: To flush ceiling lurkers and reset engagements.
Skill and upgrade priorities
- Ammo efficiency and reload speed — because many fights will be prolonged.
- Stealth and mobility upgrades for Grace segments.
- Damage and aim assists for Leon’s action sequences.
In-encounter tactics
- Use sound bait aggressively: throw a bottle to split a pack and dispatch individuals.
- Fallback routes: always know an exit. Enemies will corral you; plan lanes before you fight.
- Environmental kills: power boxes, lanterns, and unstable structures appear to be part of design — use them.
Wider implications: How Requiem’s monster design reflects 2026 trends
In late 2025 and into 2026, developers leaned into hybrid enemy systems that combine striking visuals with purposeful mechanical roles. Requiem’s trailer shows Capcom adopting several of those trends:
- Specialization over uniformity: Instead of a single “zombie” type, expect differentiated phenotypes that each teach the player a different skill.
- AI-driven encounters: More perceptive enemies who respond to environmental stimuli lead to emergent horror moments instead of scripted jump scares.
- Design for emotional contrast: By pairing Grace and Leon with enemies that emphasize dread or spectacle, Capcom is doubling down on the emotional range promised in interviews earlier this year.
Final thoughts — why you should be excited
The trailer doesn’t just tease grotesque creatures — it hints at a systems-driven approach to monster design that rewards tactical thinking, adapts to modern AI techniques, and respects the dual-tone gameplay Capcom promised. For players frustrated by recycled enemy lists and predictable boss fights, Requiem’s previews suggest a game that will keep you guessing and force you to adapt in real time.
Actionable takeaways before launch (February 27, 2026)
- Practice hits: Polish headshot timing in pre-release demos — many enemies appear vulnerable to critical aiming.
- Plan loadouts for flexibility: Bring at least one crowd-control and one high-DPS option per segment.
- Learn to use the environment: Many enemy types seem designed to be countered by traps and set-pieces.
- Switch your mindset with the protagonist: Play conservatively and stealthily as Grace; play aggressively and exploit windows as Leon.
Call to action
We’ll be tracking new footage, developer interviews, and the Requiem demo ahead of launch. Hit the wishlist, bookmark this page, and drop your trailer observations in the comments below — what enemy design detail grabbed you most? Subscribe to our newsletter for live boss breakdowns, patch-driven tactic guides, and the first practical walkthroughs when Requiem drops on February 27, 2026.
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