Resident Evil Requiem, or Resident Evil 9, is the ninth primary entry in the Resident Evil franchise. After the highly positively-reviewed 7 (Biohazard) and 8 (Village) which starred Ethan Winters and had a strong mix of going back to basics with horror and also bringing in a new twist to the franchise with the Mold, the franchise has been the strongest it's ever been since the PlayStation 1 days, particularly with both newer games and the reboots of beloved games like 2 and 4 being so well-received. Over 2025-2026 I've been actually replaying through all of the 'new post-reboot' games for Resident Evil, some for the first time. So I did 7, 8, 2-remake, 3-remake and 4-remake. And I also did a full run of RE5 and a partial one of RE1 as well.
It won't probably happen in time for this month's Halloween, but I do want to do a re-visit to my monster reviews of all the 'newer' games.
And all of this was to coincide with the release of Resident Evil Requiem. Taking cues from all parts of the franchise that worked well, Requiem was an interesting exercise in having both styles of gameplay -- Grace Ashcroft is a newcomer to this zombie madness as she discovers aspects about her parentage and gets locked in a crazy giant hospital and has a heavier 'survivalist' vibe to her gameplay similar to 7; while series veteran Leon S. Kennedy comes in like an action hero to murder everything that's a zombie between him and his goals.
The storytelling was also fantastic, with some great callbacks to the earlier parts of the franchise. The game also takes place partially in Raccoon City, with some loving showcases of what happened to some beloved older locations like, of course, the Raccoon City Police Department building that was the set of the excellent Resident Evil 2. Unfortunately I wasn't the biggest fan of the last leg of the game, and I thought the game's final of its villains was kind of poor and that the conclusion had a couple of, shall we say, ass-pulls. I've ceased to try putting the summary of these games in the intros, and if anything is relevant for the story to the monster review, I'll mention it in the body of the monster reviews.
That doesn't undo the fact that a good 80-85% of the game that preceded it was just full-on fantastic, some of the best Resident Evil I've done.
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ENEMIES:
Zombies (Wrenwood)
So after spending the last couple of numbered, non-remake games all dealing with either Mold-infested or parasitic-empowered Las Plagas, Requiem brings us back to proper zombies. A good chunk of the game showcases a re-release of a modified version of the T-Virus from the original 3 Resident Evil games, but theoretically updated to a much more powerful engine that could do a lot more with the zombies. And for the most part, the zombies are quite consistent even to how they were depicted in the RE2 and RE3 remakes.
This batch are zombies from the streets of Wrenwood, just a bunch of civilians that unfortunately got caught in the rampage of the game's initial main villain, Victor Gideon.
Zombies (Hospital)
The bulk of the game's first half (or first two-thirds in terms of gameplay time, but let's not mince words) takes place in the Rhodes Hill Chronic Care Center hospital, and this is where a lot of the coolest stuff that the game designers manage to do with programming the zombies. Some the zombies in the hospital retain enough of their original sensibilities and instincts that not all of them are just shambling around for you to shoot or avoid. That adds a lot of 'minibosses'... except the minibosses aren't so much dangerous and more of an interesting puzzle you need to solve. They're mostly only marginally more powerful than a regular zombie, maybe a bit faster, but you can also avoid them while you go around scavenging for more materials and resources.
We've got doctors/nurses, support admin staff, the patients, and the maids as the primary 'common' enemies.
Since this is that kind of an exhaustive review, I'm going to talk about some of the more common 'quirky' zombies. The game designers put in a lot of effort here, and I want to acknowledge them! The maids, for example, are just utterly obsessed with cleaning any stains they see on the ground. Which, being that they themselves are a rotting corpse, they continue to cause a mess! Poor poor maids. This means that they go back and forth between places with stains, and you can sneak past them. If they do manage to attack you, the maids try to scrub off your face, which gives you a very nice close-up to the fact that their arms have shards of glass and mirror embedded in them, probably from scrubbing too much!
The initial introduction to these kid of zombies is the 'Lights Out' Zombies, who have enough of a speech ability left to mumble about how lights need to be out, and no lights after a certain time. They were part of the admin staff, and you can make this zombie go out of their way to certain corridors and prevent them from blocking your way if you sneak around and play with the light switches.
One of my favourite has to be the Surgeon. We see one of these surgeons exactly once, and you can just sneak into the room next to him and he babbles so much creepy but hilarious black comedy about dissections and autopsies as he goes back and forth monotonously working on a sliced-up zombie on his operating table.
And finally, one of the most famous smart zombies is the Misophonic Zombies. These always carry a metal IV stick, and they are very angry towards sound. So angry, in fact, that they go on a berserker range if you manage to toss a glass bottle and smash it. The Misophonic Zombies have some of the most powerful attacks in the game, so you can take this advantage to have these IV-wielding badasses rush and murder other zombies in the room for you. There's even a way to have these IV zombies kill one of the supposedly unkillable actual 'stalker' minibosses!
Zombie Singers
Two of the zombies, Eileen Zimmerson and Selena Corey, are the 'banshee' singing zombies that whirl around several locations of the Rhodes Hill Care Center and constantly emitting this wonderfully creepy singing and giggling. They are hostile and will use a video game screaming attack at you (and to summon all nearby zombies) if they see you, but I find them to be so cute and delightful as they twirl around! Notes around the hospital would give backstory to the two singing zombies, because the two apparently have a cute little rivalry when they were alive.
The Zombie Chef
The unnamed chef of the Rhodes Hill Hospital is one of the more significant enemies in the Rhodes Hill, being this unkillable monster earlier in the game when you see him and explore his wing. Not really having a name, the Chef is another early introduction to the 'zombies can be a puzzle' thing as he repeats the same meat-preparation movements over and over again during his first encounter. And then he walks out of the kitchen and starts wandering around on a pattern!
The Chef is kinda neat, the stock photo isn't the best at showcasing him, but he's easily double the size of poor little itty-bitty Grace, and he's holding a massive cleaver knife. You can actually save some of your one-shot hemolytic injector weapons and kill the Chef as Grace... or sneak around the Chef all the time, return later as Leon who can take this guy down in like a couple of shots.
Blister Heads
As is typical now among most of the 'minion' zombies in the Resident Evil games ever since the original RE4, we've got a new version of the 'Crimson Heads' or the monstrous Plagas mutations. They turn into 'Blister Heads' now, convulsing on the ground in a horrifying manner before turning into the more monstrous monsters. For Leon, it's just a zombie that takes three or four extra shots to take down. For Grace, they might as well as be minibosses that you need to save those aforementioned hemolytic injectors for. Blister Heads don't appear until around halfway through the hospital level, where any zombie you don't kill with a headshot has the chance to go through the convulsion and return stronger.
One interesting thing about the Blister Heads is that their heads are modelled to specifically resemble Lickers, with exposed brain that's covering their eyes, and an extended tongue. We don't get anything specific that confirms this, but I thought it was a nice showcase of the 'evolution' of these T-Virus zombies.
The Girl
We meet 'The Girl', or Marie, very early on. Essentially the enemy in the very atmospheric tutorial levels, the Girl is a giant hunched-over woman in rags that towers easily three times over Grace. She looks quite mundane otherwise -- ugly, monstrous mouth and bedraggled appearance, but other than those weird dinosaur-like legs, she's just a big lady. And I absolutely wasn't impressed the first time I saw her.
The Girl takes over the role of the big, stalker enemy for most of the tutorial level, and returns way more times than I expected throughout the hospital stalking Grace specifically, until she becomes the primary threat chasing Grace around the subterranean levels of the hospital. This is quite similar to Jack Baker in Resident Evil 7 and perfected with Mr. X in Resident Evil 2; and later repeated with Nemesis (RE3) and Lady Dimitrescu (RE8). And the execution is done quite well, in no small part due to how fast this monster is, and how she crawls across ceiling sub-levels inaccessible to our character, other than the noises she is making.
One additional wrinkle is that she's repelled by light, something that makes the 'safe rooms' quite safe. Her skin literally burns off as she enters it, vampire-style, due to some hypersensitivity in the skin. Which leads to a nice bit of running around and hiding in safe spots... at least until she figures out that she can tear through the cables from the ceilings. That's a fun bit. The story behind Marie is also quite sad as it's told through both her behaviour in her story (she stalks but never hurts an actual little girl called Emily) and the in-game reading material.
Ultimately I still find her probably the weakest 'pursuer' enemy compared to those other four I've listed, but The Girl was definitely a very effective presence throughout all of Requiem.
Chunk
The Girl isn't the only pursuer enemy, because while the West Wing only had the predictable Cook, the East Wing had Chunk! Who is a gigantic baby-like monster with grotesque, flappy bodies and a really distorted head. Chunk was introduced in a literal jumpscare as he bursts out of a corridor yelling actual profanities at us as he charges through walls and chases us. Chunk has a rather fun bit of animation because he can't fit through some corridor doors, leading to this surreal and horrifying appearance as he roars and squirms and tries to reach in like a diseased mutant baby.
Chunk used to be a patient brought in for an eating disorder, but the treatment that the lunatics in Rhodes Hill did to him instead caused him to develop a never-ending hunger and cannibalistic tendencies, leading Chunk to continue eating and eating and become even more violent as they get enlarged. Or rather, the Chunks. There are two of them, Thomas and Timothy Jackson. One of them menaces Grace for a majority of the lengthy East Wing sequence (and the lighting of the 'asylum breakout' is quite well done) and can only be killed with much sneaking around and dodging by injecting five hemolytic injectors. This was a nice bit of a chance, where Chunk was dangerous in some portions of the East Wing, and you need to learn which corridors are safe and small enough that Chunk can't break through.
For Leon? A second Chunk on the attic of the hospital is just a regular miniboss for him. Which was quite a nice bit of a difference between the two different protagonists. The Chunk that Leon faced was treated like a regular 'big zombie enemy' boss similar to older, more action-packed games like RE4 to RE6, with Leon jumping around and pumping shotgun shells into him while cracking one-liners.
Blister Borne
Speaking of old-school bosses, turns out that the Blister Heads don't turn into Lickers, but into... Blister Borne? The Blister Borne hsa mutated into something even larger, with a nicely creepy yawning mouth and several obvious 'weak point' blister-like tumours. The Blister Borne is fought as a boss by Leon in a very atmospheric church; and later again in Raccoon City.
Blister Bornes are quite tough and durable, and are also able to eject a nasty gas that transforms the zombies that are around it into Blister Heads. This is a bit of a more 'MMORPG boss fight' ability, I feel, but I found it quite cool as it forces me to deal with zombies that keep coming in and making sure they are headshotted, to prevent the Blister Borne from turning them into even more monstrous enemies.
In addition, the giant tumours are obviously the weak points, but Leon shooting those cysts would cause the gas to instantly be ejected and transform nearby zombies, so even dealing with the weak points too early might screw you over. I do like the Blister Borne, even if they feel a bit too 'mundane' as another humanoid enemy.
The Children
So 'the Children' are encountered during an intermission sequence between the Rhodes Hill hospital and the Raccoon City, around slightly more than the halfway point of the game. You take the form of a young confused girl in the Raccoon City/Umbrella orphanage, where you need to avoid these creepy other giggling children. They've all gotten glowing red eyes, a bald head, and stitches showing the lobotomy that has been done to them. The story behind the Children is a bit convoluted and involves some of the plot points I don't feel the game explains particularly well, but they're effectively creepy -- the character we're playing as has no way to actually harm or deal with the Children.
But honestly, they're just really creepy.
Titan Spinner
The Hospital is the highlight of Requiem, and after fighting the final boss (the Girl) and going through that flashback with the children at the orphanage, Leon Kennedy travels to the nuclear-blasted wasteland that used to be Raccoon City. And immediately after walking around, he meets a bunch of spider webs... and is assaulted by a gigantic, monstrous spider called the Titan Spinner -- ostensibly, based on its name, the Titan Spinner is an escaped 'Web Spinner' from the Arklay facility in Resident Evil 1 that grew into a titanic size. As you'll see, a lot of the enemies in Requiem's Raccoon City portion tries to homage the first 2-3 games of the franchise. It is an anniversary game after all.
There's not much to say about the Titan Spinner that you wouldn't expect from a giant video game spider boss fight. The spider is large enough to crawl across a giant building, and the fight takes multiple stages as Leon tries to escape the spider throughout a building. She's got webs and tiny, smaller pale babies that aid her in the battle, and the baby spiders also show up rarely later on in other parts of the city.
The Titan Spinner has got a monstrous mouth that's nonexistent in real spiders, and she's got extra weak-spot tumours on her head and a tumour on her abdomen. I always appreciate a good giant spider boss fight, and thanks to the updated engines the Titan Spinner was really fun and atmospheric to fight -- a nice 'bang' return as to how the franchise is treating its giant monster boss fights. But it is still at the end of the day 'just' a more monstrous giant spider. Ain't nothing wrong with that, of course.
Zombies (Raccoon City)
Unfortunately, despite all of the talk I had earlier in the game about how cool the zombies in the Rhodes Hill hospital is with them being little puzzle bosses... there's no such thing about the zombies in Raccoon City. There are great model for the 'soldier' zombies that were Connections (the Umbrella successor as the enemy organization) operatives slaughtered by the inhabitants of the city; as well as the near-skeletal, white-skinned remnants of whatever bodies survived the not-nuclear bomb that wiped out all life in the city. Some of these hide underground or in bodies of water and only rise up if Leon gets too close. Good models, nicely raggled and nasty-looking...
But I really don't have anything to say about them when I had so much praise for the hospital zombies. And that is kind of a shame; I felt like there could be a lot to be done with the same concept and applying it to zombies 'haunting' a dead ghost town.
(I know, I know, different strain to the specific one Victor Gideon was using in the hospital, but that was such a cool concept that I wished it was brought in for some of the other zombies in the city. The city was a cool level but the enemies were so boring!)
Garmr
We need zombie dogs! And the GM-G-002 Garmr, named after a mythological wolf from Norse mythology, are gigantic poochies. Where the Cerberus, Colmillos and Adjule from previous games tended to just be big hounds, the Garmr are mutated to be as large as wolves. They've got a very good model, keeping the over-the-top Plagas mutations to a minimum, but showcasing some really nasty ribcages, a gigantic tongue and a mouth that's way too wide for a regular dog.
More importantly, the Garmr are large enough to pursue vehicles. They are only fought in a rather extended motorbike sequence as Leon pursues Victor and then gets chased and attacked by these giant bioweapons across the land-blasted highways of Raccoon City like it's something out of Transformers or Fast and Furious.
It is very cool, although a bit of a shame that they weren't encountered as regular enemies later on and were restricted to the bike part of the game.
Tyrant T-501 / Super Tyrant
Leon would eventually return to the abandoned ruins of the Raccoon City Police Department, perfectly matching up to the version in the RE2 remake. It's a fun trip back memory lane, since it's been a half-decade since even the release of that remake! The RCPD level is mostly calm and somber, focusing on the history and the broken-down location and a couple of puzzles. And lots of easter eggs.
AND THEN MR. X SHOWS UP!
I actively cheered as Mr. X appeared to interrupt a cutscene and started chasing Leon throughout the broken-down ruins. It's not the same Mr. X -- or Tyrant -- as the one we met in RE2, of course. It's a newer model, the T-501 instead of the T-00. But at some points in Requiem you just have to accept that it's just there for the rule of cool. T-501 is relentless, still as indestructible as ever, and at one point tries to murder Leon with the same helicopter that heralded his predecessor's arrival back in RE2.
And finally, there's a boss fight. T-501's 'monstrous' form is more or less similar enough to the original RE2 Tyrant, and Leon fights him in the courtyard outside of the RCPD. He's got an exposed heart, and a massive mutated Tyrant arm that ends in spikes. None of the more over-the-top mutations of the original RE2 Tyrant, which I thought was fine... although I also thought that maybe we could've gotten a second form that was more faithful to the dual-clawed original RE2 design. Again, this was just meant to be a 'rematch', and T-501 does some really cool attacks that involves launching cars or chunks of the pavement at Leon.
It's Mr. X! I don't have much to say about him other than to fanboy about him.
Plant 43
The next chunk of the level takes place in a set of destroyed subterranean chambers that used to be the city's subway station. Unfortunately I don't think we see any of the actual station parts we saw in RE3, but the vibe is still there. And as we enter deeper and deeper, there are more vines tearing through bedrock and getting in Leon's way. I thought that this was going to be the Mold, but turns out that it's... Plant 43!
Yes, Plant 43, who is just the giant monster plant from Resident Evil 2. The original Plant 42 form Resident Evil 1 was a giant plant monster that was fought, Zelda-style, but RE2's Plant 43 was just a plant that spawned some Ivy Zombies. Well, turns out that Leon and Claire didn't do a good enough job wiping out the 'mother' plant in RE2, and it survived all this time and expanded into a massive, monstrous form.
Plant 43's vines menace Leon throughout his journey, and the final battle is one of those bosses that take up a full chamber. Plant 43's main body is a giant flower with tendrils, and it attacks Leon with giant arm-like vines and the main body is a mass of roots. I liked the atmosphere of the journey down and I appreciate the boss fight, but I also wished that the design was a bit more creative as a giant plant monster? I do get that, again, as an 'anniversary' game they do want to keep some of the homages a bit simpler, but I felt like with all the environmental buildup that we had as we reach deeper and deeper into Plant 43's lair that it would be a bit more creepier .
Licker Beta-2
The final battle is in a facility called the ARK, which had some of the white, desiccated zombies and regular soldier enemies... including 'The Commander', a.k.a. HUNK, a recurring character from the older games. Those humanoid enemies are cool, but beyond the spirit of just talking about the monsters!
Another classic monster returns, the Licker, who at one point you can release out of its containment cell to attack the Connections soldiers. I thought that was neat! Again, there's not much to say about the Licker -- it's got a couple of minor variations to the previous models, and a thicker, more serrated tongue. But it is just a Licker and if you aren't paying attention to the logs and readable material, you could easily handwave this as just artistic interpretation. And above-the-table, it definitely is... you can tell they wanted to bring back this classic, iconic enemy as-is. And the behaviour is basically the same as you'd expect from Lickers. they're fast, they're furious, and they're blind. There were definitely places where you need to sneak past them (especially as Grace!) and some locations where they scuttle and swarm over the facility.
Their name, Beta-2, means that they're improved from the RE5 Licker Betas. Apparently these were more stable, and the Connections has been able to reliably trigger the mutation DNA that will cause the creation of a Licker. Again, just like Mr. X or the Titan Spinner... it's cool to have them back, but they are essentially just returning monsters.
Dr. Victor Gideon
Dr. Victor Gideon is our final boss, and technically we have two primary antagonists. One of them gets dispatched with little fanfare, however, and I still have problems about that from a narrative standpoint. But Gideon menaces Leon and Grace throughout the entire hospital level, this giant, soft-spoken scientist with weird glasses and a fancy snake-skin suit. Leon and Gideon would have a motorcycle chase scene that led to his seeming death... but that's honestly a bit silly and thematically not the most appropriate for someone that's been depicted as a scientist-type character.
So of course Victor has his own mutations, and is fought at the end of the game as the final boss. Victor's initial phase has him transform one of his left hands into a giant zombie tentacle, and later he gets several more that sprouts out of his back like Dr. Octopus from Marvel comics. Victor's base design is neat and interesting enough, but this form isn't the most epic-looking for a named villain. It's similar to Krauser and other baddies, I guess, but not the coolest.
Fortunately, it later turns out that Victor is the host to a 'Nemesis Gamma'. It does admittedly come out from nowhere other than a blink-and-you'll-miss-it list of products that included the Nemesis among them. I suppose it does explain Victor's sheer durability throughout the game. And I almost wished that Victor had an in-between form that referenced Nemesis's more iconic look.
But Victor's final form is a giant mass of flesh, organs and gore with two long-elongated arms and an obvious weak spot in the middle of his exposed ribcage that's clearly where you're supposed to shoot the missile launchers. Just like the original Nemesis final form, it's a giant mound of flesh that takes up a huge chunk of the room. It's cool, and fun to fight, but it's just a bit too messy for me to appreciate the way I did G-5 or the original Nemesis. I can't really complain all that much, though, as having a giant flesh-monster is a staple in Resident Evil. So quite happy to have this as the final boss!
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Ultimately a chunk of the bestiary for Requiem isn't the most exciting. A lot of them are retreads of older monsters, or just regular zombies. But I am still filled with so much love for this game in general and since it's an anniversary game, I can't fault that they're essentially just reusing a lot of classic monsters while keeping the focus on the execution and the homages. Despite some of my gripes with the writing choices near the end of the game, Requiem was a fantastic game to go through, and I really enjoyed my time with it.
Now, I had planned to do a 'countdown to Halloween' and my original plan was to rewrite the 'post-soft-reboot' games, so 7-8-9 and maybe the 2-3-4 remakes over this Halloween, but things didn't turn out as planned and I got way busier these past couple of months. You guys still get Requiem, though, and it'll probably be some time that I work on rewriting older reviews again!