Capcom Co., Ltd.: The Story of Gaming's Great Comeback
I. Introduction: From Cotton Candy to Global Gaming Empire
How did a cotton candy machine salesman from Osaka build one of gamingâs most iconic companiesânearly lose it allâand then engineer one of the greatest turnarounds in entertainment history?
Capcomâs story isnât just about pixels and processors. Itâs a multigenerational saga of sharp pivots, creative gambles, and the rare discipline to admit when yesterdayâs winning formula has gone stale. Yes, the headlines are staggering: as of 2025, Resident Evil has sold more than 170 million units, making it Capcomâs best-selling franchise and the best-selling horror game series ever. But the real story lives in what those numbers hideâbrushes with bankruptcy, years of fan backlash, and a company learning humility the hard way.
Capcomâs roster reads like a greatest-hits album: Resident Evil, Monster Hunter, Street Fighter, Mega Man, Devil May Cry, Dragonâs Dogma, and more. And it didnât just ship popular gamesâit helped define entire genres. Survival horror, as the world came to know it, traces straight back to a 1996 trip through a creaky mansion full of the undead. Competitive fighting gamesâlocal showdowns that eventually grew into global scenesâowe an enormous debt to a 1991 arcade cabinet that took over arcades and printed money.
But between those peaks is the stretch Capcom would rather not replay. In the early 2010s, the company stumbled. Outsourced projects underperformed. Franchises that had clear identities got smoothed into generic action. The relationship with core fans frayed. Resident Evil 6 became a symbol of the drift: critics gave it credit for production values and controls, but hammered it for tangled campaigns and for moving even further away from the seriesâ survival horror roots in favor of blockbuster action.
Then came the comebackâone of the most dramatic in modern gaming. By the fiscal year ending March 31, 2025, Capcom reported net sales of 169,604 million yen and operating income of 65,777 million yen, both up double digits year over year. More importantly, it marked 12 consecutive years of operating income growth, culminating in record consolidated sales and profit.
This is the arc weâre going to follow: an entrepreneur who zig-zagged from confectionery to pachinko to arcade machines; the lightning-in-a-bottle success of Street Fighter II; the birth, reinvention, and near-collapse of Resident Evil; the proprietary tech foundation that powered Capcomâs return to form; and a digital-first strategy that turned decades-old games into evergreen assets.
The big takeawaysâhow to cultivate IP, when to pivot, and why owning your internal technology can change your destinyâgo way beyond games. This is corporate adaptation, in its most visceral form.
II. Origins: The Cotton Candy Entrepreneur & The Arcade Gold Rush (1969â1983)
Late-1960s Japan was in motion. The postwar rebuild had hardened into an economic boom, and a new class of entrepreneurs was scanning the country for the next wave of consumer demand.
Kenzo Tsujimoto didnât come from comfort. Born in Kashihara, Nara, he was the third son of a blacksmith. After his father died, he went to work in 1956 right after junior high, while attending Nara Prefectural Unebi Senior High School part-time. From the beginning, his life was a balancing act: work, school, and survival.
After graduating in 1960, Tsujimoto joined an uncleâs food wholesale business. A few years later, in March 1963, he was moved into his uncleâs confectionery wholesale operationâthen struck out on his own. The company was renamed Tsujimoto Shoten. It didnât go well. He failed as a manager and ended up with debts in the millions of yen.
That early miss mattered. It forged what became his defining reflex: donât romanticize the planâfollow the opportunity. Pivot quickly. Stay alive. Years later he would sum up his journey simply: âI founded Capcom after spending some time selling cotton candy machines and arcade games. At the age of 42, I started this next business venture and am grateful to have had the opportunity to experience the spectacular growth of the company.â
The leap from sweets to games wasnât as random as it sounds. Tsujimoto noticed where people were actually gatheringâand spending. Pachinko was taking off, and he watched the halls fill with customers. To him, it was a signal: the appetite wasnât just for candy or trinkets. It was for machines that could hold attention.
In July 1974, he founded IPMâInternational Playing Machineâlater associated with Irem, and became its president. The business was straightforward and opportunistic: build and install entertainment machines for Japanese stores. Then, in 1978, Space Invaders hit and arcades turned into a national obsession. Tsujimotoâs operation moved with the wave, ready to meet demand with lookalike hardware.
He doubled down in 1979 by establishing I.R.M. Corporation, which later changed its name to Sambi in 1981. And in 1983, he created the piece that would become the brand the world remembers: Capcom.
On June 11, 1983, Tsujimoto established Capcom Co., Ltd. to take over Sambiâs internal sales department. Even the name carried a worldview. âCapcomâ came from âCapsule Computers,â Capcomâs term for its arcade machinesâmeant to clearly separate these purpose-built entertainment boxes from the personal computers starting to spread into homes and offices.
From the start, Capcom was also a family story. Tsujimotoâs older son, Haruhiro, would eventually become President and COO in 2007. His younger son, Ryozo, became a producer on Monster Hunter. That continuityâleadership that stayed close to the business across decadesâwould later matter during both the painful years and the comeback.
Tsujimoto wasnât a programmer, and he didnât pretend to be. What he brought was something else: timing, conviction, and the financial seriousness of someone whoâd already stared down failure. Capcomâs DNAâpragmatic, opportunistic, and relentlessly adaptableâwas set long before the company shipped its first hit game.
III. The Arcade Golden Age: Finding the Formula (1984â1990)
By the early 1980s, Japanâs arcade scene was starting to look like a league table. Namco had Pac-Man. Taito had Space Invaders. Nintendo was already eyeing the living room. For a young company like Capcom, the question wasnât âCan you make a game?â It was âCan you make a game anyone will care aboutâagain and again?â
Capcomâs first shot was Vulgus, released in May 1984. It was a vertical scrolling shooter: solid, serviceable, and not exactly destiny-changing. But it marked something far more important than reviews. Capcom could now build the whole stackâdesign the game, manufacture the cabinet, and get it out into the world.
Then they found their footing. With 1942 in 1984, Capcom began aiming beyond Japan, designing arcade games with international players in mind. It paid off quickly. Commando and Ghosts ân Goblins followed in 1985, and those hits have been credited as the games âthat shot [Capcom] to 8-bit silicon stardomâ in the mid-1980s.
That global instinct was unusually earlyâand unusually smart. Many Japanese developers built for domestic tastes first and worried about the West later. Capcom started acting like the world was the market. Itâs a small strategic choice that echoes forward, all the way to the moment decades later when Monster Hunter finally needed to break out of its home-country comfort zone.
Capcom also made another move that would reshape its future: it followed its arcade success into the home. Starting with a Nintendo Entertainment System port of 1942 in December 1985, the company stepped into console gamesâwhat would eventually become the center of gravity for the entire business. The NES was racing toward global dominance, and Capcomâs arcade craftsmanship mapped cleanly onto the living room.
But even during the wins, the company wasnât as stable as it looked from the outside. In the late 1980s, Capcom came frighteningly close to going under. And what pulled it back wasnât a heroic franchise or a landmark blockbusterâit was a strip mahjong game called Mahjong Gakuen. It outsold Ghouls ân Ghosts, the eighth highest-grossing arcade game of 1989 in Japan, and itâs credited with saving Capcom from a financial crisis.
The story is almost painfully on-brand for Tsujimotoâs Capcom: survival first, pride second. There was internal resistance. âWhen I was trying to create a Mahjong Academy before the past Street Fighter 2, Tsujimoto shouted NO, saying, âCapcom doesnât make thisâ even when the company may be struggling.â But when the alternative was bankruptcy, Tsujimoto relented. Capcom shipped the game it needed to ship, not the game it wanted to be known for.
Thatâs the survival instinct at the heart of the company. Sometimes you donât get to choose the clean, artistic option. Sometimes you take the ugly revenue, keep the lights on, and live to fight for your identity later.
In 1989, Sambi merged with Capcom, and the surviving company took the Capcom name. The business was steadier. The pipes were built. And as the 1990s approached, Capcom was finally in position for the breakthrough that would define it around the world.
IV. The Street Fighter II Revolution: Creating a Category (1987â1995)
In the annals of gaming history, few releases have landed like Street Fighter II. It didnât just sellâit changed what an arcade game could be. It turned play into competition, competition into community, and community into a blueprint for what weâd later call esports.
The seeds were planted in 1987 with the original Street Fighter, designed by Takashi Nishiyama and Hiroshi Matsumoto. Players controlled martial artist Ryu through a globe-trotting tournament across five countries and 10 opponents. It was a modest success, remembered as much for its odd, oversized pressure-sensitive buttonsâharder hits if you physically hit the buttons harderâas for the game itself.
Then came the twist: the creators moved on. Nishiyama left Capcom for rival SNK, where he went on to create Fatal Furyâlighting the fuse on a decade of fighting-game rivalry between the two companies.
Capcom still had the name, but the sequel had to be reinvented by a new group. Street Fighter II was designed by Yoshiki Okamoto and Akira Yasuda, who had previously worked on Final Fight. Okamoto had joined Capcom from Konami in the late 1980s, arriving with hard-won instincts from another powerhouse studio. The sequel also became the fourteenth game built on Capcomâs CP System arcade boardâimportant not because anyone in an arcade cared about the chipset, but because Capcom was building a repeatable machine for making hits.
When Street Fighter II hit arcades in 1991, it was seismic. Capcom sold tens of thousands of cabinets worldwide, and demand was strong enough that it kept producing units to satisfy repeat orders. In the United Kingdom, Your Commodore reported that spectators in Londonâs West End arcades were betting on matches. Thatâs not a cute anecdoteâitâs the moment you realize the product isnât just âa game.â Itâs a sport people want to watch.
And it took over. Between early 1991 and early 1993, Street Fighter II captured roughly 60% of the global coin-op market. Arcades that had been limping along suddenly had lines out the door, clustered around one cabinet.
The money followed the crowds. Across all versions, Street Fighter II went on to generate more than $10 billion in gross revenue, much of it from arcades. At its peak, it was reportedly pulling in $1.5 billion a year in 1993âenough to be cited as that yearâs highest-grossing entertainment product, even ahead of Jurassic Park. Zoom out further and the scale stays absurd: as of 2017, Street Fighter II ranked among the top three highest-grossing Japan-made arcade blockbusters ever, alongside Space Invaders and Pac-Man.
So why did this one hit like nothing else? Because Capcom didnât just polish Street Fighterâit cracked the genre open.
Street Fighter II tightened and expanded the core ideas from the first game: special command-based moves, a six-button layout, and a much larger roster of fighters, each with a distinct style. That roster mattered more than it sounds. Players didnât just play Street Fighter IIâthey became a character. Ryu. Guile. Chun-Li. And once players started identifying that way, the game naturally turned social: rivalries, mains, local legends, crowds forming behind their favorite fighter.
And then there was the most famous âfeatureâ of all: the combo system. It wasnât a grand design. Players discovered that certain attacks could chain together in rapid successionâa quirk in the programming that Capcom didnât plan. But instead of patching it out, the gameâand the genreâembraced it. Mastery suddenly had layers. Execution mattered. Practice mattered. The skill ceiling went vertical.
By 1994, Street Fighter II had been played by an estimated 25 million people in the United States alone. It wasnât just a hit; it was the hit that restarted arcades.
It also spawned an industry almost immediately. Fighting games flooded the market in its wake: Midwayâs Mortal Kombat, SNKâs Fatal Fury and The King of Fighters, Segaâs Virtua Fighter, Namcoâs Tekken. Everyone wanted a piece of the category Capcom had just defined.
And Street Fighter didnât stop being valuable. It remains one of Capcomâs flagship franchises, with total sales reaching 56 million units worldwide as of March 2025.
For the business story, this is the first time Capcom demonstrates a superpower it will return to again and again: genre creation. Street Fighter II didnât merely win inside an existing marketâit rewrote the rules of the market itself. And once youâve done that once, you start to believe you can do it again.
V. Building the IP Empire: Mega Man, Resident Evil, and the Console Era (1987â2005)
With Street Fighter II turning arcades into cash machines, Capcom did the obvious next thingâand, in hindsight, the only thing that could make the success durable. It started building an empire of characters and worlds it actually owned. Not one miracle cabinet, but a portfolio of franchises that could travel from arcades to consoles, from one generation of hardware to the next.
The foundation was already forming in 1987 with Mega Man. On paper, it was a simple pitch: a blue robot runs, jumps, and shoots. In practice, it was a brilliantly repeatable formulaâtight platforming, punishing boss fights, and the hook that made it feel different from everything else on the shelf: beat a boss, steal its power, and reshape your strategy. Decades later, Mega Man has sold over 40 million copies across the series. Thatâs the long tail of a clean idea executed well and kept alive.
But the franchise that would most define Capcomâs creative identity didnât wear a helmet. It shuffled.
In 1996, Capcom released Resident Evil on the PlayStation. Created by Shinji Mikami and Tokuro Fujiwara, it took cues from Capcomâs own 1989 horror game Sweet Home and from Western horror cinemaâespecially George Romeroâs zombie films. The result wasnât just scary; it was structural. Limited resources, claustrophobic spaces, constant dread, and the feeling that survival was never guaranteed. Resident Evil didnât merely sellâit helped define survival horror as a genre.
And once it worked, it didnât stay contained inside games. Resident Evilâs influence spilled into pop culture: the specific blend of corporate malfeasance and biological nightmare, ordinary people trapped in extraordinary horror, and a grounded, âscientificâ twist on zombies that pushed the genre away from the supernatural. The movie adaptations were critically panned, but commercially successful, grossing over $1.2 billion at the box office. Across games, films, television, pachinko, and merchandise, the franchise has generated an estimated $11 billion in gross revenue as of 2025âmaking it the highest-grossing horror franchise across all media.
Capcom didnât just have a hit. It had an engine for hits.
Then, in 2005, Capcom made a move that would reverberate across the entire industry. Resident Evil 4 abandoned the seriesâ fixed camera angles and tank controls and introduced an over-the-shoulder perspective that became the modern standard for action games. It was a creative triumph and a strategic pivot: the franchise, and much of the industry, shifted toward faster, more kinetic combat.
Not every pivot would age gracefully. In 2009, Resident Evil 5 launched on PlayStation 3, Windows, and Xbox 360 and became the best-selling entry in the franchise, even as fan response was mixed. The center of gravity was movingâmore action, less survival horrorâand some longtime players could feel the seriesâ identity stretching.
At the same time, Capcom was getting frighteningly good at turning âmistakesâ into new pillars. Devil May Cry famously began as a Resident Evil project for PlayStation 2. But as development progressed, the team realized theyâd drifted too far from horror. Instead of forcing it back into the Resident Evil mold, Capcom spun it out into its own franchise: a stylish action series that would go on to sell over 10 million copies.
Internally, the company scaled to support all of this. Capcom organized its major series across two internal Consumer Games Development divisions: Division 1, headed by Jun Takeuchi, developing franchises including Resident Evil, Devil May Cry, Dead Rising, Dragon's Dogma, Ghosts 'n Goblins and Ćkami; and Division 2, headed by Ryozo Tsujimoto, developing Monster Hunter, Mega Man, Ace Attorney, Onimusha and more.
By the mid-2000s, Capcomâs lineup looked almost unfair: Street Fighter for fighting games, Resident Evil for horror, Mega Man for platforming, Monster Hunter for cooperative action, and Devil May Cry for stylish combat. It had genre-defining franchises, proven teams, and a catalogue that could fund the next bet.
From the outside, it looked like permanent success.
It wasnât.
VI. The Lost Years: From Industry Leader to Crisis (2006â2016)
The decade after Resident Evil 4 should have been a victory lap. Instead, it became Capcomâs most uncomfortable era: a stretch where the company kept shipping big titles, but the creative center didnât hold. Commercial wins started masking franchise drift. Short-term decisions piled up. And the gap between what Capcom made and what fans wanted got wider every year.
Some of the roots went back further. Capcom was long known as the last major publisher still heavily committed to 2D gamesâand not entirely by choice. Its earlier commitment to the Super Nintendo Entertainment System as a preferred platform had already caused it to lag behind other publishers in building 3D-capable arcade boards. What had once looked like focus began to look like hesitation as the industry sprinted toward new hardware eras.
Then high-definition consoles arrived and raised the cost of everything. HD development demanded bigger teams, bigger budgets, and a different production muscle. Capcomâs answer, in part, was to lean harder on outsourcingâparticularly to Western studiosâso it could keep output high without rebuilding every capability internally.
Capcom did this deliberately: it commissioned outside studios to maintain a steady flow of releases. But after poor sales from titles like Dark Void and Bionic Commando, management moved to limit outsourcing to sequels and updated versions within existing franchises, while keeping original titles in-house.
The problem was, by the time that lesson landed, the damage had already been done. The outsourced slate produced too many projects that didnât click. Worse than the sales was the message it sent: that Capcom was handing off parts of its heritage to teams that didnât have the same feel for why those games mattered in the first place.
And outsourcing was only part of the story. The deeper issue was identityâespecially in Resident Evil.
As the series leaned further into spectacle, even Capcomâs own positioning started to sound like a negotiation. One entry was dubbed âdramatic horror,â but critics increasingly described it as something else entirely: an action shooter wearing a familiar name. The guiding assumption inside Capcom became simple: people didnât care about horror anymore.
In 2012, series producer Masachika Kawata told Gamasutra that he felt the series needed to move in an action-oriented direction, particularly with the North American market in mind. On paper, the logic wasnât crazy. Call of Duty was doing enormous numbers. If Resident Evil could even borrow a slice of that audience by going bigger, louder, and more action-driven, the upside looked huge. Producer Hiroyuki Kobayashi later admitted the team included zombies because âtheyâre popularâ and the developers âtried to respond to the [fan] requests and put them in this game.â
That mindset produced Resident Evil 6âa game built to be everything at once: horror, action, co-op spectacle, cinematic blockbuster. And in trying to satisfy everyone, it struggled to satisfy almost anyone.
Capcomâs expectations told you how much it was counting on the strategy. In May 2012, the company said it expected the game to sell 7 million copies by the end of the fiscal year, then revised that forecast down to 6 million after the mixed reception. Capcom also announced that it had shipped 4.5 million copies worldwide, a new record for the company.
But the gap between shipping and sellingâand between ambition and realityâbecame harder to ignore. Despite early momentum, Resident Evil 6 didnât meet Capcomâs original sales expectations. In February 2013, Capcom issued a statement explaining why the game had sold five million copies worldwide so far.
The quote is revealing, not just for what it says, but for what it admits: âWe are currently analyzing the causes, which involve our internal development operations and sales operations. We have not yet reached a clear conclusionâŠHowever, we believe that the new challenges we tackled at the development stage were unable to sufficiently appeal to users.â
Resident Evil wasnât alone. Street Fighter hit its own trust crisis. Street Fighter V launched in 2016 with what fans saw as shockingly sparse featuresâmost infamously, no arcade mode. For a franchise that was born in arcades, it felt like an unforced error. Add in the free-to-play-leaning monetization emphasis on purchasable DLC characters and costumes, and the backlash came fast. The seriesâ reputation took a hit that no balance patch could immediately fix.
Then came the business practices that turned irritation into anger. âOn-disc DLCâ in games like Street Fighter X Tekken generated intense backlash when players realized content sold as downloadable was already on the discâthey were being charged to unlock content they technically already owned.
By the late 2000s and early 2010s, Capcom was dealing with a grim combination: key creators leaving, games feeling less complete at launch, and public frustration over excessive DLC. Criticism increasingly landed at the top, with Kenzo Tsujimoto becoming a target of user outrage.
The talent losses were real, and they mattered. Major figures who had helped define Capcomâs modern identity moved on, including Shinji Mikami, Keiji Inafune, and Hideki Kamiya. Each departure wasnât just a name in the creditsâit was experience walking out the door, the kind of institutional memory that tells you when a franchise is about to drift off course.
Thereâs also an uncomfortable counterpoint that surfaced in hindsight: many former Capcom creators struggled to replicate their Capcom-era success after leaving. That perspective can sound self-serving, but it points to something important. Capcomâs best work wasnât only about individual genius. It was also about the system around that geniusâthe production discipline, the internal standards, and the infrastructure that turned talent into consistent hits.
By 2016, Capcom was staring at an existential question: could it rebuild its identityâand regain fan trustâwithout the people who had originally built so much of it?
VII. The Great Turnaround, Part 1: RE Engine & Resident Evil 7 (2017)
The turnaround began with technologyâand with a very unglamorous realization inside Capcom: if they kept making games the same way, they were going to keep getting the same results.
So in 2014, as Resident Evil 7 entered development, Capcom started building a new engine alongside it. The RE Engine was conceived for efficiencyâmodern tools, faster iterationâand it was designed around the kind of game Resident Evil 7 was going to be: tighter, more focused, and built to deliver dread, not spectacle.
Just as important was what Capcom didnât do. They didnât license a third-party engine. The team believed âa highly generic engine developed by another company would not be appropriateâ for a game like Resident Evil 7. And they didnât stick with their existing tech, eitherâMT Framework was left behind because its tools had become too slow for what HD development demanded.
Jun Takeuchi, head of Capcomâs Division 1, put it plainly: âWe had to rethink the way we make games. In order to carry out asset-based (graphic and 3D model elements) development, which is globally the mainstream, we began developing our new RE Engine.â
Even the name was doing double duty. Officially, âREâ stood for âReach for the Moon.â But no one missed the other meaning. This was also Resident Evilâs lifelineâan engine built to give Capcom a clean break from the habits that had dragged the franchise off course.
Then came the creative reset.
Taking inspiration from the 1981 film The Evil Dead, the developers deliberately scaled the game down to one location. They also made the most radical change of all: first-person perspective. The point wasnât novelty. It was immersionâand, just as crucially, distance. Third-person had become tangled up with the franchiseâs action-heavy era, and with the disappointment of Resident Evil 6. First-person signaled that this was not that.
It was still a risk. Resident Evil had always been third-person, and some fans worried the shift would turn it into a generic shooter. But Capcomâs internal thinking had flipped: stop chasing whatâs popular, and start rebuilding trust by making the Resident Evil game people actually wanted.
That shift had been telegraphed years earlier. In 2013, producer Masachika Kawata said the franchise would return its focus to horror and suspense over action, arguing that âsurvival horror as a genre is never going to be on the same level, financially, as shooters and much more popular, mainstream games. At the same time, I think we need to have the confidence to put money behind these projects.â
That was the new philosophy in one sentence: accept the tradeoff, commit anyway, and win back the audience youâd alienated.
When Resident Evil 7: Biohazard arrived in 2017, critics largely treated it as a return to form. The atmosphere, story, and sense of terror landed; the use of virtual reality stood out; the boss battles and final chapter drew some criticism. But the larger verdict was clear: the series had found itself again. As of June 30, 2025, the game has sold 15.4 million units, making it the second best-selling game in the franchise.
And the content matched the intent. The faceless Umbrella Corporation faded into the background, replaced by something closer, nastier, and more personal: a family of mutated killers who toy with the protagonist. Resident Evil 7 starred Ethan Wintersâa regular person, not an elite operativeâdriven forward by fear and by the desperate need to save someone he loved. Capcom didnât try to outgun the shooter market. It made an unnerving survival horror game again, and the pieces finally clicked.
But Resident Evil 7 wasnât just a creative U-turn. It was the foundation for everything that followed.
The RE Engine, built for Resident Evil 7: Biohazard (2017), later powered Resident Evil Village (2021) and Resident Evil Requiem (2026), plus the remakes of Resident Evil 2 (2019), Resident Evil 3 (2020), and Resident Evil 4 (2023). It also became the backbone for Capcomâs broader modern lineup on console and PC, including Devil May Cry 5 (2019), Monster Hunter Rise (2021), Street Fighter 6 (2023), Dragon's Dogma 2 and Kunitsu-Gami: Path of the Goddess (both 2024), and Monster Hunter Wilds (2025), among others.
And it didnât become âthe Resident Evil engine.â According to Monster Hunter producer Ryozo Tsujimoto, no single game or franchise drives its direction; instead, teams across Capcom contribute improvements back into the same shared platform.
Thatâs where the compounding returns kicked in. Every project that pushed the engine forward made the next one easier, faster, and better. RE Engine wasnât just a toolâit became Capcomâs most valuable internal asset, and a competitive moat thatâs brutally hard to copy.
VIII. The Great Turnaround, Part 2: Monster Hunter World Goes Global (2018)
If Resident Evil 7 proved Capcom could win back critics and core fans, Monster Hunter: World proved something even bigger: Capcom could take a franchise that had been culturally massive at home and turn it into a worldwide blockbuster.
Monster Hunter had been a phenomenon in Japan for years. But outside Japan, it often felt like a game you had to apprentice into. The systems were deep, the onboarding could be unforgiving, and the multiplayer setupâone of the seriesâ core joysâcould be confusing enough to bounce curious newcomers. Add in the seriesâ handheld roots, built around portable play and short sessions, and you had a franchise that looked like it was destined to remain a regional specialty.
World was the moment Capcom decided that didnât have to be true.
At Tokyo Game Show 2018, Tsujimoto revealed that the game had passed 10 million shipments worldwideâan all-time high for the seriesâand, for the first time, shipments outside Japan had overtaken those inside Japan. Overseas accounted for 71%. By the financial year ending March 31, 2019, the game had shipped more than 12 million units, and Capcom described it as a âdriving forceâ behind profitability. Monster Hunter: World had become the best-selling title in Capcomâs history.
That didnât happen by accident. It happened because the team changed the design philosophy. Earlier Monster Hunter entries had been tuned for Japanese play habits: portable sessions, local meetups, and a structure that assumed youâd learn the game through repetition and community knowledge. World was rebuilt for a different kind of player and a different kind of living-room experienceâalways-online expectations, smoother matchmaking, and a home console focus built for long hunts on big screens.
The result was a leap in status. After becoming a social phenomenon on handhelds and cementing itself as one of Japanâs most beloved series, Monster Hunter crossed into true global-brand territory in 2018. And it didnât just spike and fade. Capcom noted that World has continued to sell strongly year after year since release, with total sales now exceeding 25 million units worldwide, repeatedly setting new highs for the company.
The early signals were loud. The NPD Group reported that World was the top-selling game in the United States in both January and February 2018. By April 2018, Capcom said the gameâs combined physical shipments and digital sales had surpassed eight million copiesâalready enough to make it Capcomâs highest-selling game at the time and a major contributor to what it called its most profitable fiscal year in its history.
And then there was PC.
By March 2019, Capcom reported that Windows was the second-highest platform globally for Worldâs sales. That mattered because Monster Hunter had never been a PC-first franchise. Worldâs performance on Steam wasnât just ânice to haveââit was proof of a market Capcom hadnât fully accessed before, especially in European markets like Germany and Russia. It also foreshadowed where Capcom would go next: a future where PC and digital distribution werenât side quests, but core strategy.
Today, Monster Hunter has sold more than 120 million units worldwide, making it the best-selling action RPG franchise of all time. Alongside Street Fighter and Resident Evil, it sits in Capcomâs top tier of flagship IP.
But the real impact of Monster Hunter: World was what it unlocked inside the company. Success at that scale didnât just bring in revenueâit brought breathing room. Capcom now had the resources, and the confidence, to reinvest in its wider portfolio. Devil May Cry 5 arrived in 2019 on the RE Engine, a deliberate return to the franchiseâs stylish roots after the poorly received Western-developed reboot. The wave of Resident Evil remakes followed.
And for anyone looking at the business through an investor lens, World delivered the clearest signal yet: Capcomâs library had unrealized value. With the right design choicesâand the willingness to rebuild for a global audienceâfranchises that looked âregionalâ could become worldwide engines.
IX. The Remake Renaissance & Modern Era (2019âPresent)
With the RE Engine proven and the core franchises back on track, Capcom moved into the next phase of its comeback: not just making new hits, but mining its own historyâcarefully, and with real craft. This was the remake renaissance: taking classics that defined genres and rebuilding them so a modern audience could feel what made them special in the first place.
The inflection point was Resident Evil 2. Released in January 2019 for PlayStation 4, Windows, and Xbox One, it wasnât framed as a museum piece. Capcom treated it like a major new releaseâbecause, in practice, thatâs what it was.
And crucially, it wasnât simply a prettier version of 1998. The remake modernized the way the game played while keeping the core ingredient intact: dread. The tight spaces, the constant pressure, the sense that youâre always one mistake away from disasterâthose werenât sacrificed for spectacle. Built on the RE Engineâthe same foundation as Resident Evil 7âit felt both contemporary and unmistakably Resident Evil.
The response was immediate. Resident Evil 2 received acclaim for its presentation, gameplay, and faithfulness to the original. It won the Golden Joystick Award for Game of the Year and was nominated for The Game Award for Game of the Year. Commercially, it became a new pillar: by August 2025, it had sold 15.8 million copies, making it the best-selling Resident Evil game.
Capcom didnât stop there. The momentum continued with Resident Evil 3 in 2020 and Resident Evil 4 in 2023, turning what couldâve been a one-off nostalgia play into a repeatable machine.
Part of why this worked was that it was strategically efficient. The teams werenât starting from zeroâthey had proven designs as a baseline. The RE Engine handled the technical heavy lifting. And marketing didnât have to invent meaning from scratch; it could lean on nostalgia while still offering something genuinely new.
By the end of 2024, that approach had produced blockbuster results. The recent Resident Evil remake series had sold around 34 million copies in just six years since the first remake released. And Resident Evil 2 alone had become the anchor of the entire effort, with roughly 15 million copies sold since launch.
It also created a fascinating, very modern Capcom scoreboard: the biggest recent entries were now clustered at the top. Resident Evil 2 (2019) led with 15.8 million units sold, followed closely by Resident Evil 7: Biohazard at 15.4 million units.
This era wasnât only about Resident Evil, either. In 2023, Street Fighter 6 completed the rehabilitation of another cornerstone franchise. It responded directly to the Street Fighter V backlash with a fuller package: robust single-player content, multiple modes, and a new visual style that clearly set it apart. As of March 2025, Street Fighterâs total sales had surpassed 56 million units worldwide.
Then came the next Monster Hunter leap. Monster Hunter Wilds arrived in February 2025 as the successor to World, and Capcom said it sold over eight million units in its first three daysâmaking it the fastest-selling game in Capcomâs history. Capcom credited the launch to marketing aimed at a broad global audience, plus online beta tests ahead of release. By the end of March 2025, Wilds had reached ten million sales.
Wilds also underlined the new reality of Capcomâs business: this was now a global, cross-platform machine. In Japan, it set the record for the largest physical sales launch of any PlayStation 5 title, selling 601,179 copies in its first week. And on PC, it hit a staggering peak: over 1.3 million concurrent users on Steam on the day of release, the highest concurrent Steam player count for any Capcom game.
And Capcom wasnât done. Looking ahead, the ninth mainline entry, Resident Evil Requiem, is scheduled for release on February 27, 2026.
X. The Digital-First Strategy & Platform Evolution
Capcomâs financial transformation in recent years wasnât driven only by better games. It was also driven by a quieter change that, over time, rewired the entire business: a shift in how those games were sold.
Capcomâs Fiscal Year 2024 report made the direction unmistakable. Digital now dominates the mix, and PC has become the companyâs biggest digital storefront. In FY24, Capcom sold about 28.2 million games digitally on PCâroughly 60% of its digital volumeâversus about 18.5 million on consoles, around 40%. Total unit sales for the year were just under 52 million, up from roughly 46 million the year before.
That mix matters because it changes the economics. Physical distribution means manufacturing discs, shipping boxes, negotiating retail shelf space, dealing with markups, and eating returns. Digital cuts most of that out. When you combine digital distribution with a growing global PC audience, your margin structure starts looking a lot better.
Haruhiro Tsujimoto, Capcomâs president and COO, described the flywheel theyâre building: they sold 51.87 million units in FY24 on the back of a big increase in PC sales, planned to reach 54 million units in FY25, and are targeting a long-term goal of 100 million units annually. The reason theyâre even willing to say that out loud comes down to two forces working together: the steady release of major hits, and the compounding effect of catalog salesâolder titles that keep selling year after year once digital makes them easy to find and easy to buy globally.
This âcatalogâ strategy is where digital really becomes a superpower. A physical game naturally disappears when retailers stop stocking it. A digital game can stay available indefinitely, and it can resurface anytime thereâs a platform sale, a discount promotion, or a new release that sends players back to the older entries. A game from a decade ago can become ânewâ again to someone who just discovered the franchise last week.
Capcom has leaned into that reality with flexible pricing across new releases and older titles, and by using new announcements to drive renewed interest in back-catalog games. The reach is global: the company now sells into well over 220 countries and regions, something that would have been economically impossible in the disc-and-box era. In the fiscal year ending March 31, 2025, Capcom said 13 titles cleared one million sales for the yearâproof that games like Devil May Cry 5 and Resident Evil 7: Biohazard arenât just legacy products, theyâre ongoing contributors.
PC is central to all of it. In the fiscal year ended March 2025, PC accounted for more than half of total unit sales, and Capcom expects that share to keep rising from FY26 onward. The logic is simple: PC ownership continues to grow worldwide, including in Japan, and catalog-heavy sales tend to skew PC.
This also opens doors that consoles canât always reach. In regions where dedicated console hardware is expensive or hard to find, PC gaming thrives. Digital distribution lets Capcom sell profitably in markets that physical logistics would never justify.
You can see the impact in the balance sheet too. By the end of FY24, Capcomâs cash reserves had risen to „125 billion, up from „53 billion at the end of FY19âan indication of how much cash the business is now generating as the digital and catalog flywheel spins faster.
XI. Playbook: Business & Investing Lessons
Capcomâs comeback is entertaining as a gaming story, but itâs even more interesting as a business case study. Under the franchises and fanfare, thereâs a very repeatable playbook hereâone that applies well beyond this industry.
1. Own Your Technology Stack
The RE Engine changed Capcomâs trajectory because it changed how Capcom builds. By developing proprietary technology optimized for its own games, Capcom gained advantages that are hard for studios using licensed, one-size-fits-most engines to match.
A big part of the edge is simple organizational physics: the RE Engine team is in-house. If a game needs the engine to do something specific, the developers can go straight to the people who maintain it and get it built. Instead of forcing the game to fit the tool, the tool can bend around the game.
2. IP as Annuities
Capcomâs best franchises behave less like one-time products and more like long-lived assets. Resident Evil launched in 1996 and is still the companyâs best-selling series. With a digital-first, catalog-heavy strategy, that library doesnât âage outâ the way boxed games used to. It keeps generating revenue, year after year, with the kind of long-tail economics capital allocators love: predictable, compounding returns from proven brands.
3. Know When to Return to Your Roots
The decision behind Resident Evil 7 was almost contrarian. Resident Evil 6 had sold millions, even if critics and longtime fans felt the series had lost its identity. Capcom chose to trade the biggest-possible mainstream ceiling for something more valuable: creative clarity and trust.
They abandoned action-horror excess and leaned back into survival horror fundamentals. That willingness to admit driftâand correct itâended up being the right call.
4. Global Thinking Requires Global Design
Monster Hunterâs global breakthrough wasnât primarily a marketing story. It was a product story. Monster Hunter: World wasnât âlocalizedâ for Western audiences after the fact; it was built from the start with Western play expectations in mind. And that required a hard internal admission: what worked brilliantly in Japan wouldnât automatically translate elsewhere.
5. Quality Over Quantity
We will continue to focus on in-house production for core elements of development as it's difficult to accumulate sufficient experience and expertise through outsourcing alone. Through internal development we aim to further enhance both our development capabilities and our product quality.
Capcom learned this the expensive way in the early 2010s. Outsourcing can keep output high, but it can also dilute the feel of what made a franchise valuable in the first place. Maintaining strong internal developmentâdespite the short-term costâprotects long-term quality, and quality is what keeps IP alive for decades.
6. The Tsujimoto Family Continuity
In 2001, Tsujimoto became chairman and CEO of Capcom. Tsujimoto's older son, Haruhiro, has served as Capcom's President and COO since 2007. His younger son, Ryozo, is a producer of the Monster Hunter series.
In an industry where leadership churn is common, Capcom has had something unusual: continuity. That multigenerational structure helped preserve institutional knowledgeâwhat the company is, what its fans respond to, and what mistakes not to repeatâwhile still leaving room to evolve when evolution became non-optional.
XII. Analysis: Competitive Position & Investment Considerations
Porterâs Five Forces is a useful way to sanity-check whether Capcomâs comeback is a momentâor a durable position.
Threat of New Entrants: MEDIUM-LOW
Making modern AAA games is brutally expensive, often requiring budgets in the tens or even hundreds of millions of dollars. On top of that, Capcom isnât starting from scratch each project. Its proprietary RE Engine gives it a meaningful head start versus competitors trying to build comparable tech. And then thereâs the part money canât easily buy: more than 40 years of beloved characters and worlds that players already trust.
Bargaining Power of Suppliers: LOW
Because Capcom develops largely in-house, itâs less dependent on external studios than many peers. Talent is the key âsupplierâ in games, and that market is competitiveâbut Capcom has acted like it understands the lesson from the 2010s. From 2022 onward, it implemented measures aimed at recruiting and retention, including raising average annual base salary for full-time employees by 30%, shifting to a more performance-linked bonus structure, and introducing stock-based compensation. By March 31, 2025, Capcom reported 2,846 developers.
Bargaining Power of Buyers: MODERATE
Players have endless choices, and switching to another game is easy. But Capcomâs big franchises come with real loyalty. Digital distribution also shifts leverage away from retailersâthereâs no longer a handful of physical gatekeepers controlling shelf space.
Threat of Substitutes: MODERATE
Games compete with everything: streaming, social media, and the rest of the modern attention economy. The counterpoint is that games do something those substitutes canât: theyâre interactive, skill-based, and social in a way passive entertainment isnât.
Competitive Rivalry: HIGH
This is still one of the most competitive industries on earth. Nintendo, Sony, and Microsoft fight for mindshare and platform positioning, while other major publishers battle for releases, and indies constantly pressure the market with breakout hits. Capcom wins here not by avoiding rivalry, but by shipping consistently great games and compounding its advantages over time.
Hamiltonâs Seven Powers helps explain why Capcomâs position has become harder to dislodge.
Scale Economies: The RE Engine is the centerpiece. Once youâve paid to build it, every additional game spreads that cost outâand every team that improves it makes the next project cheaper and better. Digital distribution adds its own scale benefits as volume grows.
Network Effects: Capcom doesnât have pure platform-level network effects, but it gets a version of them in multiplayer franchises. Monster Hunter and Street Fighter both become more valuable as more people play.
Counter-Positioning: Capcomâs emphasis on owned IP and in-house development stands apart from publishers that lean on acquisitions or heavily licensed properties.
Switching Costs: For any single title, switching costs are low. But franchise loyalty creates a softer kind of lock-in: fans have history with these worlds, and theyâve built skills and habits that make them more likely to come back.
Branding: This is obvious but enormous. Resident Evil, Monster Hunter, and Street Fighter carry decades of meaning. The name alone can move unitsâif the game earns it.
Cornered Resource: The RE Engine functions like a cornered resource: proprietary, deeply integrated into how Capcom builds, and not something rivals can quickly copy.
Process Power: Capcom now has repeatable processes around franchise management, remakes, and digital catalog monetization. In games, operational excellence is often invisibleâuntil you see how rare consistent output actually is.
Key Metrics to Monitor
If youâre tracking whether Capcom is sustaining its edge, three signals matter most:
1. Digital Sales Ratio: Now above 90%, this is the clearest window into margin structure and global reach. If it holds or improves, the catalog flywheel is working.
2. RE Engine Title Velocity: How quickly Capcom can ship high-quality RE Engine titles is a real-time measure of productivity gains from its tech platform.
3. Catalog Sales as Percentage of Total: Often cited around 10â15%, this shows how effectively Capcom turns old games into evergreen assets. The higher it goes, the more resilient the business becomes.
Risk Factors
Franchise Fatigue: Capcomâs success is concentrated in a handful of mega-franchises. If fan interest cools, results can swing. The slower-than-expected performance of Monster Hunter Wilds after its strong launch is worth watching.
Technology Transition: New console generations and continued shifts in PC hardware could require major RE Engine investment. The engine was designed for current-generation needs, and staying at the cutting edge is never optional for long.
Talent Retention: Compensation has improved, but games are still a people business. Losing key creative leadersâlike what happened in the early 2010sâcan have outsized impact.
Currency Exposure: With significant overseas sales, yen fluctuations can meaningfully affect reported results.
The Capcom story, at its core, is adaptation. Cotton candy machines to pachinko. Pachinko to arcade cabinets. Arcade cabinets to console hits. Console hits to a digital, global catalog machine.
As of December 23, 2025, Capcomâs market cap stood at $12.29B.
What began with a blacksmithâs son hustling in 1960s Osaka became one of the deepest IP libraries in all of gaming. The journey from the low pointâwhen Resident Evil 6 and Street Fighter V symbolized a company chasing trends and losing its identityâto todayâs era of record profits is proof that corporate rehab is possible. But Capcomâs version wasnât magic. It required admitting drift, investing in foundational technology, and trusting creative instincts even when they capped the short-term ceiling.
For the industry, Capcom is a template for franchise management in the digital age. For investors, itâs a case study in how moats get built through technology platforms and enduring IP. And for business historians, itâs a reminder that long-term stewardshipâespecially the Tsujimoto family continuityâcan be a competitive advantage in an industry that rarely slows down enough to think past the next release window.
The cotton candy salesman built something that lasted. And the monsters he helped unleashâboth the ones in Raccoon City and the ones living on balance sheets as evergreen franchisesâare still on the hunt.
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