Last Update 20 Mar 26
Fair value Decreased 5.00%Requiem Delivers — RE9 Becomes the Fastest-Selling Resident Evil in History
When I published this narrative three weeks ago, I framed Resident Evil Requiem as the most significant near-term catalyst in Capcom's fiscal year and noted that strong performance could push FY2025 results well above guidance. The early data suggests that framing was, if anything, conservative.
The numbers speak for themselves. Requiem sold five million copies in its first five days, making it the fastest-selling Resident Evil game ever. Wikipedia By March 16 — less than three weeks post-launch — Capcom confirmed the title had surpassed six million units, again the fastest any entry in the series has reached that milestone. CAPCOM | For context, the RE4 remake took nearly four months to reach five million, and Village took nearly five months. Videogames Chronicle Requiem did it in under a week.
Critical reception has been exceptional. The game debuted at an 88 on Metacritic, placing it above both RE7 (86) and Village (84), making it the best-reviewed mainline, non-remake entry since the original RE4 over twenty years ago. GamesRadar+ On the user side, Requiem achieved the highest user score on Metacritic at 9.5, and on Steam it sits at an "overwhelmingly positive" 96% based on tens of thousands of reviews. Videogames Chronicle The dual-protagonist structure I was excited about — Grace Ashcroft's survival horror sections paired with Leon's action gameplay — has landed exactly as hoped, with critics praising the tonal balance and emotional weight of what amounts to a love letter to the franchise's 30th anniversary.
The investment implications are meaningful. In the original narrative, I noted that Capcom's full-year guidance projected ¥190 billion in net sales and ¥73 billion in operating profit, with RE Requiem providing potential upside. With Requiem's launch pushing Q4 unit sales significantly — Capcom was targeting 54 million units shipped for the full fiscal year, having already achieved nearly 35 million through Q3 — the path to beating guidance looks increasingly plausible. TweakTown Requiem's six million units in three weeks, combined with the catalog halo effect I described (where new releases re-energize back catalog sales of titles like Village and RE4), should provide a meaningful Q4 tailwind.
On the stock: shares remain in the ¥3,500–3,600 range as of mid-March, still well off the 52-week high of ¥5,015 I referenced originally. The average 12-month analyst price target sits around ¥4,452, with 14 analysts rating the stock a buy and none recommending a sell. Investing.com The disconnect between Requiem's blockbuster launch and the muted share price reaction likely reflects broader market headwinds and the fact that some success was already priced into expectations — but for anyone building a long-term position, the thesis I laid out is tracking ahead of schedule.
Looking ahead: Capcom has confirmed plans for ongoing support and additional content for Requiem Videogames Chronicle, including a confirmed story expansion, a photo mode, and a minigame coming in May. Nintendo Life Pragmata launches April 24. The RE franchise just crossed approximately 190 million lifetime units. And the 30th anniversary celebrations — including a Universal Studios Japan collaboration and orchestral concerts globally — are just getting started.
The flywheel I described in the original narrative isn't slowing down. If anything, Requiem has added another turn.
How the RE Engine, a Decade of Remakes, and Cultural Phenomenon Status Are Powering One of Gaming's Most Durable Growth Stories
I. The Thesis: Why Capcom Stands Apart
As someone who has spent the better part of three decades with a controller in hand, I've watched the gaming industry cycle through booms and busts, studio closures and mass layoffs, and the slow erosion of consumer trust at the hands of rushed releases and predatory monetization. Against that backdrop, Capcom's trajectory over the last decade feels almost anomalous. This is a company that has achieved what its own management calls 10 consecutive fiscal years of operating income growth, a feat virtually unmatched among publicly traded game publishers.[1]
But the numbers alone don't capture what makes Capcom compelling. What makes this story resonate with me as both an investor and a gamer is how they got here: by respecting their own legacy, investing in proprietary technology, and treating their back catalog not as a museum piece but as a living, revenue-generating asset.
II. The Numbers: A Decade of Compounding Excellence
Capcom's most recent quarterly filing—the Q3 FY2025 results published January 27, 2026—paints a striking picture.[1] For the nine months ended December 31, 2025, consolidated net sales reached ¥115.3 billion (up 29.8% year-over-year), with operating profit of ¥54.3 billion (up 75.1% YoY). These are not the results of a single blockbuster launch—Monster Hunter Wilds shipped in February 2025 and its initial sales surge had already normalized. Instead, the consistent lift came from catalog titles: the evergreen library that Capcom has spent years cultivating.
The half-year results through September were even more revealing of the underlying momentum.[4] Net sales of ¥81.15 billion represented a 43.9% increase, while operating profit of ¥39.3 billion surged 89.8% year-over-year. To put the margin profile in context, Seeking Alpha analyst coverage in late January 2026 noted that Capcom's Digital Contents segment posted a 62.8% operating margin in Q3—roughly double the industry average for major publishers.[5]
Key Financial Highlights (Nine Months Ended Dec. 31, 2025)

Full-year guidance for FY2025 (ending March 31, 2026) projects ¥190 billion in net sales and ¥73 billion in operating profit, which would represent the company's twelfth consecutive year of operating profit growth. Management reaffirmed this forecast in January, and the upcoming Q4 slate—headlined by Resident Evil Requiem—provides meaningful upside potential beyond what the guidance already bakes in.
III. The Engine Room: How the RE Engine Changed Everything
If there is a single inflection point in Capcom's modern story, it is the creation of the RE Engine. Officially named the "Reach for the Moon Engine" (the Japanese team doesn't call it the Resident Evil Engine, despite the convenient acronym), it was born in 2014 during the earliest stages of Resident Evil 7's development.[6] Jun Takeuchi, head of Division 1 at the time, described the motivation plainly: they needed to modernize how Capcom made games, moving to asset-based development workflows that were becoming the global standard. The predecessor engine, MT Framework, had served them well through the PS3/Xbox 360 era, but its tooling was too slow for next-generation ambitions.
As a developer myself, I find the RE Engine story compelling because it mirrors a decision any engineering leader eventually faces: do you adopt the popular third-party solution (Unreal, Unity) and accept its tradeoffs, or do you invest in proprietary tooling that gives you a competitive moat? Capcom chose the latter, and the payoff has been extraordinary.
Since its debut with RE7 in 2017, the RE Engine has powered every major Capcom release: Devil May Cry 5 (2019), the Resident Evil 2 and 3 remakes (2019–2020), Monster Hunter Rise (2021), Resident Evil Village (2021), Street Fighter 6 (2023), the Resident Evil 4 remake (2023), Dragon's Dogma 2 (2024), Monster Hunter Wilds (2025), and the upcoming Resident Evil Requiem (2026). That is a staggering breadth of genre coverage—survival horror, character action, open-world RPG, fighting game, online cooperative hunting—all running on the same foundational technology.
The investment thesis here is about compounding efficiency. Every title that ships on the RE Engine feeds improvements back into it. Capcom's developers have described it as a collective intelligence that grows with each project. Over 150 engineers work on the engine itself, and no single franchise dictates its direction—all studios contribute. This creates a flywheel: better tools lead to higher-quality titles produced more efficiently, which drives revenue, which funds further engine investment. Capcom is already developing the next evolution, codenamed REX (RE neXt Engine), which will incrementally integrate next-generation capabilities into the existing framework.
IV. The Remake Renaissance: Mining Gold from the Archive
For me personally, the Resident Evil 2 remake in January 2019 was the moment I realized Capcom had figured out something that most of the industry hadn't. This wasn't a lazy remaster with upscaled textures. It was a ground-up reimagining that preserved the soul of the 1998 original while delivering a thoroughly modern experience—over-the-shoulder camera, photorealistic visuals via the RE Engine, and redesigned encounters that terrified veterans and newcomers alike. It has since sold over 16.8 million copies.[2]
The RE3 remake followed in 2020, and then the Resident Evil 4 remake in March 2023—which quickly became one of Capcom's fastest-selling titles ever. The financial logic of remakes is elegant: you are working with proven IP that already has a built-in audience, which reduces marketing risk; the narrative and level design blueprint already exists, which compresses the design phase; and the RE Engine's mature tooling accelerates production. The result is a title with AAA production values and critical acclaim that can be developed in a shorter cycle and at lower cost than a wholly original IP.
From an investor's perspective, the remake strategy also creates a halo effect on catalog sales. Capcom's Q3 FY2025 results explicitly noted that excitement for Resident Evil Requiem drove increased sales of Resident Evil Village and RE4—titles that are already years old. The announcement of Onimusha 2 and the continued success of Devil May Cry 5 (boosted by the Netflix animated series) demonstrate the same dynamic across other franchises. Capcom doesn't just sell new games; each new release re-energizes the entire back catalog.
V. The Next Chapter: Resident Evil Requiem
Resident Evil Requiem (RE9) launches on February 27, 2026—just days from the time of this writing—on PlayStation 5, Xbox Series X|S, PC, and notably as a day-one Nintendo Switch 2 title. The game introduces a new protagonist, FBI analyst Grace Ashcroft, alongside the return of Leon S. Kennedy, and features a dual-perspective system that lets players switch between first-person survival horror (Grace's sections) and third-person action gameplay (Leon's sections).
The anticipation is palpable, and not just in the gaming community. Capcom's IR filings explicitly cite RE Requiem hype as a catalyst for catalog sales growth in Q3. The title surpassed one million wishlists across all platforms after its Summer Game Fest 2025 reveal. For investors, RE9 represents a potential inflection point in an already strong fiscal year: if it performs anywhere near the level of RE Village (which has sold over 13.5 million lifetime units), it could drive Capcom well past its already-ambitious full-year operating profit guidance of ¥73 billion.
As a lifelong Resident Evil fan, this one is personal. Seeing the series return to the ruins of Raccoon City—the setting that started it all—while introducing a new generation of characters feels like exactly the kind of measured creative risk that has defined Capcom's resurgence. The inclusion of Leon as a playable character, reportedly in what may be his final major mainline role, gives the title an emotional weight that could resonate far beyond the hardcore fanbase.
VI. Street Fighter 6: A Cultural Phenomenon in Japan
If RE Engine and the remake strategy represent Capcom's technological and creative thesis, then Street Fighter 6 is the proof of concept for their esports and live-service ambitions.[7] Launched in June 2023, SF6 has now surpassed 6.36 million cumulative units sold as of December 31, 2025, with Capcom's lifetime target of 10 million looking increasingly achievable.
But the raw sales number doesn't capture what makes SF6 remarkable. The story is in Japan. Street Fighter 6 hit 1 million copies sold domestically in Japan by early 2025[8]—accounting for roughly 23% of total worldwide sales at the time. To put that in context, Street Fighter V sold approximately 117,000 physical copies in Japan across its entire lifetime. SF6 hasn't just revived the franchise in its home market; it has achieved what commentators are calling "SFII Part II" status—a cultural phenomenon on the level of the original arcade boom of the early 1990s.
The drivers behind this Japanese renaissance are fascinating. Community outreach through events like the Crazy Raccoon Cup tournaments—which pair hardcore FGC players with popular streamers and VTubers—has brought in enormous casual audiences. The Capcom Pro Tour World Warrior events in Japan are breaking records: a 2025 online qualifier drew 2,357 entrants, the largest online fighting game singles tournament in FGC history. The Street Fighter League: Pro-JP 2025 Grand Final, held January 31, 2026 at Pacifico Yokohama, achieved all-time highs in both paid livestream viewership and on-site ticket sales.[3]
Capcom is leaning hard into this momentum. They've announced a Street Fighter League Asia League debuting in 2027, lowered the minimum age for Pro-JP league participation to 15, and confirmed that the next Capcom Cup championship will again be held at the iconic Ryogoku Kokugikan arena in Tokyo. A live-action Hollywood Street Fighter film, co-financed with Legendary Entertainment, is slated for October 2026. SF6 also won Esports Game of the Year 2024 at the Japan eSports Awards—a clear signal that the competitive ecosystem Capcom is building has institutional recognition.
From an investment standpoint, the SF6 esports engine represents a long-duration revenue stream with characteristics more akin to a sports league than a traditional game launch. Ongoing character DLC, seasonal battle passes, tournament ticket and streaming revenue, merchandise, and the aforementioned film tie-in create a diversified monetization model that extends the title's commercial lifespan well beyond a typical release window.
VII. Competitive Positioning: Where Capcom Wins
While the broader games industry has been marked by layoffs, studio closures, and missed expectations (Ubisoft, Square Enix, and even parts of the Xbox portfolio have struggled), Capcom has quietly become one of the most consistently profitable publishers in the world. Their operating margin profile, anchored by digital sales and a maturing catalog, is structurally superior to peers who remain dependent on the hit-driven cycle of new releases.
Capcom's "Single Content Multiple Usage" strategy—monetizing IP across games, esports, film, animation, merchandise, and physical experiences like their Capcom Store retail locations and the Dive! Capcom experiential facility—creates durable brand value that compounds over time. When a Netflix Devil May Cry series drives 2.1 million units of DMC5 in a half-year period, or when RE Requiem hype lifts RE4 and Village catalog sales, you are seeing the flywheel in action.
VIII. Risks, Catalysts, and the Road Ahead
Near-Term Catalysts
Resident Evil Requiem launch (Feb. 27, 2026): The most significant catalyst in the current fiscal year. Strong reviews and sales could push FY2025 results well above guidance.
Street Fighter 6 on Nintendo Switch 2: Already contributing to sales growth, the Switch 2 installed base expansion through 2026 provides ongoing tailwind.
Pragmata (April 24, 2026): Capcom's all-new IP. While less proven than franchise tentpoles, it demonstrates continued investment in original creative risk.
Street Fighter film (October 2026): Co-financed with Legendary Entertainment. Even moderate box office success could generate significant brand awareness and drive SF6 player acquisition.
Key Risks
Concentration risk: Resident Evil, Monster Hunter, and Street Fighter account for the vast majority of revenue. A major creative miss on any flagship could impact sentiment disproportionately.
Currency exposure: As a Japan-listed company earning significant revenue in USD and EUR, yen fluctuations can materially impact reported results.
Valuation compression: The stock is down from its 52-week high of ¥5,015 to approximately ¥3,167 as of mid-February 2026, reflecting broader market headwinds and a post-Monster Hunter Wilds normalization. Whether this represents a buying opportunity or a rerating depends on RE9's performance and forward guidance.
Execution on REX Engine: The transition to the next-generation engine is a multi-year undertaking. Any delays or technical issues could slow the release cadence that underpins Capcom's growth model.
IX. Closing Thoughts
I started playing Resident Evil when I was a teenager, fumbling through the Spencer Mansion with a CRT television and a PlayStation memory card. Decades later, I'm playing a photorealistic reimagining of that same story's sequel on hardware that would have been science fiction at the time—and in a week, I'll be loading up Requiem to see Leon walk through the ruins of Raccoon City one more time.
What makes Capcom a compelling investment isn't just the financial performance, though the numbers speak for themselves. It's the durability of the model. A proprietary engine that improves with every title. A catalog of globally recognized IP that generates revenue years after launch. An esports ecosystem that is turning a fighting game franchise into a genuine spectator sport. And a management team that has delivered on its promises for over a decade.
The stock has pulled back meaningfully from its highs, and the near-term catalyst calendar is loaded. For anyone who believes that great games make great businesses—and that Capcom is making the best games in the industry right now—this is a story worth watching closely.
Sources
- Capcom Co., Ltd. Consolidated Financial Results for the Nine Months Ended December 31, 2025 (Q3 FY2025). Published January 27, 2026.
- Capcom IR: Platinum Titles / Game Series Sales data, updated February 2026.
- Street Fighter League: Pro-JP 2025 Grand Final press release, Capcom IR, February 3, 2026.
- Capcom Q2 FY2025 Financial Results, October 29, 2025: H1 net sales ¥81.15B (+43.9% YoY), operating profit ¥39.3B (+89.8% YoY).
- Seeking Alpha: "Capcom: Earnings Are Growing Even Before The Big Releases," January 29, 2026.
- Wikipedia: RE Engine. The acronym stands for "Reach for the Moon Engine," first used in Resident Evil 7: Biohazard (2017).
- Capcom IR press release, June 11, 2025: Street Fighter 6 surpasses 5 million units. SF6 won Esports Game of the Year 2024 at the Japan eSports Awards.
- EventHubs, February 5, 2025: SF6 reaches 1 million copies sold in Japan alone, accounting for ~23% of total worldwide sales.
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martyw is an employee of Simply Wall St, but has written this narrative in their capacity as an individual investor. martyw holds no position in TSE:9697. Simply Wall St has no position in any companies mentioned. Simply Wall St may provide the securities issuer or related entities with website advertising services for a fee, on an arm's length basis. These relationships have no impact on the way we conduct our business, the content we host, or how our content is served to users. This narrative is general in nature and explores scenarios and estimates created by the author. The narrative does not reflect the opinions of Simply Wall St, and the views expressed are the opinion of the author alone, acting on their own behalf. These scenarios are not indicative of the company's future performance and are exploratory in the ideas they cover. The fair value estimate's are estimations only, and does not constitute a recommendation to buy or sell any stock, and they do not take account of your objectives, or your financial situation. Note that the author's analysis may not factor in the latest price-sensitive company announcements or qualitative material.
