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— CH. 1 · INTRODUCTION —

Capcom

9 min listen · Ch. 1 of 6
6 sections
  • Capcom sits behind some of the most recognizable titles in video game history. Resident Evil, Street Fighter, Monster Hunter, Mega Man, Devil May Cry, and half a dozen others all trace back to a single Japanese company that started not with a console game, but with a medal game called Little League in July 1983. The questions worth asking are how a business that nearly went bankrupt in the late 1980s ended up with its best-selling game released in 2018, and why a company famous for its Japanese arcade roots had to look inward at what it was getting wrong before it could reach players worldwide. The name Capcom itself holds a clue to both its origins and its ambitions. It is a clipped compound of "Capsule Computers", a term the company invented for the arcade machines it manufactured in its earliest years. The word "capsule" was chosen deliberately: it evoked game software packed to the brim with fun, and it also signaled a hard outer shell meant to protect the company's ideas from illegal copies and inferior imitations. That instinct to protect what it had built would define the company, sometimes to its benefit, sometimes to its detriment, for decades to come.

  • Kenzo Tsujimoto founded I.R.M. Corporation on the 30th of May, 1979, while he was still president of Irem Corporation. He ran both companies simultaneously until he left Irem in 1983. I.R.M. and its subsidiary, Japan Capsule Computers Co., Ltd., were focused entirely on manufacturing and distributing electronic game machines. The two companies became Sanbi Co., Ltd. in September 1981, before Tsujimoto established Capcom Co., Ltd. on the 11th of June, 1983, to handle internal sales. In January 1989, Capcom Co., Ltd. merged with Sanbi Co., Ltd. to produce the Japan branch that exists today. Capcom's first video arcade, Acty 24, opened under direct company management in December 1983. Its first arcade video game, Vulgus, followed in May 1984. From the start, the game 1942 in 1984 showed Capcom was designing with international audiences in mind. It was the 1985 arcade games Commando and Ghosts 'n Goblins that gave the company its break, described at the time as the products that shot Capcom to "8-bit silicon stardom". Beginning with Commando in late 1985, Capcom started licensing its arcade titles to home computers through British software houses Elite Systems and U.S. Gold, a relationship that carried into the late 1980s. The company's first arcade board system, the CP System, arrived in 1988 alongside the game Forgotten Worlds.

  • By the late 1980s, Capcom was close to financial collapse. The development of a strip mahjong game called Mahjong Gakuen changed that. The game outsold Ghouls 'n Ghosts, which had been the eighth highest-grossing arcade game of 1989 in Japan. That single title is credited with pulling Capcom back from the edge. The company's console business had begun in December 1985 with a Nintendo Entertainment System port of 1942. Home consoles would eventually become Capcom's primary market. Capcom's commitment to the Super Nintendo Entertainment System, however, held it back from developing 3D-capable arcade boards at the same pace as other major publishers. That was not purely a strategic choice: the 2D animated cartoon-style graphics in games such as Darkstalkers: The Night Warriors and X-Men: Children of the Atom proved genuinely popular. Capcom adopted that look as a signature style and carried it into subsequent releases. In 1990, the company entered the bowling industry with Bowlingo, a coin-operated, electro-mechanical, fully automated mini ten-pin bowling installation. Designed to fit inside amusement arcades rather than dedicated bowling alleys, Bowlingo drew significant earnings in North America upon its release. Among the company's key franchises, Street Fighter II arrived in 1991 and became the highest-grossing title in company history, driven by its success in arcades.

  • Resident Evil launched in 1996 and became Capcom's most successful game series. After the second entry in the series, Capcom began work on a Resident Evil title for PlayStation 2. The project diverged enough from the existing games that the company decided to spin it into a separate franchise, and Devil May Cry was born. Its first three entries were exclusive to PlayStation 2; subsequent entries moved to non-Sony hardware. Monster Hunter arrived in 2004 and, despite being considered a niche title for most of its early life due to its steep learning curve, went on to become one of Capcom's most important properties. Capcom's Platinum Titles list, updated quarterly, tracks games that have sold over one million copies. As of the 31st of December 2025, that list contained over one hundred video games. Capcom has also extended its franchises into film. In 1994, it adapted Street Fighter into a movie of the same name. Commercially successful but critically dismissed, it set a template the company would revisit. A 2002 film adaptation of Resident Evil met similar critical reception while also succeeding at the box office. Capcom's stated view is that films function as a tool to build sales for its games rather than as creative ends in themselves. Suleputer, an in-house marketing and music label established with Sony Music Entertainment Intermedia in 1998, publishes CDs, DVDs, and other Capcom-related media.

  • Resident Evil 5 in 2009 and Resident Evil 6 in 2012 leaned into action gameplay at the expense of the survival horror balance that had defined the earlier entries. Street Fighter V launched in 2016 with minimal single-player content and poor online infrastructure, and failed to meet its sales target of two million units by March 2016. Capcom outsourced the next Devil May Cry title to British studio Ninja Theory, producing DmC: Devil May Cry in 2013. The re-envisioning did not resonate with the series' players. Newer properties such as Lost Planet and Asura's Wrath also failed to build significant audiences. In 2012, criticism mounted over disc-locked content, a practice where players were charged for additional material already embedded within the game's own files. Street Fighter X Tekken was the most prominent example. Capcom defended the practice publicly. On the 27th of August, 2014, Capcom filed a patent infringement lawsuit against Koei Tecmo Games at the Osaka District Court, seeking 980 million yen in damages. Capcom claimed Koei Tecmo had infringed a patent it obtained in 2002 relating to a gameplay feature. In November 2020, the hacker group Ragnar Locker hit Capcom's servers with ransomware, allegedly stealing 1TB of sensitive corporate data. Contact information for up to 350,000 employees and partners was exposed, along with plans for upcoming games. Capcom confirmed that no credit-card or other financial data was obtained. The breach later surfaced as evidence in a copyright lawsuit filed in June 2021 by artist and author Judy A. Juracek, who asserted Capcom had used images from her 1996 book Surfaces in cover art and assets for Resident Evil 4, Devil May Cry, and other games. A file of a metal surface named ME0009 in Capcom's own files matched the exact name used on the book's companion CD-ROM. The matter was settled amicably in February 2022.

  • Management changes in the mid-2010s brought a new strategic direction. Capcom acknowledged that its misfire period reflected failed attempts to transplant Western game concepts into its titles without understanding how those mechanics were actually implemented in Western games. The corrective approach focused on making games that would be enjoyable globally, rather than products that felt narrowly aimed at Japanese audiences. Development teams in Japan began collaborating directly with Capcom's international studios. Resident Evil 7: Biohazard in 2017 was the first release under this revised philosophy, and critics read it as a return to the series' origins. The company also developed the RE Engine to replace the older MT Framework, giving its studios the ability to work across a wider range of hardware including newer consoles. Monster Hunter: World in 2018 modernized the series' gameplay to lower the learning curve and broaden its appeal. As of 2025, it remains Capcom's best-selling game, with 22 million copies sold. On the 28th of January, 2019, Capcom announced that Sega would take over technical services for its arcade games starting in April. In July 2023, Capcom acquired Tokyo-based computer graphics studio Swordcanes Studio, followed in July 2024 by the acquisition of Taiwan-based Minimum Studios. In February 2022, Saudi Arabia's Public Investment Fund purchased a 5% stake in Capcom for an approximate value of US$332 million, with further investment from the Electronic Gaming Development Company of the Mohammed bin Salman Foundation bringing that stake to 6% by April 2026.

Common questions

When was Capcom founded and who founded it?

Capcom's predecessor, I.R.M. Corporation, was founded on the 30th of May, 1979, by Kenzo Tsujimoto. Capcom Co., Ltd. itself was established on the 11th of June, 1983, to take over the internal sales department.

What does the name Capcom mean?

Capcom is a clipped compound of "Capsule Computers", a term the company coined for the arcade machines it manufactured in its early years. "Capsule" referred both to game software packed with gaming fun and to the company's intention to protect its intellectual property with a hard outer shell against illegal copies.

What is Capcom's best-selling game of all time?

Monster Hunter: World, released in 2018, is Capcom's best-selling game as of 2025, with 22 million copies sold. It was developed to modernize the Monster Hunter series and simplify its steep learning curve to reach a broader global audience.

What game saved Capcom from bankruptcy in the late 1980s?

A strip mahjong game called Mahjong Gakuen saved Capcom from financial crisis in the late 1980s. It outsold Ghouls 'n Ghosts, the eighth highest-grossing arcade game of 1989 in Japan, and is credited with pulling the company back from the edge of collapse.

What was the Capcom ransomware attack and what data was stolen?

On the 2nd of November, 2020, the hacker group Ragnar Locker attacked Capcom's servers with ransomware and allegedly stole 1TB of sensitive corporate data. Contact information for up to 350,000 employees and partners was exposed, along with plans for upcoming games. Capcom confirmed no credit-card or financial information was obtained.

What is the RE Engine and why did Capcom develop it?

The RE Engine is a game development platform Capcom built to replace its older MT Framework. It was developed as part of a broader strategic turnaround in the mid-2010s to help Capcom's studios work across a wider range of hardware, including newer consoles. Resident Evil 7: Biohazard in 2017 was the first game released using it.

All sources

71 references cited across the entry

  1. 2CAPCOM - Income Statements (Japan GAAP)Capcom — January 27, 2026
  2. 3Balance Sheets (Japan GAAP)Capcom — 13 May 2025
  3. 5Capcom Marks 25th AnniversaryOcampo, Jason — IGN Entertainment, Inc — June 11, 2008
  4. 6Corporate Information: HistoryCapcom Co., Ltd — September 30, 2009
  5. 7Capcom Co., LtdSeptember 30, 2009
  6. 10MagazineCapcom: A Captive AudienceMay 18, 1989
  7. 11Business Strategies & IR Data: Total Sales Units DataCapcom Co., Ltd — March 31, 2010
  8. 13This Strip Mahjong Game Saved Capcom From BankruptcyJack Yarwood — Hookshot Media — March 7, 2023
  9. 15MagazineCapcomImagine Media — May 1996
  10. 23Capcom defends on-disc DLC - ReportEddie Makuch — April 2, 2012
  11. 36BookSurfaces: Visual Research for Artists, Architects, and DesignersJudy A. Juracek — W.W. Norton — 1996
  12. 38Capcom lawsuit over alleged stolen art settledDanielle Partis — February 7, 2022
  13. 42Minimum Studios becomes Capcom subsidiarySophie McEvoy — 2024-07-01
  14. 45JournalGamesideMicro Magazine — February 2009
  15. 46Strider HiryūCapcom Co., Ltd. — March 7, 1989
  16. 48The Future of PSP – CapcomNix, Marc — IGN Entertainment, Inc — March 23, 2007
  17. 49Developer Interview 2008Capcom Co., Ltd
  18. 50Annual Report 2007Capcom Co., Ltd
  19. 56Bionic Commando, Dark Void Last Straws For CapcomOrsini, Lauren — May 17, 2010
  20. 59Corporate Information: Capcom GroupCapcom Co., Ltd — August 31, 2009
  21. 61Annual Report 2009Capcom Co., Ltd — September 17, 2009
  22. 62Corporate Information: Business SegmentsCapcom Co., Ltd — September 30, 2009
  23. 63Annual Report 1998Capcom Co., Ltd
  24. 64"Gamers Day" is dead, long live the CAPTIVATE08 Media SummitKramer, Chris — Capcom Entertainment, Inc — March 28, 2008
  25. 65Capcom Home Arcade review: the DF Retro verdictJohn Linneman Senior Staff Writer — 2019-11-12
  26. 67Capcom, Platinum TitlesDecember 31, 2025