Resident Evil Fans Are Torn On Series’ Most Famous Feature After Requiem’s Launch

Resident Evil Requiem has arrived, and with it, a familiar debate has resurfaced in the community. The game’s relentless stalker enemy—a terrifying, Xenomorph-like presence that hunts protagonist Grace through vents and shadows—has reignited a long-simmering argument: is the stalker mechanic a masterclass in tension, or an overused, frustrating crutch?

Resident Evil Fans Are Torn On Series' Most Famous Feature After Requiem's Launch
Resident Evil Fans Are Torn On Series’ Most Famous Feature After Requiem’s Launch

A Franchise Staple

For the uninitiated, the stalker enemy is a Resident Evil tradition. These are imposing, unkillable (for a time) foes that pursue the player through key sections of the game, forcing a shift from exploration to evasion. The gallery is legendary: the relentless Mr. X from the Resident Evil 2 remake, the iconic Nemesis from Resident Evil 3, and even the towering Lady Dimitrescu from Resident Evil Village stalked specific areas of her castle before her climactic showdown.

Requiem continues this lineage with an enemy that one reviewer described as evoking the dread of Alien: Isolation‘s Xenomorph, using darkness and vents to maintain constant pressure.

Are stalker type enemies actually disliked by the fandom? I always thought an “invincible” monster that hunts you down was a staple of the series
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The Great Divide

On Reddit and beyond, fans are voicing sharply different opinions on the mechanic’s merit.

The anti-stalker camp argues that the initial thrill quickly curdles into annoyance. “I, for one, do not like them. I feel the tension they create is just annoying,” reads one popular comment. “Mr X went VERY fast from ‘holycrap!’ to ‘ughhhh gotta go around the whole place to lose him…'”. Another adds, “I never really liked them. Only game where it feels good is OG RE3 Nemesis,” suggesting that modern iterations have lost the spark.

However, defenders argue the mechanic is a matter of execution, not concept. A thoughtful counterpoint notes that “stalker enemies are hated generally if they get thrown at the player right from the start and if there is little to no incentive for incapacitating.” They praise Resident Evil 2‘s Mr. X for giving players time to learn the map before applying pressure, making evasion a test of knowledge rather than blind panic.

Another fan emphasizes the importance of interactivity: “A stalker enemy you can only run away from is not an enemy, it’s a moving wall.” They contrast Mr. X and Nemesis, who can be temporarily fought off, with Lady Dimitrescu, who was largely an environmental hazard you simply avoided.

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A Tool, Not a Trope

Ultimately, the debate may hinge on how well the mechanic is integrated. A stalker that respects player agency, offers counterplay, and is woven into thoughtful level design can elevate a game’s tension to unforgettable heights. A stalker that is merely a moving wall of inconvenience becomes a chore.

Resident Evil Requiem seems to have landed on the right side of this divide for many, with its stalker earning comparisons to a horror icon. Whether you love the chase or loathe the interruption, one thing is clear: the stalker isn’t going anywhere. The challenge for Capcom will be ensuring every iteration feels as fresh and terrifying as the last.

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