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Capcom says Resident Evil Requiem's "stalker" enemy will only be "a small part of the game," improving the worst thing about my favorite game franchise

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Resident Evil is one of my favorite game franchises of all time, but one thing I don't like about recent entries is the idea of an enemy that stalks you through big chunks of the game, i.e. Jack Baker from Resident Evil 7, Mr. X from Resident Evil 2, and Nemesis from Resident Evil 3.

And yes, I'll freely admit that the reason I don't vibe with those folks is because I'm a little chicken shit scaredy cat with anxiety. Knowing that an invincible monster could burst through the wall and strangle me at any moment is simply too much sustained stress for my feeble constitution.

I've been nervously excited about how much Capcom has been hyping up Resident Evil Requiem's scare factor. Again, I love these games to death, but there are moments - particularly in 2 and 7 - that begin to test the limits of my tolerance. That's why I was relieved to hear producer Masato Kumazawa tell WellPlayed that the whole stalking element has been toned down relative to recent games in the series.

"I understand how there are a lot of opinions surrounding the stalker, but we are giving a survival horror experience," said Kumazawa. "We did learn from the past on how to balance it. We're trying not to make it a main part. It's like a small part of the game."

To be clear, I don't get the impression that Capcom is nerfing the stalker enemy's screentime to make Resident Evil Requiem less scary. After all, it's being helmed by Resident Evil 7 director Koshi Nakanishi, who has said the series "should scare the hell out of you." And further to the point, Kumazawa added that the focus is "on trying to scare the player in many different ways.

"Providing that players can be involved in many different kinds of situations, we're just trying to cover a whole lot of scenarios to make sure the players can get scared and experience the horror."

In case you are worried Requiem won't be scary enough, our hands-on impressions from the summer should relieve that concern:

"There's a pervasive feeling of claustrophobia in Requiem that feels most comparable to the Baker house in Resident Evil 7, especially in first-person," wrote GR's Jasmine Gould-Wilson.

"Stuck in a tiny corner of a care facility, this is certainly no Raccoon City Police Department with all its winding passages, staircases, shortcuts, and safe rooms, and the creature is not simply stomping about like Mr X. The smallest creak and shuffle overhead stops me dead in my tracks as I start checking the ceiling obsessively for telltale hidey-holes."

Resident Evil Requiem producer calls Leon Kennedy DLC rumor "fake news," but tells fans they are "free to believe what they would like" even if "we can't give you any confirmation"



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Jagmas
1 hour ago
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Round Rock, Texas
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Get Colossal – Beta Sign Up

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Get Colossal is a chaotic arena brawler with an innovative size progression system that sees humans transforming into gigantic mechs.

In Get Colossal you start as a nimble human, collect Quantum Cubes from fallen foes, and transform into increasingly massive mechs – culminating in towering titans that demolish everything in their path. The physics-based combat creates weighty battles where momentum and impact matter. Tiny players … Read More

The post Get Colossal – Beta Sign Up first appeared on Alpha Beta Gamer.
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Jagmas
3 hours ago
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Round Rock, Texas
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Golden Joystick Awards 2025 winners announced, with Clair Obscur getting GOTY

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The 43rd annual Golden Joystick Awards were held on Thursday, and in a potential preview of this year's The Game Awards winners, Clair Obscur: Expedition 33 walked away with the most wins. That includes the Golden Joystick for Ultimate Game of the Year, Best Storytelling, and Best Visual Design.



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Jagmas
8 hours ago
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Round Rock, Texas
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‘House Of The Dragon’ Renewed For Season 4 At HBO

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Game of Thrones prequel series House of the Dragon has been renewed for a fourth season ahead of its Season 3 premiere this summer. Season 4 is set for release in 2028. The news was announced Thursday by Casey Bloys, Chairman and CEO, HBO and HBO Max, during the premium cabler’s presentation in New York […]

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Jagmas
9 hours ago
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Round Rock, Texas
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Wildgate's First Major Update, Emergence, Adds New Modes, New POI, New Ship, and Custom Lobbies

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Crew-based FPS Wildgate has just gotten its first major content update: Emergence. Play new modes, new challenges, try a new resonator, and even set up custom lobbies.

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Jagmas
9 hours ago
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Round Rock, Texas
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"Out of all the 40k options, they picked this?": Fans are furious about the reveal of Darktide's new class—and they might have a point this time

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In the run up to the reveal of Darktide's latest new class, speculation has run rampant in the community. A week's delay on the announcement only created more space for fans to stretch their imaginations, placing their bets on everything from a Sister of Battle to a kroot warrior to an Adeptus Mechanicus tech priest.

So when the new class turned out to be 'Hive Scum'—essentially just an archetypal criminal—the reaction was, predictably, disappointment.

"We could have had a tech priest, but instead we get someone I've probably seen milling around in the centre of Manchester drunk at 2 in the afternoon," says one comment on the trailer on YouTube. "Out of all the 40k options they picked this?" says another, echoing a common sentiment.

The main subreddit is full of similar comments, from "this is like going to your baby reveal and finding out you're also not the father level of disappointment" to "lazy and boring choice for new class".

As ever, some of the discussion is toxic and overly harsh on both developer Fatshark and Warhammer owners Games Workshop, who tend to become the target of elaborate conspiracy theories whenever a piece of Darktide content disappoints. But I can understand where the anger is coming from—and it speaks to what seems to be a fundamental impasse between the studio and the community.

I am the lore

(Image credit: Fatshark)

The Warhammer 40,000 setting is absurdly dense at this point, enjoying the benefits of almost 40 years of accumulated lore and storytelling. That means there are a lot of cool archetypes in it that you could put in a videogame, with everyone having their own favourite pick.

Start building a list of the classes people might want to see out of all of that, and 'criminal guy' isn't going to rank high. Those who would pick it would probably be thinking of the iconic crime families of Necromunda, with their wacky and exaggerated traits—not generic and lowly scum.

(Image credit: Fatshark)

The other thing Warhammer 40,000 offers in abundance is cool, ridiculous, and often elaborate weapons—so it's easy to see why people wouldn't be impressed by the Hive Scum bringing a collection of junky, improvised guns, shivs, and crowbars, with dual-wielding as an underwhelming central gimmick. (Though I have to admit, I can't help but smile at what appears to just be two sharpened corkscrews used as knives.)

All together, it does feel like a very underwhelming choice. In a world of gene-spliced warriors, alien mercenaries, space pirates, and twisted cyborgs, what we've ended up with is about as close to 'just some guy' as the setting allows—visually drab and conceptually bland. It's hard not to feel at least a bit deflated by that.

So the question is: why Hive Scum?

Gang man style

(Image credit: Fatshark)

There are some thematic reasons to go with a more humble archetype like this. People tend to think of Darktide as just a Warhammer 40,000 shooter, and imagine the possibilities as unlimited—but it does have a fairly specific narrative premise.

New classes need to fit into the game's ragtag army of conscripted convicts and Inquisitorial agents. They also need to make sense within a system where players can create their own characters—rather than playing unique, premade individuals as in the Vermintide games. A lot of the more outlandish options, particularly aliens, could clash with both the lore and the game's aesthetic in that context. And we certainly know that Fatshark takes the Warhammer 40,000 setting very seriously.

(Image credit: Fatshark)

From that perspective, the Hive Scum certainly fits in perfectly—not only does the game take place in a hive city, there's a nice parallel there with the law-abiding Arbites class released earlier this year.

One could certainly point out, however, that that's a rod Fatshark made for its own back. Vermintide 2 offered a more permissive premise, with subclasses representing different possible paths each character's life could have taken, and the playable heroes all being named individuals meant that they could represent unique situations rather than broad archetypes. That more playful approach allowed picks as outlandish as a Grail Knight, a Slayer, and a Necromancer.

Has Darktide simply committed too hard to its more dour style and customisable characters?

(Image credit: Fatshark)

On the other hand, because these are full classes, not just subclasses, they also need to support a wide range of possible talents, playstyles, and weapons—for many of the possible classes speculated by the community, that would be tricky. It's through this lens that I think the Hive sSum starts to make the most sense: it being a pretty generic archetype allows it to contain other, more specific concepts as playstyles within it. When you read the dev blog explaining the talent trees, and visualise it as a class that can be a gunslinger bounty hunter, frenzied assassin, or a combat drug-addicted battle chemist, it does start to seem more interesting.

As interesting as a kroot mercenary or a skitarii vanguard, though? Well… no, and that does bring us to what is almost certainly the primary reason behind this choice: limited resources.

Supply drop

(Image credit: Fatshark)

While in players' imaginations the sky is the limit, in reality Fatshark's means have always seemed more limited—understandable for a mid-sized independent studio, even if it is one that's enjoyed a lot of success over the years. Speculation frequently stretches as far as thinking new updates could roll in an entire new enemy faction, or a complete change of setting, when the reality is that the history of Vermintide and Darktide has never suggested that kind of reach.

Aliens, tech priests, space marines... all of these would require whole new animation sets, complete character customisation options, and in many cases would have little or no overlap in weapons with existing classes. It certainly doesn't suggest laziness to surmise that the studio isn't able to make that amount of work happen within the five months it's been since the previous new class.

(Image credit: Fatshark)

Another 'guy with gun' is a blander choice, but it may be a more realistic one—and hopefully one that allows more time for putting together fun and exciting talent trees rather than puzzling over how to even make a Sister of Battle work. Still, it's hard not to think that more unique and exotic choices could still have been possible within those limits—perhaps a death cult assassin, rogue trader, or a psychic null?

This mismatch between what the community expects and what Fatshark delivers, even at its most ambitious, seems to be a never-ending source of friction, and perhaps with a setting as rich and beloved as Warhammer 40,000 it's unavoidable.

(Image credit: Fatshark)

Certainly laying out the facts doesn't make the Hive Scum reveal any less disappointing on the face of it, and I do completely understand the reaction to that trailer. But ultimately, rather than seething over what we're not getting, I'm looking forward to discovering what thrills and surprises the new class might offer under that humble exterior. At the very least, I've got to get my hands on a pair of those corkscrews.



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Jagmas
9 hours ago
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Round Rock, Texas
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