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{{short description|Japanese video game company}}
{{short description|Japanese video game company}}
{{for-text|the space flight meaning|{{section link|Flight controller|CAPCOM}}}}
{{pp-move}}
{{pp-move}}
{{for-text|the space flight meaning|{{section link|Flight controller|CAPCOM}}}}
{{Use mdy dates|date=February 2024}}
{{Use mdy dates|date=February 2024}}
{{Infobox company
{{Infobox company
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| romanized_name = ''Kabushiki-gaisha Kapukon''
| romanized_name = ''Kabushiki-gaisha Kapukon''
| logo = Capcom logo.svg
| logo = Capcom logo.svg
| logo_caption = Logo used since 1990
| image = CAPCOM本社.jpg
| image = CAPCOM本社.jpg
| image_size = 230px
| image_size = 230px
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| type = [[Public company|Public]]
| type = [[Public company|Public]]
| traded_as = {{tyo|9697}}
| traded_as = {{tyo|9697}}
| ISIN = {{ISIN|JP3218900003|sl=n|pl=y}}
| foundation = {{start date and age|1979|5|30}}<ref name="Capcom Japan">{{cite web|url=http://www.capcom.co.jp/ir/english/company/info.html |title=CAPCOM - Corporate Overview |url-status=live |archive-url=https://web.archive.org/web/20100415003821/http://www.capcom.co.jp/ir/english/company/info.html |archive-date=April 15, 2010 }}</ref>
| foundation = {{start date and age|1979|5|30}}<ref name="Capcom Japan">{{cite web|url=http://www.capcom.co.jp/ir/english/company/info.html |title=CAPCOM - Corporate Overview |url-status=live |archive-url=https://web.archive.org/web/20100415003821/http://www.capcom.co.jp/ir/english/company/info.html |archive-date=April 15, 2010 }}</ref>
|former_name= {{ubl|I.R.M. Corporation (1979–1981)|Sanbi Co., Ltd (1981–1983)}}
| founder = [[Kenzo Tsujimoto]]
| founder = [[Kenzo Tsujimoto]]
| location = [[Chūō-ku, Osaka|Chūō-ku]], [[Osaka]], Japan
| location = [[Chūō-ku, Osaka|Chūō-ku]], [[Osaka]], Japan
| industry = [[Video game industry|Video games]]
| industry = [[Video game industry|Video games]]
| revenue = {{profit}} {{¥|110.1}}{{nbsp}}billion (2022)<ref name="revenuegam">{{cite web|url=http://www.capcom.co.jp/ir/english/finance/review.html |title=CAPCOM - Financial Review (Japan GAAP) |date=May 7, 2019 |publisher=Capcom |access-date=July 21, 2019 }}</ref>
| revenue = {{profit}} {{¥|169.6}}{{nbsp}}billion (2024)<ref name="revenuegam">{{cite web|url=https://www.capcom.co.jp/ir/english/finance/profit.html |title=CAPCOM - Income Statements (Japan GAAP) |date=July 30, 2025 |publisher=Capcom |access-date=2025-08-03 }}</ref>
| operating_income = {{profit}} {{¥|44.3}}{{nbsp}}billion (2022)<ref name="revenuegam"/>
| operating_income = {{profit}} {{¥|65.7}}{{nbsp}}billion (2024)<ref name="revenuegam"/>
| net_income = {{profit}} {{¥|32.6}}{{nbsp}}billion (2022)<ref name="revenuegam"/>
| net_income = {{profit}} {{¥|48.4}}{{nbsp}}billion (2024)<ref name="revenuegam"/>
| owner = Tsujimoto family (22.71%)
| owner = Tsujimoto family (22.71%)
| num_employees = 3,531 (2024)<ref>{{Cite web|url=https://www.capcom.co.jp/ir/english/company/info.html|title=Capcom &#124; Corporate Overview|website=Capcom IR|date=June 7, 2024 }}</ref>
| num_employees = 3,766 (2025)<ref>{{Cite web|url=https://www.capcom.co.jp/ir/english/company/info.html|title=Capcom &#124; Corporate Overview|website=Capcom IR|date=July 2, 2025 }}</ref>
| key_people = {{plainlist|
| key_people = {{plainlist|
* Kenzo Tsujimoto {{small|(chairman and CEO)}}
* Kenzo Tsujimoto {{small|(chairman and CEO)}}
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| subsid = See {{section link||Branches and subsidiaries}}
| subsid = See {{section link||Branches and subsidiaries}}
| divisions = Development Division 1–2
| divisions = Development Division 1–2
| homepage = {{URL|http://www.capcom.com/}}
| homepage = {{URL|capcom.com}}
}}
}}


{{nihongo|'''Capcom Co., Ltd.'''|株式会社カプコン|Kabushiki-gaisha Kapukon|lead=yes}} is a Japanese [[video game company]]. It has created a number of critically acclaimed and [[List of best-selling video game franchises|multi-million-selling game franchises]], with its most commercially successful being ''[[Resident Evil]]'', ''[[Monster Hunter]]'', ''[[Street Fighter]]'', ''[[Mega Man]]'', ''[[Devil May Cry]]'', ''[[Onimusha]]'', ''[[Sengoku Basara]]'', ''[[Dead Rising]]'', ''[[Dragon's Dogma]]'', ''[[Ace Attorney]]'', and ''[[Marvel vs. Capcom]]''. Established in 1979, it has become an international enterprise with subsidiaries in [[East Asia]] ([[Hong Kong]]), [[Europe]] ([[London]], [[England]]), and [[North America]] ([[San Francisco]], [[California]]).
{{nihongo|'''Capcom Co., Ltd.'''|株式会社カプコン|Kabushiki-gaisha Kapukon|lead=yes}} is a Japanese [[video game company]]. It has created a number of critically acclaimed and [[List of best-selling video game franchises|multi-million-selling game franchises]], with its most commercially successful being ''[[Resident Evil]]'', ''[[Monster Hunter]]'', ''[[Street Fighter]]'', ''[[Mega Man]]'', ''[[Devil May Cry]]'', ''[[Onimusha]]'', ''[[Dead Rising]]'', ''[[Dragon's Dogma]]'', ''[[Ace Attorney]]'', and ''[[Marvel vs. Capcom]]''. Established in 1979, it has become an international enterprise with subsidiaries in [[East Asia]] ([[Hong Kong]]), [[Europe]] (London, [[England]]), and [[North America]] ([[San Francisco]], [[California]]).


==History==
==History==
===Founding and arcade games (1979-1984)===
 
=== 1979–1984: Founding and arcade games ===
Capcom's predecessor, I.R.M. Corporation, was founded on May 30, 1979<ref name="ign25th">{{cite web|url=http://pc.ign.com/articles/881/881137p1.html |title=Capcom Marks 25th Anniversary |author=Ocampo, Jason |date=June 11, 2008 |work=[[IGN]] |publisher=IGN Entertainment, Inc |access-date=July 21, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20091004235215/http://pc.ign.com/articles/881/881137p1.html |archive-date=October 4, 2009 }}</ref> by [[Kenzo Tsujimoto]], who was still president of [[Irem|Irem Corporation]] when he founded I.R.M. He worked at both companies at the same time until leaving Irem in 1983.
Capcom's predecessor, I.R.M. Corporation, was founded on May 30, 1979<ref name="ign25th">{{cite web|url=http://pc.ign.com/articles/881/881137p1.html |title=Capcom Marks 25th Anniversary |author=Ocampo, Jason |date=June 11, 2008 |work=[[IGN]] |publisher=IGN Entertainment, Inc |access-date=July 21, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20091004235215/http://pc.ign.com/articles/881/881137p1.html |archive-date=October 4, 2009 }}</ref> by [[Kenzo Tsujimoto]], who was still president of [[Irem|Irem Corporation]] when he founded I.R.M. He worked at both companies at the same time until leaving Irem in 1983.


The original companies that spawned Capcom's Japan branch were I.R.M. and its subsidiary Japan Capsule Computers Co., Ltd., both of which were devoted to the manufacture and distribution of electronic game machines.<ref name="history">{{cite web |date=September 30, 2009 |title=Corporate Information: History |url=http://www.capcom.co.jp/ir/english/company/history.html |url-status=live |archive-url=https://web.archive.org/web/20100415003816/http://www.capcom.co.jp/ir/english/company/history.html |archive-date=April 15, 2010 |access-date=July 21, 2010 |publisher=Capcom Co., Ltd}}</ref> The two companies underwent a name change to Sanbi Co., Ltd. in September 1981.<ref name="history"/> On June 11, 1983, Tsujimoto established Capcom Co., Ltd.<ref name="ign25th"/> for the purpose of taking over the internal sales department.<ref>{{cite web|url=http://www.capcom.co.jp/ir/company/history.html |script-title=ja:会社情報 カプコンの歴史 |language=ja |date=September 30, 2009 |publisher=Capcom Co., Ltd |access-date=July 21, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100305061106/http://www.capcom.co.jp/ir/company/history.html |archive-date=March 5, 2010 }}</ref>
The original companies that spawned Capcom's Japan branch were I.R.M. and its subsidiary Japan Capsule Computers Co., Ltd., both of which were devoted to the manufacture and distribution of electronic game machines.<ref name="history">{{cite web |date=September 30, 2009 |title=Corporate Information: History |url=http://www.capcom.co.jp/ir/english/company/history.html |url-status=live |archive-url=https://web.archive.org/web/20100415003816/http://www.capcom.co.jp/ir/english/company/history.html |archive-date=April 15, 2010 |access-date=July 21, 2010 |publisher=Capcom Co., Ltd}}</ref> The two companies underwent a name change to Sanbi Co., Ltd. in September 1981.<ref name="history"/> On June 11, 1983, Tsujimoto established Capcom Co., Ltd.<ref name="ign25th"/> to take over the internal sales department.<ref>{{cite web|url=http://www.capcom.co.jp/ir/company/history.html |script-title=ja:会社情報 カプコンの歴史 |language=ja |date=September 30, 2009 |publisher=Capcom Co., Ltd |access-date=July 21, 2010 |url-status=live |archive-url=https://web.archive.org/web/20100305061106/http://www.capcom.co.jp/ir/company/history.html |archive-date=March 5, 2010 }}</ref>


In January 1989, Capcom Co., Ltd. merged with Sanbi Co., Ltd., resulting in the current Japan branch.<ref name="history"/> The name Capcom is a [[clipped compound]] of "'''Cap'''sule '''Com'''puters", a term coined by the company for the [[Video game arcade cabinet|arcade machines]] it solely manufactured in its early years, designed to set themselves apart from [[personal computer]]s that were becoming widespread.<ref name="name">{{cite web |url=http://www.capcom.co.jp/ir/company/name.html |script-title=ja:会社情報 社名の由来 |language=ja |publisher=Capcom Co., Ltd |access-date=July 22, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100305061111/http://www.capcom.co.jp/ir/company/name.html |archive-date=March 5, 2010 }}</ref> "Capsule" alludes to how Capcom likened its game software to "a capsule packed to the brim with gaming fun", and to the company's desire to protect its intellectual property with a hard outer shell, preventing illegal copies and inferior imitations.<ref name="name"/>
In January 1989, Capcom Co., Ltd. merged with Sanbi Co., Ltd., resulting in the current Japan branch.<ref name="history"/> The name Capcom is a [[clipped compound]] of "'''Cap'''sule '''Com'''puters", a term coined by the company for the [[Video game arcade cabinet|arcade machines]] it solely manufactured in its early years, designed to set themselves apart from [[personal computer]]s that were becoming widespread.<ref name="name">{{cite web |url=http://www.capcom.co.jp/ir/company/name.html |script-title=ja:会社情報 社名の由来 |language=ja |publisher=Capcom Co., Ltd |access-date=July 22, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20100305061111/http://www.capcom.co.jp/ir/company/name.html |archive-date=March 5, 2010 }}</ref> "Capsule" alludes to how Capcom likened its game software to "a capsule packed to the brim with gaming fun", and to the company's desire to protect its intellectual property with a hard outer shell, preventing illegal copies and inferior imitations.<ref name="name"/>
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Capcom's first product was the [[medal game]] ''Little League'' (July 1983) followed by ''Fever Chance'' (Oct 1983)''.'' In December 1983, the video arcade ''Acty 24'' was opened under the direct management of Capcom. It released its first [[arcade video game]], ''[[Vulgus]]'' (May 1984).<ref name="history"/> Starting with the arcade hit ''[[1942 (video game)|1942]]'' (1984), they began designing games with international markets in mind.<ref>{{cite magazine |title=Developer Interviews – Capcom and the CPS-1 |magazine=[[Gamest]] |date=September 30, 1989 |volume=4 |issue=11 (November 1989) |page=10 |url=http://shmuplations.com/cps1/}}</ref> The successful 1985 arcade games ''[[Commando (video game)|Commando]]'' and ''[[Ghosts 'n Goblins (video game)|Ghosts 'n Goblins]]'' have been credited as the products "that shot [Capcom] to 8-bit [[silicon]] stardom" in the mid-1980s. Starting with ''Commando'' (late 1985), Capcom began licensing their arcade games for release on [[home computers]], notably to British software houses [[Elite Systems]] and [[U.S. Gold]] in the late 1980s.<ref>{{cite magazine |title=Capcom: A Captive Audience |magazine=[[The Games Machine]] |date=May 18, 1989 |issue=19 (June 1989) |pages=24–5 |url=https://archive.org/details/the-games-machine-19/page/n23/mode/2up}}</ref>
Capcom's first product was the [[medal game]] ''Little League'' (July 1983) followed by ''Fever Chance'' (Oct 1983)''.'' In December 1983, the video arcade ''Acty 24'' was opened under the direct management of Capcom. It released its first [[arcade video game]], ''[[Vulgus]]'' (May 1984).<ref name="history"/> Starting with the arcade hit ''[[1942 (video game)|1942]]'' (1984), they began designing games with international markets in mind.<ref>{{cite magazine |title=Developer Interviews – Capcom and the CPS-1 |magazine=[[Gamest]] |date=September 30, 1989 |volume=4 |issue=11 (November 1989) |page=10 |url=http://shmuplations.com/cps1/}}</ref> The successful 1985 arcade games ''[[Commando (video game)|Commando]]'' and ''[[Ghosts 'n Goblins (video game)|Ghosts 'n Goblins]]'' have been credited as the products "that shot [Capcom] to 8-bit [[silicon]] stardom" in the mid-1980s. Starting with ''Commando'' (late 1985), Capcom began licensing their arcade games for release on [[home computers]], notably to British software houses [[Elite Systems]] and [[U.S. Gold]] in the late 1980s.<ref>{{cite magazine |title=Capcom: A Captive Audience |magazine=[[The Games Machine]] |date=May 18, 1989 |issue=19 (June 1989) |pages=24–5 |url=https://archive.org/details/the-games-machine-19/page/n23/mode/2up}}</ref>


===Console game development (1985-1999)===
=== 1985–1999: Console game development ===
Beginning with a [[Nintendo Entertainment System]] port of ''1942'' (published in Dec. 1985), the company ventured into the market of [[home console]] video games,<ref name="history"/> which would eventually become its main business.<ref name="businesssegments"/> The Capcom USA division had a brief stint in the late 1980s as a [[video game publisher]] for [[Commodore 64]] and [[IBM PC DOS]] computers, although development of these arcade ports was handled by other companies. Capcom created home video game franchises, including ''[[Resident Evil]]'' in 1996,<ref name="salesdata">{{cite web|url=http://www.capcom.co.jp/ir/english/business/salesdata.html |title=Business Strategies & IR Data: Total Sales Units Data |date=March 31, 2010 |publisher=Capcom Co., Ltd |access-date=July 21, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20140327174103/http://www.capcom.co.jp/ir/english/business/salesdata.html |archive-date=March 27, 2014 }}</ref> while their highest-grossing title is the [[fighting game]] ''[[Street Fighter II]]'' (1991), driven largely by its success in arcades.<ref name="gamerevolution">{{cite news|title=World of Warcraft Leads Industry With Nearly $10 Billion In Revenue|url=http://www.gamerevolution.com/features/13510-world-of-warcraft-leads-industry-with-nearly-10-billion-in-revenue|work=[[GameRevolution]]|publisher=[[CraveOnline]]|date=January 26, 2017}}</ref>
Beginning with a [[Nintendo Entertainment System]] port of ''1942'' (published in Dec. 1985), the company ventured into the market of [[home console]] video games,<ref name="history"/> which would eventually become its main business.<ref name="businesssegments"/> The Capcom USA division had a brief stint in the late 1980s as a [[video game publisher]] for [[Commodore 64]] and [[IBM PC DOS]] computers, development of these arcade ports was handled by other companies, however. Capcom created home video game franchises, including ''[[Resident Evil]]'' in 1996,<ref name="salesdata">{{cite web|url=http://www.capcom.co.jp/ir/english/business/salesdata.html |title=Business Strategies & IR Data: Total Sales Units Data |date=March 31, 2010 |publisher=Capcom Co., Ltd |access-date=July 21, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20140327174103/http://www.capcom.co.jp/ir/english/business/salesdata.html |archive-date=March 27, 2014 }}</ref> while their highest-grossing title is the [[fighting game]] ''[[Street Fighter II]]'' (1991), driven largely by its success in arcades.<ref name="gamerevolution">{{cite news|title=World of Warcraft Leads Industry With Nearly $10 Billion In Revenue|url=http://www.gamerevolution.com/features/13510-world-of-warcraft-leads-industry-with-nearly-10-billion-in-revenue|work=[[GameRevolution]]|publisher=[[CraveOnline]]|date=January 26, 2017}}</ref>


In the late 1980s, Capcom was on the verge of bankruptcy when the development of a strip [[Mahjong]] game called ''Mahjong Gakuen'' started. It outsold ''[[Ghouls 'n Ghosts]]'', the eighth highest-grossing [[1989 in video games|arcade game of 1989]] in Japan, and is credited with saving the company from financial crisis.<ref>{{cite web |last1=Yarwood |first1=Jack |title=This Strip Mahjong Game Saved Capcom From Bankruptcy |url=https://www.timeextension.com/news/2023/03/random-this-strip-mahjong-game-saved-capcom-from-bankruptcy |website=Time Extension |publisher=Hookshot Media |access-date=March 7, 2023 |date=March 7, 2023}}</ref><ref>{{cite magazine |title=第3回 ゲーメスト大賞 〜 インカム部門ベスト10 |trans-title=3rd Gamest Awards – Income Category: Best 10 |magazine=[[Gamest]] |date=December 27, 1989 |volume=41 (February 1990) |url=https://archive.org/details/gamest0041/page/79 |pages=49–79 (79) |language=ja}} [http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v041.html alternate url]</ref>
In the late 1980s, Capcom was on the verge of bankruptcy when the development of a strip [[Mahjong]] game called ''Mahjong Gakuen'' started. It outsold ''[[Ghouls 'n Ghosts]]'', the eighth highest-grossing [[1989 in video games|arcade game of 1989]] in Japan, and is credited with saving the company from financial crisis.<ref>{{cite web |last1=Yarwood |first1=Jack |title=This Strip Mahjong Game Saved Capcom From Bankruptcy |url=https://www.timeextension.com/news/2023/03/random-this-strip-mahjong-game-saved-capcom-from-bankruptcy |website=Time Extension |publisher=Hookshot Media |access-date=March 7, 2023 |date=March 7, 2023}}</ref><ref>{{cite magazine |title=第3回 ゲーメスト大賞 〜 インカム部門ベスト10 |trans-title=3rd Gamest Awards – Income Category: Best 10 |magazine=[[Gamest]] |date=December 27, 1989 |volume=41 (February 1990) |url=https://archive.org/details/gamest0041/page/79 |pages=49–79 (79) |language=ja}} [http://www.netlaputa.ne.jp/~dummy/gamest/magazine/gamest/v041.html alternate url]</ref>
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Capcom has been noted as the last major publisher to be committed to 2D games, though it was not entirely by choice. The company's commitment to the [[Super Nintendo Entertainment System]] as its platform of choice caused them to lag behind other leading publishers in developing 3D-capable arcade boards.<ref name="NGen17">{{cite magazine|title=Capcom |magazine=[[Next Generation (magazine)|Next Generation]]|issue=17|publisher=[[Imagine Media]]|date=May 1996|pages=67–69}}</ref> Also, the 2D animated cartoon-style graphics seen in games such as ''[[Darkstalkers: The Night Warriors]]'' and ''[[X-Men: Children of the Atom (video game)|X-Men: Children of the Atom]]'' proved popular, leading Capcom to adopt them as a signature style and use them in more games.<ref name="NGen17"/>
Capcom has been noted as the last major publisher to be committed to 2D games, though it was not entirely by choice. The company's commitment to the [[Super Nintendo Entertainment System]] as its platform of choice caused them to lag behind other leading publishers in developing 3D-capable arcade boards.<ref name="NGen17">{{cite magazine|title=Capcom |magazine=[[Next Generation (magazine)|Next Generation]]|issue=17|publisher=[[Imagine Media]]|date=May 1996|pages=67–69}}</ref> Also, the 2D animated cartoon-style graphics seen in games such as ''[[Darkstalkers: The Night Warriors]]'' and ''[[X-Men: Children of the Atom (video game)|X-Men: Children of the Atom]]'' proved popular, leading Capcom to adopt them as a signature style and use them in more games.<ref name="NGen17"/>


In 1990, Capcom entered the [[bowling]] industry with ''[[Capcom Bowling|Bowlingo]]''. It was a [[coin-operated]], [[Electro-mechanical games|electro-mechanical]], fully automated mini [[ten-pin bowling]] installation. It was smaller than a standard [[bowling alley]], designed to be smaller and cheaper for [[amusement arcades]]. ''Bowlingo'' drew significant earnings in North America upon release in 1990.<ref>{{cite magazine |title=A Bowling Alley No Arcade Should Be Without / Capcom Bows "Next ''Final Fight''" With ''Magic Sword'' |magazine=RePlay |date=September 1990 |volume=15 |issue=12 |pages=19–20, 68 |url=https://archive.org/details/re-play-volume-15-issue-no.-12-september-1990-600DPI/RePlay%20-%20Volume%2015%2C%20Issue%20No.%2012%20-%20September%201990/page/19}}</ref>
In 1990, Capcom entered the [[bowling]] industry with ''[[Capcom Bowling|Bowlingo]]''. It was a [[coin-operated]], [[Electro-mechanical games|electro-mechanical]], fully automated mini [[ten-pin bowling]] installation. It was smaller than a standard [[bowling alley]], designed to be smaller and cheaper for [[amusement arcades]]. ''Bowlingo'' drew significant earnings in North America upon release in 1990.<ref>{{cite web |url=https://www.arcade-museum.com/manuals-videogames/C/capcom-bowling.pdf|title=Capcom bowling arcade|author=<!--Staff writer(s); no by-line.-->
|website=arcade-museum.com|publisher=Capcom U.S.A., Inc.|access-date=September 24, 2025 |url-status=live |archive-url=https://web.archive.org/web/20250924044138/https://www.arcade-museum.com/manuals-videogames/C/capcom-bowling.pdf|archive-date=September 24, 2025 }}</ref>


In 1994, Capcom adapted its ''Street Fighter'' series of fighting games into [[Street Fighter (1994 film)|a film of the same name]]. While commercially successful, it was critically panned. [[Resident Evil (film)|A 2002 adaptation of its ''Resident Evil'']] series faced similar criticism but was also successful in theaters. The company sees films as a way to build sales for its video games.<ref name="Gaudiosi">Gaudiosi, John. "Capcom Seeks More Playtime in HWood." Hollywood Reporter 397 (2006): 4,4,29. ProQuest Research Library. Web. May 30, 2012.</ref>
In 1994, Capcom adapted its ''Street Fighter'' series of fighting games into [[Street Fighter (1994 film)|a film of the same name]]. While commercially successful, it was critically panned. [[Resident Evil (film)|A 2002 adaptation of its ''Resident Evil'']] series faced similar criticism but was also successful in theaters. The company sees films as a way to build sales for its video games.<ref name="Gaudiosi">Gaudiosi, John. "Capcom Seeks More Playtime in HWood." Hollywood Reporter 397 (2006): 4,4,29. ProQuest Research Library. Web. May 30, 2012.</ref>


===Transition to modern gaming systems (2000-2009)===
=== 2000–2009: Transition to modern gaming systems ===
In the early 2000s, Capcom focused many of its resources on bringing series from arcade and earlier consoles onto more modern hardware, bringing these games out from 2D to 3D space. One of the most successful titles during this period was ''[[Resident Evil 4]]'' for the [[GameCube]] (2005), which received universal acclaim, was a financial success for Capcom, and led to ports to multiple systems.<ref name="ign newer history">{{cite web | url = https://www.ign.com/articles/capcom-golden-age-the-rise-and-fall-resident-evil-monster-hunter-wilds | title = Capcom Was on Its Knees After Resident Evil 6, Now Monster Hunter Wilds Cements Its Golden Era — Here's How It Did It | first = Matt | last = Kim | date = March 12, 2025 | accessdate = March 22, 2025 | work = [[IGN]] }}</ref> Other major successes include ''[[Street Fighter IV]]'' (2008).<ref name="ign newer history"/>
In the early 2000s, Capcom focused many of its resources on bringing series from arcade and earlier consoles onto more modern hardware, bringing these games out from 2D to 3D space. One of the most successful titles during this period was ''[[Resident Evil 4]]'' for the [[GameCube]] (2005), which received universal acclaim, was a financial success for Capcom, and led to ports to multiple systems.<ref name="ign newer history">{{cite web | url = https://www.ign.com/articles/capcom-golden-age-the-rise-and-fall-resident-evil-monster-hunter-wilds | title = Capcom Was on Its Knees After Resident Evil 6, Now Monster Hunter Wilds Cements Its Golden Era — Here's How It Did It | first = Matt | last = Kim | date = March 12, 2025 | accessdate = March 22, 2025 | work = [[IGN]] }}</ref> Other major successes include ''[[Street Fighter IV]]'' (2008).<ref name="ign newer history"/>


Capcom debunked rumors that it was leaving the arcade business in 2001.<ref>{{cite web|url=https://www.ign.com/articles/2001/03/21/capcom-remains-in-the-arcade-biz|title=Capcom Remains In The Arcade Biz|publisher=[[IGN]]|date=2001-03-20|accessdate=2024-03-11}}</ref> While it did remain in the business in Japan, it gradually left the American market in 2003 and closed [[Capcom Coin-Op|its arcade subsidiary]] in March 2004.<ref>{{cite web|url=https://www.capcom.co.jp/ir/english/news/pdf/e040405b.pdf|title=Notice about Dissolution of Consolidated Subsidiaries|publisher=Capcom|date=2004-03-30|accessdate=2024-03-11}}</ref>
Capcom debunked rumors that it was leaving the arcade business in 2001.<ref>{{cite web|url=https://www.ign.com/articles/2001/03/21/capcom-remains-in-the-arcade-biz|title=Capcom Remains In The Arcade Biz|publisher=[[IGN]]|date=2001-03-20|accessdate=2024-03-11}}</ref> While it did remain in the business in Japan, it gradually left the American market in 2003 and closed [[Capcom Coin-Op|its arcade subsidiary]] in March 2004.<ref>{{cite web|url=https://www.capcom.co.jp/ir/english/news/pdf/e040405b.pdf|title=Notice about Dissolution of Consolidated Subsidiaries|publisher=Capcom|date=2004-03-30|accessdate=2024-03-11}}</ref>


===Struggling releases (2009-2017)===
=== 2009–2017: Struggling releases & Mismanagement ===
Despite its successes from the previous decade, Capcom releases several titles that were considered misfires during the 2010s. Both ''[[Resident Evil 5]]'' (2009) and ''[[Resident Evil 6]]'' (2012) were seen to lean far too much into action-oriented gameplay while forgoing the balance with the survivor horror elements of the earlier games in the series.<ref name="ign newer history"/> ''[[Street Fighter V]]'' (2016) was released with very limited single player content and poor online features.<ref>{{cite web |date=April 6, 2016 |title=Capcom Responds to Street Fighter 5's Lack of Content Concerns |url=https://www.gamespot.com/articles/capcom-responds-to-street-fighter-5s-lack-of-conte/1100-6438601/ |access-date=January 31, 2018 |website=[[GameSpot]]}}</ref><ref name="ign newer history"/> ''Street Fighter V'' failed to meet its sales target of 2 million in March 2016.<ref>{{cite web |date=2016 |title=Street Fighter 5 Sales Miss Capcom Target By Huge Margin |url=https://gamerant.com/street-fighter-5-capcom-sales-target-382/ |access-date=January 31, 2018 |website=GameRant}}</ref> Capcom outsourced the next ''[[Devil May Cry]]'' title to [[Ninja Theory]], resulting in ''[[DmC: Devil May Cry]]'' (2013), a re-envisioning of the series that failed to resonate with players.<ref name="ign newer history"/> Other newer IP like ''[[Lost Planet]]'' and ''[[Asura's Wrath]]'' also failed to gain significant audiences, though ''[[Dragon's Dogma]]'' (2012) was one of the few newer titles during this period to be seen as a success.<ref name="ign newer history"/>
Despite its successes from the previous decade, Capcom released several titles that were considered misfires during the 2010s. Both ''[[Resident Evil 5]]'' (2009) and ''[[Resident Evil 6]]'' (2012) were seen to lean far too much into action-oriented gameplay while forgoing the balance with the survival horror elements of the earlier games in the series.<ref name="ign newer history"/> ''[[Street Fighter V]]'' (2016) was released with minimal single-player content and poor online features.<ref>{{cite web |date=April 6, 2016 |title=Capcom Responds to Street Fighter 5's Lack of Content Concerns |url=https://www.gamespot.com/articles/capcom-responds-to-street-fighter-5s-lack-of-conte/1100-6438601/ |access-date=January 31, 2018 |website=[[GameSpot]]}}</ref><ref name="ign newer history"/> ''Street Fighter V'' failed to meet its sales target of 2 million in March 2016.<ref>{{cite web |date=2016 |title=Street Fighter 5 Sales Miss Capcom Target By Huge Margin |url=https://gamerant.com/street-fighter-5-capcom-sales-target-382/ |access-date=January 31, 2018 |website=GameRant}}</ref> Capcom outsourced the next ''[[Devil May Cry]]'' title to [[Ninja Theory]], resulting in ''[[DmC: Devil May Cry]]'' (2013), a re-envisioning of the series that failed to resonate with players.<ref name="ign newer history"/> Other newer IP like ''[[Lost Planet]]'' and ''[[Asura's Wrath]]'' also failed to gain significant audiences. ''[[Dragon's Dogma]]'' (2012), however, was one of the few newer titles during this period to be seen as a success.<ref name="ign newer history"/>


Capcom partnered with [[Nyu Media]] in 2011 to publish and distribute the Japanese [[independent games|independent]] ([[dōjin soft]]) games that Nyu [[game localization|localized]] into the English language.<ref name="IG: 2011-12"/> The company works with the Polish localization company QLOC to [[Porting of video games|port]] Capcom's games to other platforms;<ref>{{cite web|url=http://www.egmnow.com/articles/news/dustforce-sweeping-onto-xbox-live-arcade-and-psn-for-ps3-vita-january-2014/ |title=Dustforce Sweeping onto Xbox Live Arcade and PSN for PS3, Vita January 2014 |access-date=December 30, 2016 |url-status=live |archive-url=https://web.archive.org/web/20170705094515/http://www.egmnow.com/articles/news/dustforce-sweeping-onto-xbox-live-arcade-and-psn-for-ps3-vita-january-2014/ |archive-date=July 5, 2017 }}</ref> notably, examples are ''[[DmC: Devil May Cry]]''{{'}}s PC version and its [[PlayStation 4]] and [[Xbox One]] remasters, ''[[Dragon's Dogma]]''{{'}}s PC version, and ''[[Dead Rising (video game)|Dead Rising]]''{{'}}s version on PlayStation 4, Xbox One, and PC.
Capcom partnered with [[Nyu Media]] in 2011 to publish and distribute the Japanese [[independent games|independent]] ([[dōjin soft]]) games that Nyu [[game localization|localized]] into the English language.<ref name="IG: 2011-12"/> The company works with the Polish localization company QLOC to [[Porting of video games|port]] Capcom's games to other platforms;<ref>{{cite web|url=http://www.egmnow.com/articles/news/dustforce-sweeping-onto-xbox-live-arcade-and-psn-for-ps3-vita-january-2014/ |title=Dustforce Sweeping onto Xbox Live Arcade and PSN for PS3, Vita January 2014 |access-date=December 30, 2016 |url-status=live |archive-url=https://web.archive.org/web/20170705094515/http://www.egmnow.com/articles/news/dustforce-sweeping-onto-xbox-live-arcade-and-psn-for-ps3-vita-january-2014/ |archive-date=July 5, 2017 }}</ref> notably, examples are ''[[DmC: Devil May Cry]]''{{'}}s PC version and its [[PlayStation 4]] and [[Xbox One]] remasters, ''[[Dragon's Dogma]]''{{'}}s PC version, and ''[[Dead Rising (video game)|Dead Rising]]''{{'}}s version on PlayStation 4, Xbox One, and PC.
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In 2015, the PlayStation 4 version of ''[[Ultra Street Fighter IV]]'' was pulled from the Capcom Pro Tour due to numerous technical issues and bugs.<ref>{{cite web |author=Wesley Yin-Poole |date=June 1, 2015 |title=Capcom pulls PS4 Ultra Street Fighter 4 from its own tournament |url=http://www.eurogamer.net/articles/2015-05-28-capcom-pulls-ps4-version-of-ultra-street-fighter-4-from-its-own-tournament |url-status=live |archive-url=https://web.archive.org/web/20160816091817/http://www.eurogamer.net/articles/2015-05-28-capcom-pulls-ps4-version-of-ultra-street-fighter-4-from-its-own-tournament |archive-date=August 16, 2016 |access-date=July 3, 2016 |website=[[Eurogamer]]}}</ref>
In 2015, the PlayStation 4 version of ''[[Ultra Street Fighter IV]]'' was pulled from the Capcom Pro Tour due to numerous technical issues and bugs.<ref>{{cite web |author=Wesley Yin-Poole |date=June 1, 2015 |title=Capcom pulls PS4 Ultra Street Fighter 4 from its own tournament |url=http://www.eurogamer.net/articles/2015-05-28-capcom-pulls-ps4-version-of-ultra-street-fighter-4-from-its-own-tournament |url-status=live |archive-url=https://web.archive.org/web/20160816091817/http://www.eurogamer.net/articles/2015-05-28-capcom-pulls-ps4-version-of-ultra-street-fighter-4-from-its-own-tournament |archive-date=August 16, 2016 |access-date=July 3, 2016 |website=[[Eurogamer]]}}</ref>


===Refocus on successful franchises (2017-present)===
=== 2017–present: Refocus on successful franchises ===
Following several years of unclear direction, management at Capcom changed in the mid-2010s to try to refocus the company on its successful properties. The company recognized that many of their titles during that period were attempts to bring Western game concepts into their titles but without failing to capture how these mechanics were implemented in Western games. To correct this, the company changed its approach to try to develop games that would be fun for players worldwide, rather than developing games that felt like they were niche Japanese titles.<ref name="ign newer history"/> The main studios in Japan began reaching out to Capcom's other worldwide studios to collaborate on game design to appeal to a broader range of players.<ref name="guardian wilds">{{cite web | url = https://www.theguardian.com/games/article/2024/aug/22/creatures-monster-hunter-wilds-players | title = 'Even more vicious and threatening than before': the fantastical creatures of Monster Hunter Wilds | first = Keza | last = MacDonald | date = August 22, 2024 | accessdate = August 24, 2024 | work = [[The Guardian]] }}</ref> Additionally, Capcom began developing the [[RE Engine]] to replace the older [[MT Framework]], helping their studios develop across a wider range of hardware including newer consoles.<ref name="ign newer history"/>
Following several years of unclear direction, management at Capcom changed in the mid-2010s to try to refocus the company on its successful properties. The company recognized that many of their titles during that period were attempts to bring Western game concepts into their titles but without failing to capture how these mechanics were implemented in Western games. To correct this, the company changed its approach to try to develop games that would be fun for players worldwide, rather than developing games that felt like they were niche Japanese titles.<ref name="ign newer history"/> The main studios in Japan began reaching out to Capcom's other worldwide studios to collaborate on game design to appeal to a broader range of players.<ref name="guardian wilds">{{cite web | url = https://www.theguardian.com/games/article/2024/aug/22/creatures-monster-hunter-wilds-players | title = 'Even more vicious and threatening than before': the fantastical creatures of Monster Hunter Wilds | first = Keza | last = MacDonald | date = August 22, 2024 | accessdate = August 24, 2024 | work = [[The Guardian]] }}</ref> Additionally, Capcom began developing the [[RE Engine]] to replace the older [[MT Framework]], helping their studios develop across a wider range of hardware including newer consoles.<ref name="ign newer history"/>


''[[Resident Evil 7: Biohazard]]'' (2017) was the first game Capcom released under this new approach, which was seen by critics as a return to the series roots.<ref name="ign newer history"/> A similar approach was used to bring the ''[[Monster Hunter]]'' series, generally seen as a niche Japanese game due to its steep learning curve, to a broader market. ''[[Monster Hunter: World]]'' (2018) was developed to modernize the series' gameplay to simplify the learning curve. The game received critical praise and became Capcom's best-selling game as of 2025.<ref name="ign newer history"/>
''[[Resident Evil 7: Biohazard]]'' (2017) was the first game Capcom released under this new approach, which critics saw as a return to the series' roots.<ref name="ign newer history"/> A similar approach was used to bring the ''[[Monster Hunter]]'' series, generally seen as a niche Japanese game due to its steep learning curve, to a broader market. ''[[Monster Hunter: World]]'' (2018) was developed to modernize the series' gameplay to simplify the learning curve. The game received critical praise and became Capcom's best-selling game as of 2025.<ref name="ign newer history"/>


On January 28, 2019, Capcom announced that [[Sega]] would take over technical services for its arcade games starting in April.<ref>{{cite web|url=https://www.capcom.co.jp/arcade/news/operator/20190306.html|title=業務用アミューズメント機器のサービス業務移管スケジュールに関するお知らせ|publisher=Capcom|date=2019-03-04|accessdate=2024-04-25}}</ref><ref>{{cite web|url=https://www2.sls-net.co.jp/cms/sls/pdf/news/20190401_CAPCOM_SERVICE_START.pdf|title=株式会社カプコン社の業務用AM機器サービス業務開始時期について|publisher=Sega Logistics Service|date=2019-04-01|accessdate=2024-04-25}}</ref>
On January 28, 2019, Capcom announced that [[Sega]] would take over technical services for its arcade games starting in April.<ref>{{cite web|url=https://www.capcom.co.jp/arcade/news/operator/20190306.html|title=業務用アミューズメント機器のサービス業務移管スケジュールに関するお知らせ|publisher=Capcom|date=2019-03-04|accessdate=2024-04-25}}</ref><ref>{{cite web|url=https://www2.sls-net.co.jp/cms/sls/pdf/news/20190401_CAPCOM_SERVICE_START.pdf|title=株式会社カプコン社の業務用AM機器サービス業務開始時期について|publisher=Sega Logistics Service|date=2019-04-01|accessdate=2024-04-25}}</ref>


On November 2, 2020, the company reported that its servers were affected by [[ransomware]], scrambling its data, and the threat actors, the Ragnar Locker hacker group, had allegedly stolen 1TB of sensitive corporate data and were blackmailing Capcom to pay them to remove the ransomware. By mid-November, the group began putting information from the hack online, which included contact information for up to 350,000 of the company's employees and partners, as well as plans for upcoming games, indicating that Capcom opted to not pay the group. Capcom affirmed that no credit-card or other sensitive financial information was obtained in the hack.<ref>{{Cite web | url = https://www.bbc.com/news/technology-54958782 | title = Capcom hack: Up to 350,000 people's information stolen | date = November 16, 2020 | access-date = November 16, 2020 | work = [[BBC]] }}</ref>
On November 2, 2020, the company reported that its servers were affected by [[ransomware]], scrambling its data, and the threat actors, the [[RagnarLocker|Ragnar Locker]] hacker group, had allegedly stolen 1TB of sensitive corporate data and were blackmailing Capcom to pay them to remove the ransomware. By mid-November, the group began putting information from the hack online, which included contact information for up to 350,000 of the company's employees and partners, as well as plans for upcoming games, indicating that Capcom opted to not pay the group. Capcom affirmed that no credit-card or other sensitive financial information was obtained in the hack.<ref>{{Cite web | url = https://www.bbc.com/news/technology-54958782 | title = Capcom hack: Up to 350,000 people's information stolen | date = November 16, 2020 | access-date = November 16, 2020 | work = [[BBC]] }}</ref>


In 2021, Capcom removed appearances of the [[Rising Sun Flag]] from their rerelease of ''[[Street Fighter II]]''. Although Capcom did not provide an official explanation for the flag's removal, due to the flag-related controversy, it is speculated that it was done so to avoid offending segments of the international gaming community.<ref>{{Cite web|url=https://japantoday.com/category/entertainment/rising-sun-removed-from-%27street-fighter-ii%27-background-in-game%E2%80%99s-latest-rerelease|title=Rising Sun removed from 'Street Fighter II' background in game's latest rerelease|date=February 22, 2021|website=Japan Today}}</ref><ref>{{cite web | url=https://www.nintendolife.com/news/2021/02/controversial_rising_sun_design_removed_from_street_fighter_iis_re-release | title=Controversial Rising Sun Design Removed from Street Fighter II's Re-Release | date=February 19, 2021 }}</ref><ref>{{cite web | url=https://www.kotaku.com.au/2021/02/rising-sun-removed-from-street-fighter-ii-in-capcom-arcade-stadium/ | archive-url=https://web.archive.org/web/20210219113715/https://www.kotaku.com.au/2021/02/rising-sun-removed-from-street-fighter-ii-in-capcom-arcade-stadium/ | url-status=dead | archive-date=February 19, 2021 | title=Rising Sun Removed from Street Fighter II in Capcom Arcade Stadium | date=February 19, 2021 }}</ref>
In 2021, Capcom removed appearances of the [[Rising Sun Flag]] from their rerelease of ''[[Street Fighter II]]''. Although Capcom did not provide an official explanation for the flag's removal, due to the flag-related controversy, it is speculated that it was done so to avoid offending segments of the international gaming community.<ref>{{Cite web|url=https://japantoday.com/category/entertainment/rising-sun-removed-from-%27street-fighter-ii%27-background-in-game%E2%80%99s-latest-rerelease|title=Rising Sun removed from 'Street Fighter II' background in game's latest rerelease|date=February 22, 2021|website=Japan Today}}</ref><ref>{{cite web | url=https://www.nintendolife.com/news/2021/02/controversial_rising_sun_design_removed_from_street_fighter_iis_re-release | title=Controversial Rising Sun Design Removed from Street Fighter II's Re-Release | date=February 19, 2021 }}</ref><ref>{{cite web | url=https://www.kotaku.com.au/2021/02/rising-sun-removed-from-street-fighter-ii-in-capcom-arcade-stadium/ | archive-url=https://web.archive.org/web/20210219113715/https://www.kotaku.com.au/2021/02/rising-sun-removed-from-street-fighter-ii-in-capcom-arcade-stadium/ | url-status=dead | archive-date=February 19, 2021 | title=Rising Sun Removed from Street Fighter II in Capcom Arcade Stadium | date=February 19, 2021 }}</ref>


Artist and author Judy A. Juracek filed a lawsuit in June 2021 against Capcom for [[copyright infringement]]. In the court filings, she asserted Capcom had used images from her 1996 book ''Surfaces''<ref>{{cite book|last=Juracek|first=Judy A. |title=Surfaces: Visual Research for Artists, Architects, and Designers|url=https://books.google.com/books?id=Q1ZWyWDcq1YC&pg=PA310|year=1996|publisher=W.W. Norton|isbn=978-0-393-73007-4}}</ref> in their cover art and other [[Video game development|assets]] for ''Resident Evil 4'', ''Devil May Cry'' and other games. This was discovered due to the 2020 Capcom data breach, with several files and images matching those that were included within the book's companion [[CD-ROM]]. The court filings noted one image file of a metal surface, named ME0009 in Capcom's files, to have the same exact name on the book's CD-ROM. Juracek was seeking over {{USD|12 million|long=no}} in damages and $2,500 to $25,000 in false copyright management for each photograph Capcom used.<ref>{{cite web | url = https://www.polygon.com/22519568/resident-evil-4-copyright-infringement-lawsuit-capcom | title = Artist says Capcom stole her photos for Resident Evil, Devil May Cry games in lawsuit | first = Nicole | last = Carpenter | date = June 5, 2021 | accessdate = June 5, 2021 | work = [[Polygon (website)|Polygon]] }}</ref> Before a court date could be made, the matter was settled "amicably" in February 2022.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2022-02-10-capcom-lawsuit-over-alleged-stolen-art-settled | title = Capcom lawsuit over alleged stolen art settled | first = Danielle | last = Partis | date = February 7, 2022 | accessdate = March 3, 2022 | work = gamesindustry.biz }}</ref> It comes on the heels of Capcom being accused by Dutch movie director Richard Raaphorst of copying the monster design of his movie ''[[Frankenstein's Army]]'' into their game ''[[Resident Evil Village]]''.<ref>{{Cite web|last=Yin-Poole|first=Wesley|date=May 10, 2021|title=Movie director says Capcom copied his monster for Resident Evil Village boss fight|url=https://www.eurogamer.net/articles/2021-05-10-movie-director-says-capcom-copied-his-propellerhead-monster-for-resident-evil-village-boss-fight|access-date=June 6, 2021|website=Eurogamer|language=en}}</ref>
Artist and author Judy A. Juracek filed a lawsuit in June 2021 against Capcom for [[copyright infringement]]. In the court filings, she asserted Capcom had used images from her 1996 book ''Surfaces''<ref>{{cite book|last=Juracek|first=Judy A. |title=Surfaces: Visual Research for Artists, Architects, and Designers|url=https://books.google.com/books?id=Q1ZWyWDcq1YC&pg=PA310|year=1996|publisher=W.W. Norton|isbn=978-0-393-73007-4}}</ref> in their cover art and other [[Video game development|assets]] for ''Resident Evil 4'', ''Devil May Cry'' and other games. This was discovered due to the 2020 Capcom data breach, with several files and images matching those that were included within the book's companion [[CD-ROM]]. The court filings noted one image file of a metal surface, named ME0009 in Capcom's files, to have the same exact name on the book's CD-ROM. Juracek was seeking over {{USD|12 million|long=no}} in damages and $2,500 to $25,000 in false copyright management for each photograph Capcom used.<ref>{{cite web | url = https://www.polygon.com/22519568/resident-evil-4-copyright-infringement-lawsuit-capcom | title = Artist says Capcom stole her photos for Resident Evil, Devil May Cry games in lawsuit | first = Nicole | last = Carpenter | date = June 5, 2021 | accessdate = June 5, 2021 | work = [[Polygon (website)|Polygon]] }}</ref> Before a court date could be made, the matter was settled "amicably" in February 2022.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2022-02-10-capcom-lawsuit-over-alleged-stolen-art-settled | title = Capcom lawsuit over alleged stolen art settled | first = Danielle | last = Partis | date = February 7, 2022 | accessdate = March 3, 2022 | work = gamesindustry.biz }}</ref> It comes on the heels of Capcom being accused by Dutch movie director Richard Raaphorst of copying the monster design of his movie ''[[Frankenstein's Army]]'' into their game ''[[Resident Evil Village]]''.<ref>{{Cite web|last=Yin-Poole|first=Wesley|date=May 10, 2021|title=Movie director says Capcom copied his monster for Resident Evil Village boss fight|url=https://www.eurogamer.net/articles/2021-05-10-movie-director-says-capcom-copied-his-propellerhead-monster-for-resident-evil-village-boss-fight|access-date=June 6, 2021|website=Eurogamer|language=en}}</ref>


In February 2022, it was reported by [[Bloomberg News|Bloomberg]] that Saudi Arabia's [[Public Investment Fund]] had purchased a 5% stake in Capcom, for an approximate value of US$332 million.<ref name="middleeastmonitor.com">{{Cite web|date=February 6, 2022|title=Saudi acquires 5% stake in Capcom and Nexon gaming firms worth $1bn|url=https://www.middleeastmonitor.com/20220206-saudi-acquires-5-stake-in-capcom-and-nexon-gaming-firms-worth-1bn/|access-date=February 7, 2022|website=Middle East Monitor|language=en-GB}}</ref>
In February 2022, it was reported by [[Bloomberg News|Bloomberg]] that Saudi Arabia's [[Public Investment Fund]] had purchased a 5% stake in Capcom for an approximate value of US$332 million.<ref name="middleeastmonitor.com">{{Cite web|date=February 6, 2022|title=Saudi acquires 5% stake in Capcom and Nexon gaming firms worth $1bn|url=https://www.middleeastmonitor.com/20220206-saudi-acquires-5-stake-in-capcom-and-nexon-gaming-firms-worth-1bn/|access-date=February 7, 2022|website=Middle East Monitor|language=en-GB}}</ref>


In July 2023, Capcom acquired Tokyo-based computer graphics studio Swordcanes Studio.<ref>{{cite web|title=Capcom acquires computer graphics studio Swordcanes Studio |url=https://www.gematsu.com/2023/07/capcom-acquires-computer-graphics-studio-swordcanes-studio|website=Gematsu|last=Romano|first=Sal|date=July 26, 2023|access-date=July 26, 2023}}</ref>
In July 2023, Capcom acquired Tokyo-based computer graphics studio Swordcanes Studio.<ref>{{cite web|title=Capcom acquires computer graphics studio Swordcanes Studio |url=https://www.gematsu.com/2023/07/capcom-acquires-computer-graphics-studio-swordcanes-studio|website=Gematsu|last=Romano|first=Sal|date=July 26, 2023|access-date=July 26, 2023}}</ref>
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===Development divisions===
===Development divisions===
In its beginning few years, Capcom's Japan branch had three development groups referred to as "Planning Rooms", led by [[Tokuro Fujiwara]], [[Takashi Nishiyama]] and [[Yoshiki Okamoto]].<ref>{{cite journal |journal=Gameside |script-title=ja:ゲーム業界を"爆発"させた"ストライダー"の父 「四井浩一」 ディスコグラフィー |date=February 2009 |issue=16 |language=ja |publisher=Micro Magazine}}</ref><ref>{{cite video game |title=[[Strider (arcade game)|Strider Hiryū]] |developer=Capcom Co., Ltd |publisher=Capcom Co., Ltd. |date=March 7, 1989 |scene=staff credits}}</ref> Later, games developed internally were created by several numbered "Production Studios", each assigned to different games.<ref>{{cite web|url=http://psp.ign.com/articles/775/775450p1.html |title=The Future of PSP – Capcom |author=Nix, Marc |date=March 23, 2007 |work=[[IGN]] |publisher=IGN Entertainment, Inc |access-date=May 11, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110223004104/http://psp.ign.com/articles/775/775450p1.html |archive-date=February 23, 2011 }}</ref><ref name="annualreport2009"/> Starting in 2002, the development process was reformed to better share technologies and expertise, and the individual studios were gradually restructured into bigger departments responsible for different tasks.<ref name="annualreport2009"/> While there are self-contained departments for the creation of arcade, pachinko and pachislot, online, and mobile games, the Consumer Games R&D Division is an amalgamation of subsections in charge of game development stages.<ref name="annualreport2009"/><ref>{{cite web |url=http://www.capcom.co.jp/ir/english/interview/2008/ |title=Developer Interview 2008 |publisher=Capcom Co., Ltd |access-date=July 24, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20101004135608/http://www.capcom.co.jp/ir/english/interview/2008/ |archive-date=October 4, 2010 }}</ref><ref name="annualreport2007">{{cite web|url=http://www.capcom.co.jp/ir/english/data/pdf/2007annual/Annual2007e.pdf |title=Annual Report 2007 |publisher=Capcom Co., Ltd |access-date=July 22, 2010 |url-status=live |archive-url=https://web.archive.org/web/20121020035102/http://www.capcom.co.jp/ir/english/data/pdf/2007annual/Annual2007e.pdf |archive-date=October 20, 2012 }}</ref>
In its beginning few years, Capcom's Japan branch had three development groups referred to as "Planning Rooms", led by [[Tokuro Fujiwara]], [[Takashi Nishiyama]] and [[Yoshiki Okamoto]].<ref>{{cite journal |journal=Gameside |script-title=ja:ゲーム業界を"爆発"させた"ストライダー"の父 「四井浩一」 ディスコグラフィー |date=February 2009 |issue=16 |language=ja |publisher=Micro Magazine}}</ref><ref>{{cite video game |title=[[Strider (arcade game)|Strider Hiryū]] |developer=Capcom Co., Ltd |publisher=Capcom Co., Ltd. |date=March 7, 1989 |scene=staff credits}}</ref> Later, games developed internally were created by several numbered "Production Studios", each assigned to different games.<ref>{{cite web|url=http://psp.ign.com/articles/775/775450p1.html |title=The Future of PSP – Capcom |author=Nix, Marc |date=March 23, 2007 |work=[[IGN]] |publisher=IGN Entertainment, Inc |access-date=May 11, 2011 |url-status=live |archive-url=https://web.archive.org/web/20110223004104/http://psp.ign.com/articles/775/775450p1.html |archive-date=February 23, 2011 }}</ref><ref name="annualreport2009"/> Starting in 2002, the development process was reformed to share technologies and expertise better, and the individual studios were gradually restructured into bigger departments responsible for different tasks.<ref name="annualreport2009"/> While there are self-contained departments for the creation of arcade, pachinko and pachislot, online, and mobile games, the Consumer Games R&D Division is an amalgamation of subsections in charge of game development stages.<ref name="annualreport2009"/><ref>{{cite web |url=http://www.capcom.co.jp/ir/english/interview/2008/ |title=Developer Interview 2008 |publisher=Capcom Co., Ltd |access-date=July 24, 2010 |url-status=dead |archive-url=https://web.archive.org/web/20101004135608/http://www.capcom.co.jp/ir/english/interview/2008/ |archive-date=October 4, 2010 }}</ref><ref name="annualreport2007">{{cite web|url=http://www.capcom.co.jp/ir/english/data/pdf/2007annual/Annual2007e.pdf |title=Annual Report 2007 |publisher=Capcom Co., Ltd |access-date=July 22, 2010 |url-status=live |archive-url=https://web.archive.org/web/20121020035102/http://www.capcom.co.jp/ir/english/data/pdf/2007annual/Annual2007e.pdf |archive-date=October 20, 2012 }}</ref>


Capcom has two internal Consumer Games Development divisions:
Capcom has two internal Consumer Games Development divisions:
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==Game sales==
==Game sales==
{{main|List of Capcom games}}
{{main|List of Capcom games}}
{|class="wikitable plainrowheaders sortable" style="float: right"
{|class="wikitable plainrowheaders sortable" style="float: right"
|+Capcom's top 10 multi-million selling franchises<br/><small>(as of March 31, 2025)<ref>{{cite web |title=Capcom, Game Series Sales |url=http://www.capcom.co.jp/ir/english/finance/salesdata.html |website=Capcom |language=en |date=September 30, 2021|accessdate=January 3, 2022}}</ref></small>
|+Capcom's top 10 multi-million selling franchises<br/><small>(as of June 30, 2025)<ref>{{cite web |title=Capcom, Game Series Sales |url=http://www.capcom.co.jp/ir/english/finance/salesdata.html |website=Capcom |language=en |date=September 30, 2021|accessdate=January 3, 2022}}</ref></small>
! scope="col" |Franchise
! scope="col" |Franchise
! scope="col" |First release
! scope="col" |First release
Line 137: Line 143:
|''[[Resident Evil]]''
|''[[Resident Evil]]''
|1996
|1996
|170.0
|174.0
|-
|-
|''[[Monster Hunter]]''
|''[[Monster Hunter]]''
|2004
|2004
|120.0
|122.0
|-
|-
|''[[Street Fighter]]''
|''[[Street Fighter]]''
|1987
|1987
|56.0
|57.0
|-
|-
|''[[Mega Man]]''
|''[[Mega Man]]''
Line 153: Line 159:
|''[[Devil May Cry]]''
|''[[Devil May Cry]]''
|2001
|2001
|33.0
|36.0
|-
|-
|''[[Dead Rising]]''
|''[[Dead Rising]]''
Line 173: Line 179:
|''[[Onimusha]]''
|''[[Onimusha]]''
|2001
|2001
|8.7
|8.9
|-
|-
|}
|}
Line 179: Line 185:
Capcom started its ''[[Street Fighter]]'' franchise in 1987. The series of [[fighting game]]s are among the most popular in their genre. Having sold over 50 million copies, it is one of Capcom's flagship franchises. The company also introduced its ''[[Mega Man]]'' series in 1987, which has sold over 40 million copies.
Capcom started its ''[[Street Fighter]]'' franchise in 1987. The series of [[fighting game]]s are among the most popular in their genre. Having sold over 50 million copies, it is one of Capcom's flagship franchises. The company also introduced its ''[[Mega Man]]'' series in 1987, which has sold over 40 million copies.


The company released the first entry in its ''[[Resident Evil]]'' survival horror series in 1996, which become its most successful game series, selling over 150 million copies. After releasing the second entry in the ''Resident Evil'' series, Capcom began a ''Resident Evil'' game for [[PlayStation 2]]. As it was significantly different from the existing series' games, Capcom decided to spin it into its own series, ''[[Devil May Cry]]''. The first three entries were exclusively for PlayStation 2; further entries were released for non-[[Sony]] consoles. The entire series has sold over 30 million copies. Capcom began its ''[[Monster Hunter]]'' series in 2004, which has sold over 100 million copies on a variety of consoles.
The company released the first entry in its ''[[Resident Evil]]'' survival horror series in 1996, which became its most successful game series, selling over 150 million copies. After releasing the second entry in the ''Resident Evil'' series, Capcom began a ''Resident Evil'' game for [[PlayStation 2]]. As it was significantly different from the existing series' games, Capcom decided to spin it into its own series, ''[[Devil May Cry]]''. The first three entries were exclusively for PlayStation 2; further entries were released for non-[[Sony]] consoles. The entire series has sold over 30 million copies. Capcom began its ''[[Monster Hunter]]'' series in 2004, which has sold over 100 million copies on a variety of consoles.


Capcom compiles a "Platinum Titles" list, updated quarterly, of its games that have sold over one million copies. It contains over 100 video games. This table shows the top ten titles, by sold copies, as of March 31, 2025.<ref>{{cite web|url=http://www.capcom.co.jp/ir/english/finance/million.html|title=Capcom, Platinum Titles|website=Capcom|date=June 30, 2024|access-date=August 12, 2024}}</ref>
Capcom compiles a "Platinum Titles" list, updated quarterly, of its games that have sold over one million copies. It contains over 100 video games. This table shows the top ten titles, by sold copies, as of March 31, 2025.<ref>{{cite web|url=http://www.capcom.co.jp/ir/english/finance/million.html|title=Capcom, Platinum Titles|website=Capcom|date=June 30, 2024|access-date=August 12, 2024}}</ref>
Line 191: Line 197:
|{{dts|2018-01}}
|{{dts|2018-01}}
|[[PlayStation 4]], [[Xbox One]], [[Microsoft Windows|PC]]
|[[PlayStation 4]], [[Xbox One]], [[Microsoft Windows|PC]]
|21.50{{efn|Unit sales including Monster Hunter World: Iceborne Master Edition: 28.50 million units.}}
|21.70{{efn|Unit sales including Monster Hunter World: Iceborne Master Edition: 28.80 million units.}}
|-
|-
|''[[Monster Hunter Rise]]''
|''[[Monster Hunter Rise]]''
|{{dts|2021-03}}
|{{dts|2021-03}}
|[[Nintendo Switch]], [[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], [[Xbox Series X/S]], [[Microsoft Windows|PC]]
|[[Nintendo Switch]], [[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], [[Xbox Series X/S]], [[Microsoft Windows|PC]]
|17.10
|17.50
|-
|-
|''[[Resident Evil 2 (2019 video game)|Resident Evil 2]]''
|''[[Resident Evil 2 (2019 video game)|Resident Evil 2]]''
|{{dts|2019-01}}
|{{dts|2019-01}}
|[[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], [[Xbox Series X/S]], [[Nintendo Switch]], [[Microsoft Windows|PC]]
|[[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], [[Xbox Series X/S]], [[Nintendo Switch]], [[Microsoft Windows|PC]]
|14.50
|15.80
|-
|-
|''[[Monster Hunter World: Iceborne]]''
|''[[Monster Hunter World: Iceborne]]''
|{{dts|2019-09}}
|{{dts|2019-09}}
|[[PlayStation 4]], [[Xbox One]], [[Microsoft Windows|PC]]
|[[PlayStation 4]], [[Xbox One]], [[Microsoft Windows|PC]]
|15.20
|15.40
|-
|-
|''[[Resident Evil 7: Biohazard]]''
|''[[Resident Evil 7: Biohazard]]''
|{{dts|2017-01}}
|{{dts|2017-01}}
|[[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], [[Xbox Series X/S]], [[Nintendo Switch]], [[Microsoft Windows|PC]]
|[[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], [[Xbox Series X/S]], [[Nintendo Switch]], [[Microsoft Windows|PC]]
|14.70
|15.40
|-
|-
|''[[Resident Evil Village]]''
|''[[Resident Evil Village]]''
|{{dts|2021-05}}
|{{dts|2021-05}}
|[[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], [[Xbox Series X/S]], [[Nintendo Switch]], [[Microsoft Windows|PC]]
|[[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], [[Xbox Series X/S]], [[Nintendo Switch]], [[Microsoft Windows|PC]]
|11.30
|12.20
|-
|''[[Resident Evil 4 (2023 video game)|Resident Evil 4]]''
|{{dts|2023-03}}
|[[PlayStation 4]], [[PlayStation 5]], [[Xbox Series X/S]], [[Microsoft Windows|PC]]
|10.60
|-
|-
|''[[Monster Hunter Wilds]]''
|''[[Monster Hunter Wilds]]''
|{{dts|2025-02}}
|{{dts|2025-02}}
|[[PlayStation 5]], [[Xbox Series X/S]], [[Microsoft Windows|PC]]
|[[PlayStation 5]], [[Xbox Series X/S]], [[Microsoft Windows|PC]]
|10.10
|10.50
|-
|-
|''[[Resident Evil 4 (2023 video game)|Resident Evil 4]]''
|''[[Devil May Cry 5]]''
|{{dts|2023-03}}
|{{dts|2019-03}}
|[[PlayStation 4]], [[PlayStation 5]], [[Xbox Series X/S]], [[Microsoft Windows|PC]]
|[[PlayStation 4]], [[Xbox One]], [[Microsoft Windows|PC]]
|9.90
|10.50
|-
|-
|''[[Resident Evil 3 (2020 video game)|Resident Evil 3]]''
|''[[Resident Evil 3 (2020 video game)|Resident Evil 3]]''
|{{dts|2020-04}}
|{{dts|2020-04}}
|[[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], [[Xbox Series X/S]], [[Nintendo Switch]], [[Microsoft Windows|PC]]
|[[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], [[Xbox Series X/S]], [[Nintendo Switch]], [[Microsoft Windows|PC]]
|9.90
|10.20
|-
|''[[Monster Hunter Rise: Sunbreak]]''
|{{dts|2022-06}}
|[[Nintendo Switch]], [[PlayStation 4]], [[PlayStation 5]], [[Xbox One]], [[Xbox Series X/S]], [[Microsoft Windows|PC]]
|9.80
|}
|}


Line 262: Line 268:
|June 1, 2004
|June 1, 2004
|Founded by [[Noritaka Funamizu]] and [[Katsuhiro Sudo]]
|Founded by [[Noritaka Funamizu]] and [[Katsuhiro Sudo]]
|-
|Deep Space
|May 5, 1998
|Co-founded by [[Tokuro Fujiwara]], a subsidiary of [[SCEI]]<ref name="deepspace">{{cite web |title=ソフト制作会社 株式会社ディープスペース を共同で設立|date=May 5, 1998 |url=https://sonyinteractive.com/uploads/sites/5/2023/02/980514.pdf |url-status=live |archive-url=https://web.archive.org/web/20250712121419/https://sonyinteractive.com/uploads/sites/5/2023/02/980514.pdf |archive-date=2025-07-12 |publisher=[[Sony Interactive Entertainment]]}}</ref>
|-
|-
|[[Dimps]]
|[[Dimps]]
Line 290: Line 300:
|September 26, 2001
|September 26, 2001
|[[Sawaki Takeyasu]] joined [[Ignition Tokyo]], a subsidiary of UTV Ignition Games
|[[Sawaki Takeyasu]] joined [[Ignition Tokyo]], a subsidiary of UTV Ignition Games
|-
|[[Whoopee Camp]]
|1996
|Founded by [[Tokuro Fujiwara]]
|}
|}



Latest revision as of 11:42, 15 November 2025

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Script error: No such module "Nihongo". is a Japanese video game company. It has created a number of critically acclaimed and multi-million-selling game franchises, with its most commercially successful being Resident Evil, Monster Hunter, Street Fighter, Mega Man, Devil May Cry, Onimusha, Dead Rising, Dragon's Dogma, Ace Attorney, and Marvel vs. Capcom. Established in 1979, it has become an international enterprise with subsidiaries in East Asia (Hong Kong), Europe (London, England), and North America (San Francisco, California).

History

1979–1984: Founding and arcade games

Capcom's predecessor, I.R.M. Corporation, was founded on May 30, 1979[1] by Kenzo Tsujimoto, who was still president of Irem Corporation when he founded I.R.M. He worked at both companies at the same time until leaving Irem in 1983.

The original companies that spawned Capcom's Japan branch were I.R.M. and its subsidiary Japan Capsule Computers Co., Ltd., both of which were devoted to the manufacture and distribution of electronic game machines.[2] The two companies underwent a name change to Sanbi Co., Ltd. in September 1981.[2] On June 11, 1983, Tsujimoto established Capcom Co., Ltd.[1] to take over the internal sales department.[3]

In January 1989, Capcom Co., Ltd. merged with Sanbi Co., Ltd., resulting in the current Japan branch.[2] The name Capcom is a clipped compound of "Capsule Computers", a term coined by the company for the arcade machines it solely manufactured in its early years, designed to set themselves apart from personal computers that were becoming widespread.[4] "Capsule" alludes to how Capcom likened its game software to "a capsule packed to the brim with gaming fun", and to the company's desire to protect its intellectual property with a hard outer shell, preventing illegal copies and inferior imitations.[4]

Capcom's first product was the medal game Little League (July 1983) followed by Fever Chance (Oct 1983). In December 1983, the video arcade Acty 24 was opened under the direct management of Capcom. It released its first arcade video game, Vulgus (May 1984).[2] Starting with the arcade hit 1942 (1984), they began designing games with international markets in mind.[5] The successful 1985 arcade games Commando and Ghosts 'n Goblins have been credited as the products "that shot [Capcom] to 8-bit silicon stardom" in the mid-1980s. Starting with Commando (late 1985), Capcom began licensing their arcade games for release on home computers, notably to British software houses Elite Systems and U.S. Gold in the late 1980s.[6]

1985–1999: Console game development

Beginning with a Nintendo Entertainment System port of 1942 (published in Dec. 1985), the company ventured into the market of home console video games,[2] which would eventually become its main business.[7] The Capcom USA division had a brief stint in the late 1980s as a video game publisher for Commodore 64 and IBM PC DOS computers, development of these arcade ports was handled by other companies, however. Capcom created home video game franchises, including Resident Evil in 1996,[8] while their highest-grossing title is the fighting game Street Fighter II (1991), driven largely by its success in arcades.[9]

In the late 1980s, Capcom was on the verge of bankruptcy when the development of a strip Mahjong game called Mahjong Gakuen started. It outsold Ghouls 'n Ghosts, the eighth highest-grossing arcade game of 1989 in Japan, and is credited with saving the company from financial crisis.[10][11]

Capcom has been noted as the last major publisher to be committed to 2D games, though it was not entirely by choice. The company's commitment to the Super Nintendo Entertainment System as its platform of choice caused them to lag behind other leading publishers in developing 3D-capable arcade boards.[12] Also, the 2D animated cartoon-style graphics seen in games such as Darkstalkers: The Night Warriors and X-Men: Children of the Atom proved popular, leading Capcom to adopt them as a signature style and use them in more games.[12]

In 1990, Capcom entered the bowling industry with Bowlingo. It was a coin-operated, electro-mechanical, fully automated mini ten-pin bowling installation. It was smaller than a standard bowling alley, designed to be smaller and cheaper for amusement arcades. Bowlingo drew significant earnings in North America upon release in 1990.[13]

In 1994, Capcom adapted its Street Fighter series of fighting games into a film of the same name. While commercially successful, it was critically panned. A 2002 adaptation of its Resident Evil series faced similar criticism but was also successful in theaters. The company sees films as a way to build sales for its video games.[14]

2000–2009: Transition to modern gaming systems

In the early 2000s, Capcom focused many of its resources on bringing series from arcade and earlier consoles onto more modern hardware, bringing these games out from 2D to 3D space. One of the most successful titles during this period was Resident Evil 4 for the GameCube (2005), which received universal acclaim, was a financial success for Capcom, and led to ports to multiple systems.[15] Other major successes include Street Fighter IV (2008).[15]

Capcom debunked rumors that it was leaving the arcade business in 2001.[16] While it did remain in the business in Japan, it gradually left the American market in 2003 and closed its arcade subsidiary in March 2004.[17]

2009–2017: Struggling releases & Mismanagement

Despite its successes from the previous decade, Capcom released several titles that were considered misfires during the 2010s. Both Resident Evil 5 (2009) and Resident Evil 6 (2012) were seen to lean far too much into action-oriented gameplay while forgoing the balance with the survival horror elements of the earlier games in the series.[15] Street Fighter V (2016) was released with minimal single-player content and poor online features.[18][15] Street Fighter V failed to meet its sales target of 2 million in March 2016.[19] Capcom outsourced the next Devil May Cry title to Ninja Theory, resulting in DmC: Devil May Cry (2013), a re-envisioning of the series that failed to resonate with players.[15] Other newer IP like Lost Planet and Asura's Wrath also failed to gain significant audiences. Dragon's Dogma (2012), however, was one of the few newer titles during this period to be seen as a success.[15]

Capcom partnered with Nyu Media in 2011 to publish and distribute the Japanese independent (dōjin soft) games that Nyu localized into the English language.[20] The company works with the Polish localization company QLOC to port Capcom's games to other platforms;[21] notably, examples are DmC: Devil May CryTemplate:'s PC version and its PlayStation 4 and Xbox One remasters, Dragon's DogmaTemplate:'s PC version, and Dead RisingTemplate:'s version on PlayStation 4, Xbox One, and PC.

In 2012, Capcom came under criticism for controversial sales tactics, such as the implementation of disc-locked content, which requires players to pay for additional content that is already available within the game's files, most notably in Street Fighter X Tekken. The company defended the practice.[22] It has also been criticized for other business decisions, such as not releasing certain games outside of Japan (most notably the Sengoku Basara series), abruptly cancelling anticipated projects (most notably Mega Man Legends 3), and shutting down Clover Studio.[23][24][25]

On August 27, 2014, Capcom filed a patent infringement lawsuit against Koei Tecmo Games at the Osaka District Court for 980 million yen in damage. Capcom claimed Koei Tecmo infringed a patent it obtained in 2002 regarding a play feature in video games.[26]

In 2015, the PlayStation 4 version of Ultra Street Fighter IV was pulled from the Capcom Pro Tour due to numerous technical issues and bugs.[27]

2017–present: Refocus on successful franchises

Following several years of unclear direction, management at Capcom changed in the mid-2010s to try to refocus the company on its successful properties. The company recognized that many of their titles during that period were attempts to bring Western game concepts into their titles but without failing to capture how these mechanics were implemented in Western games. To correct this, the company changed its approach to try to develop games that would be fun for players worldwide, rather than developing games that felt like they were niche Japanese titles.[15] The main studios in Japan began reaching out to Capcom's other worldwide studios to collaborate on game design to appeal to a broader range of players.[28] Additionally, Capcom began developing the RE Engine to replace the older MT Framework, helping their studios develop across a wider range of hardware including newer consoles.[15]

Resident Evil 7: Biohazard (2017) was the first game Capcom released under this new approach, which critics saw as a return to the series' roots.[15] A similar approach was used to bring the Monster Hunter series, generally seen as a niche Japanese game due to its steep learning curve, to a broader market. Monster Hunter: World (2018) was developed to modernize the series' gameplay to simplify the learning curve. The game received critical praise and became Capcom's best-selling game as of 2025.[15]

On January 28, 2019, Capcom announced that Sega would take over technical services for its arcade games starting in April.[29][30]

On November 2, 2020, the company reported that its servers were affected by ransomware, scrambling its data, and the threat actors, the Ragnar Locker hacker group, had allegedly stolen 1TB of sensitive corporate data and were blackmailing Capcom to pay them to remove the ransomware. By mid-November, the group began putting information from the hack online, which included contact information for up to 350,000 of the company's employees and partners, as well as plans for upcoming games, indicating that Capcom opted to not pay the group. Capcom affirmed that no credit-card or other sensitive financial information was obtained in the hack.[31]

In 2021, Capcom removed appearances of the Rising Sun Flag from their rerelease of Street Fighter II. Although Capcom did not provide an official explanation for the flag's removal, due to the flag-related controversy, it is speculated that it was done so to avoid offending segments of the international gaming community.[32][33][34]

Artist and author Judy A. Juracek filed a lawsuit in June 2021 against Capcom for copyright infringement. In the court filings, she asserted Capcom had used images from her 1996 book Surfaces[35] in their cover art and other assets for Resident Evil 4, Devil May Cry and other games. This was discovered due to the 2020 Capcom data breach, with several files and images matching those that were included within the book's companion CD-ROM. The court filings noted one image file of a metal surface, named ME0009 in Capcom's files, to have the same exact name on the book's CD-ROM. Juracek was seeking over Template:USD in damages and $2,500 to $25,000 in false copyright management for each photograph Capcom used.[36] Before a court date could be made, the matter was settled "amicably" in February 2022.[37] It comes on the heels of Capcom being accused by Dutch movie director Richard Raaphorst of copying the monster design of his movie Frankenstein's Army into their game Resident Evil Village.[38]

In February 2022, it was reported by Bloomberg that Saudi Arabia's Public Investment Fund had purchased a 5% stake in Capcom for an approximate value of US$332 million.[39]

In July 2023, Capcom acquired Tokyo-based computer graphics studio Swordcanes Studio.[40]

In July 2024, Capcom acquired Taiwan-based computer graphics studio Minimum Studios.[41]

Corporate structure

Development divisions

In its beginning few years, Capcom's Japan branch had three development groups referred to as "Planning Rooms", led by Tokuro Fujiwara, Takashi Nishiyama and Yoshiki Okamoto.[42][43] Later, games developed internally were created by several numbered "Production Studios", each assigned to different games.[44][45] Starting in 2002, the development process was reformed to share technologies and expertise better, and the individual studios were gradually restructured into bigger departments responsible for different tasks.[45] While there are self-contained departments for the creation of arcade, pachinko and pachislot, online, and mobile games, the Consumer Games R&D Division is an amalgamation of subsections in charge of game development stages.[45][46][47]

Capcom has two internal Consumer Games Development divisions:

In addition to these teams, Capcom commissions outside development studios to ensure a steady output of titles.[51][52] However, following poor sales of Dark Void and Bionic Commando, its management has decided to limit outsourcing to sequels and newer versions of installments in existing franchises, reserving the development of original titles for its in-house teams.[53] The production of games, budgets, and platform support are decided on in development approval meetings, attended by the company management and the marketing, sales and quality control departments.[45]

Although the company often relies on existing franchises, it has also published and developed several titles for the Xbox 360, PlayStation 3, and Wii based on original intellectual property: Lost Planet: Extreme Condition, Dead Rising, Dragon's Dogma, Asura's Wrath, and Zack and Wiki.[54] During this period, Capcom also helped publish several original titles from up-and-coming Western developers, including Remember Me, Dark Void, and Spyborgs, titles other publishers were not willing to gamble on.[55][56] Other games of note are the titles Ōkami, Ōkamiden, and Ghost Trick: Phantom Detective.

Branches and subsidiaries

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Capcom Co., Ltd.'s head office building and R&D building are in Chūō-ku, Osaka.[57] The parent company also has a branch office in the Shinjuku Mitsui Building in Nishi-Shinjuku, Shinjuku, Tokyo;[58] and the Ueno Facility, a branch office in Iga, Mie Prefecture.[57]

The international Capcom Group encompasses 12 subsidiaries in Japan, rest of East Asia, North America, and Europe.[57][45]

Game-related media

In addition to home, online, mobile, arcade, pachinko, and pachislot games, Capcom publishes strategy guides;[2] maintains its own Plaza Capcom arcade centers in Japan; and licenses its franchise and character properties for tie-in products, movies, television series, and stage performances.[7]

Suleputer, an in-house marketing and music label established in cooperation with Sony Music Entertainment Intermedia in 1998, publishes CDs, DVDs, and other media based on Capcom's games.[59] Captivate (renamed from Gamers Day in 2008), an annual private media summit, is traditionally used for new game and business announcements.[60]

Creations

Hardware

Capcom's first arcade board system was the CP System, released in 1988 with the game Forgotten Worlds. They later designed the CP System II and CP System III.

In 2019, Capcom released the Capcom Home Arcade, containing a total of 16 built-in CPS-1 and CPS-2 emulated games.[61]

Technology

Game sales

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Capcom's top 10 multi-million selling franchises
(as of June 30, 2025)[62]
Franchise First release Sales (m)
Resident Evil 1996 174.0
Monster Hunter 2004 122.0
Street Fighter 1987 57.0
Mega Man 1987 43.0
Devil May Cry 2001 36.0
Dead Rising 2006 18.0
Dragon's Dogma 2012 13.0
Ace Attorney 2001 13.0
Marvel vs. Capcom 1996 12.0
Onimusha 2001 8.9

Capcom started its Street Fighter franchise in 1987. The series of fighting games are among the most popular in their genre. Having sold over 50 million copies, it is one of Capcom's flagship franchises. The company also introduced its Mega Man series in 1987, which has sold over 40 million copies.

The company released the first entry in its Resident Evil survival horror series in 1996, which became its most successful game series, selling over 150 million copies. After releasing the second entry in the Resident Evil series, Capcom began a Resident Evil game for PlayStation 2. As it was significantly different from the existing series' games, Capcom decided to spin it into its own series, Devil May Cry. The first three entries were exclusively for PlayStation 2; further entries were released for non-Sony consoles. The entire series has sold over 30 million copies. Capcom began its Monster Hunter series in 2004, which has sold over 100 million copies on a variety of consoles.

Capcom compiles a "Platinum Titles" list, updated quarterly, of its games that have sold over one million copies. It contains over 100 video games. This table shows the top ten titles, by sold copies, as of March 31, 2025.[63]

Title Release date Platform(s) considered Sales (m)
Monster Hunter: World Template:Dts PlayStation 4, Xbox One, PC 21.70Template:Efn
Monster Hunter Rise Template:Dts Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, PC 17.50
Resident Evil 2 Template:Dts PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, PC 15.80
Monster Hunter World: Iceborne Template:Dts PlayStation 4, Xbox One, PC 15.40
Resident Evil 7: Biohazard Template:Dts PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, PC 15.40
Resident Evil Village Template:Dts PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, PC 12.20
Resident Evil 4 Template:Dts PlayStation 4, PlayStation 5, Xbox Series X/S, PC 10.60
Monster Hunter Wilds Template:Dts PlayStation 5, Xbox Series X/S, PC 10.50
Devil May Cry 5 Template:Dts PlayStation 4, Xbox One, PC 10.50
Resident Evil 3 Template:Dts PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Nintendo Switch, PC 10.20

Template:Notelist

See also

Articles

Companies founded by ex-Capcom employees

Name Foundation Affiliation
Arika November 1, 1995 Founded by Akira Nishitani
Crafts & Meister June 1, 2004 Founded by Noritaka Funamizu and Katsuhiro Sudo
Deep Space May 5, 1998 Co-founded by Tokuro Fujiwara, a subsidiary of SCEI[64]
Dimps March 6, 2000 Founded by Takashi Nishiyama and Hiroshi Matsumoto
Game Republic July 1, 2003 Founded by Yoshiki Okamoto
Inti Creates May 8, 1996 Founded by Takuya Aizu
Level-5 Comcept December 1, 2010 Founded by Keiji Inafune as Comcept
PlatinumGames October 1, 2007 Founded by Shinji Mikami, Atsushi Inaba, Hideki Kamiya, and Tatsuya Minami
Tango Gameworks March 1, 2010 Founded by Shinji Mikami
UTV Ignition Games September 26, 2001 Sawaki Takeyasu joined Ignition Tokyo, a subsidiary of UTV Ignition Games
Whoopee Camp 1996 Founded by Tokuro Fujiwara

References

Template:Reflist

External links

Template:Sister project

Template:Franchises by Capcom Template:Portal bar Template:Authority control

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  33. Script error: No such module "citation/CS1".
  34. Script error: No such module "citation/CS1".
  35. Script error: No such module "citation/CS1".
  36. Script error: No such module "citation/CS1".
  37. Script error: No such module "citation/CS1".
  38. Script error: No such module "citation/CS1".
  39. Script error: No such module "citation/CS1".
  40. Script error: No such module "citation/CS1".
  41. Script error: No such module "citation/CS1".
  42. Script error: No such module "Citation/CS1".
  43. Script error: No such module "citation/CS1".
  44. Script error: No such module "citation/CS1".
  45. a b c d e Script error: No such module "citation/CS1".
  46. Script error: No such module "citation/CS1".
  47. Script error: No such module "citation/CS1".
  48. Script error: No such module "citation/CS1".
  49. Script error: No such module "citation/CS1".
  50. Script error: No such module "citation/CS1".
  51. Script error: No such module "citation/CS1".
  52. Script error: No such module "citation/CS1".
  53. Script error: No such module "citation/CS1".
  54. "Lost Planet & Dead Rising; Capcom Brings New Blood to Xbox 360." EGM [i] 2006: 1-41. ProQuest Research Library. Web. May 30, 2012.
  55. Script error: No such module "citation/CS1".
  56. Script error: No such module "citation/CS1".
  57. a b c Script error: No such module "citation/CS1".
  58. "Locations Template:Webarchive." Capcom. Retrieved on August 12, 2011. "3-1-3 Uchihirano-machi, Chuo-ku, Osaka 540-0037, Japan" and "Shinjuku Mitsui Building 2-1-1 Nishi Shinjuku, Shinjuku-ku, Tokyo"
  59. Script error: No such module "citation/CS1".
  60. Script error: No such module "citation/CS1".
  61. Script error: No such module "citation/CS1".
  62. Script error: No such module "citation/CS1".
  63. Script error: No such module "citation/CS1".
  64. Script error: No such module "citation/CS1".