
How Capcom Did The IMPOSSIBLE
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The video game industry has adopted several "truths" in recent years, such as single-player games being risky, new IPs not selling, old franchises being unprofitable, and the necessity of open-world, live-service games with battle passes. However, Capcom has defied these conventions and is experiencing an incredibly successful 2026, releasing three hit games within the first four months of the year.
The broader problem in the industry, beyond just live-service, is twofold. First, developers are playing it "safe" in a counterintuitive way that involves taking massive business risks. Every game is expected to be bigger, longer, more cinematic, and to last forever. This leads to bland content, as the aim is to appeal to the broadest possible audience. While this might work for products like toilet paper, it's detrimental to art forms like video games. Art is subjective and expressive, and trying to flatten it to appeal to everyone often results in offending fewer people rather than making more people like it. This "safe" approach filters out interesting ideas to avoid any potential dislike, ultimately leading to a general disinterest.
The second problem is the industry's focus on making games into "platforms," which often translates to live-service models. These games are designed to exist indefinitely, providing spaces for players to engage, create content, stream, or roleplay. While some games excel at this, it's generally problematic, especially when combined with the broad-audience approach. The prevalence of bloated open-world and live-service elements further exacerbates these issues.
Capcom's recent release schedule highlights their success:
- **Resident Evil Requiem** (February 27th): Sold 5 million copies in 5 days, and an additional million in the following week.
- **Monster Hunter Stories: Twisted Reflection** (March 13th): Estimated to have sold between 1 and 2 million copies on Steam alone, based on data.
- **Pragmata** (April 17th): An entirely new IP that sold 1 million copies in 2 days. This game, featuring a Dead Space-like character with a Mega Man-like girl engaging in puzzle combat, was a significant gamble by industry standards.
Capcom's success isn't accidental or magic; it's the result of a deliberate strategy. Seven years ago, Capcom was in a severe slump, with profits down 90% and a reputation for releasing mediocre or awful games like Resident Evil 6 and Umbrella Core. A significant shift began around 2017 with Resident Evil 7, which marked the start of the Resident Evil engine's development. A team worked concurrently on Resident Evil 7 and the Resident Evil 2 remake. Subsequent wins with Monster Hunter World and Devil May Cry 5 solidified their turnaround.
Capcom's core strategy is simply "making good games." While this sounds basic, it stands out because so many other companies aren't doing it. Making a good game doesn't automatically mean it has to be long, big, a huge investment, or universally loved. Capcom embraces specific, sometimes weird, ideas and executes them precisely. They understand that you can't please everyone, but you can please your established audience by continuing to make the games you enjoy making.
A key aspect of Capcom's approach is their scope control. Their games generally range from 10 to 30 hours, with longer runtimes reserved for specific reasons, not just for the sake of it. Furthermore, they effectively reuse assets, systems, animations, and technology. Most of their games, including two of the three recent hits, run on the Resident Evil engine, even if they aren't Resident Evil titles. While asset reuse can carry a stigma of laziness, Capcom uses it to build a library and continually expand the foundation of games they can create. For example, detailed urban assets from Resident Evil Requiem were repurposed for the "3D printed New York" in Pragmata, demonstrating a smart and efficient development process.
This contrasts sharply with many AAA projects that seem to start from scratch, reinventing everything for each new game. Many developers release games once a generation, leading to long development cycles and the need to rebuild for the next generation. Capcom, however, is constantly making new content by integrating and repurposing existing assets, making subtle changes to ensure they don't look identical.
Capcom isn't betting everything on a single game; they are betting on being a good game company. This involves a regular release schedule, continuous iteration, and improvement of their craft. They operate more like an indie or AA developer despite being AAA, which is likely aided by self-publishing their games.
What Capcom is doing isn't impossible or shocking; it's simply effective. In an industry releasing over 13,000 games annually, good quality stands out. While the barrier to entry for game development is lowering, leading to more games from less experienced creators, Capcom has leveraged its long-standing experience. After losing their way by chasing industry trends, they re-embraced their core competency: making games for people who play games, the majority of whom prefer single-player experiences.
The industry's model of creating one "forever game" with thousands of workers is proving unsustainable, as evidenced by layoffs at companies like Fortnite. Capcom's approach—making focused, well-designed games that players can enjoy from start to finish—is far less risky than spending hundreds of millions on bland, universally inoffensive "forever games." Game development is becoming cheaper, and the idea that a game needs to be "everything" is a misconception that Capcom, and most gamers, reject.
Capcom's success demonstrates that investing in focused effort, experience, and understanding that new projects are always on the horizon can yield significant results. Their journey from a slump to being arguably the most successful video game company of 2026 in terms of return on investment is a lesson for the entire industry. While not everyone likes Capcom games, their commitment to their vision creates subjectively good experiences that resonate with a dedicated audience.