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==History== ===Founding and arcade games (1979-1984)=== 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> 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"/> 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)=== 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> 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> 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 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)=== 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> ===Struggling releases (2009-2017)=== 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"/> 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. 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.<ref>{{cite web|url=http://gamespot.com/news/capcom-defends-on-disc-dlc-report-6369371 |title=Capcom defends on-disc DLC - Report |website=[[GameSpot]] |first=Eddie |last=Makuch |date=April 2, 2012 |url-status=dead |archive-url=https://web.archive.org/web/20120404121921/http://www.gamespot.com/news/capcom-defends-on-disc-dlc-report-6369371 |archive-date=April 4, 2012 }}</ref> 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]].<ref>{{cite web|url=https://www.famitsu.com/news/201105/07043348.html|title=稲船敬二氏によるセミナーが開催――クリエイティブへの思い、新会社設立の意図を語る|publisher=ファミ通|date=May 7, 2011|accessdate=April 6, 2021}}</ref><ref>{{cite web|url=http://www.raindropsanddaydreams.co.uk/2013/07/thoughts-on-why-were-probably-not.html|title=Thoughts on why we're probably not getting an English version of Sengoku Basara 4|publisher=Raindrops and Daydreams|date=July 29, 2013|accessdate=April 6, 2021}}</ref><ref>{{cite web|url=https://www.destructoid.com/mega-man-legends-fan-community-releases-documentary-video-to-commemorate-game-s-cancellation-379260.phtml|title=Mega Man Legends fan community releases documentary video to commemorate game's cancellation|publisher=Destructoid|date=August 8, 2016|accessdate=April 6, 2021|archive-date=November 8, 2020|archive-url=https://web.archive.org/web/20201108135131/https://www.destructoid.com/mega-man-legends-fan-community-releases-documentary-video-to-commemorate-game-s-cancellation-379260.phtml|url-status=dead}}</ref> 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.<ref name="Koei Tecmo Games">{{cite web|url=http://www.eurogamer.net/articles/2014-08-26-capcom-files-lawsuit-against-koei-tecmo-for-patent-infringement |title=Capcom files lawsuit against Koei Tecmo for patent infringement |first=Jeffrey |last=Matulef |website=[[Eurogamer]] |date=August 27, 2014 |url-status=live |archive-url=https://web.archive.org/web/20160816072456/http://www.eurogamer.net/articles/2014-08-26-capcom-files-lawsuit-against-koei-tecmo-for-patent-infringement |archive-date=August 16, 2016 }}</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)=== 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"/> 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> 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> 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 2024, Capcom acquired Taiwan-based computer graphics studio Minimum Studios.<ref>{{cite web|last=McEvoy|first=Sophie|title=Minimum Studios becomes Capcom subsidiary|url=https://www.gamesindustry.biz/minimum-studios-becomes-capcom-subsidiary|website=GamesIndustry.biz|date=2024-07-01|access-date=2024-07-02}}</ref>
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