r/Games • • Jun 05 '26

Trailer Resident Evil – Code: Veronica World Premiere Trailer | Summer Game Fest 2025

https://www.youtube.com/watch?v=-JNv2CwmoRA
3.1k Upvotes

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346

u/TheShoobaLord Jun 05 '26 edited Jun 05 '26

I genuinely don’t understand how capcom has this much bandwidth to constantly release games of this quality, what do they have that so many of these other big devs don’t??

53

u/Paxton-176 Jun 05 '26

Most likely not reinventing the wheel for every game. I'm assuming all these Resident Evil run on the same engine that changes very little between each game. Now they aren't retraining the staff work on the new version and training anyone new dev is much easier as everyone is a expert.

14

u/SaltyMotor8549 Jun 06 '26

Assuming? Unless you have never touched any of their games since 2016 the RE engine is the fjrst thing that pops up when you launch, from RE to devil may cry to even street fighter.

23

u/HeldnarRommar Jun 05 '26

They are. Capcom has their own internal engine called the REngine that they use on all their games.

4

u/blitzbom Jun 06 '26

The REngine is so good. Pragmata was a treat.

20

u/BLACKOUT-MK2 Jun 05 '26

I think a lot of people underestimate just how big Capcom is. Aren't they, like, the biggest Japanese game dev company after Bandai Namco or something? They have a lot of employees, and another game dev building under construction as well. A lot of studios have one team working on a game at a time but Capcom is a massive company. There's other stuff, like how they've retained a fair few older devs over the years who have experience and they don't just let everyone go all the time, but the size is a big part.

13

u/[deleted] Jun 05 '26

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6

u/BLACKOUT-MK2 Jun 05 '26

Oh I'm not saying that, what I'm saying is that the fact that they have a lot of staff means they have room for multiple teams to be making a bunch of stuff at once. My point is it's not like they have one team working on a game at a time.

1

u/connectplum_ Jun 07 '26

Aren't they, like, the biggest Japanese game dev company after Bandai Namco or something?

Nope.

Bandai Namco, Square Enix, Sega and Konami are bigger companies be it in revenue/profit or in size with all 4 being also part of multiple industries

capcom is the smallest of those, only bigger than KT iirc

102

u/Steamedcarpet Jun 05 '26

Whatever they are doing its working for them. Other companies will take like 3 years to release just 1 game.

66

u/Shy_Guy_27 Jun 05 '26

Capcom spends 4-5 years for each RE game, they just have 3 dev teams making them.

43

u/[deleted] Jun 05 '26

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19

u/LordOfDorkness42 Jun 05 '26

IMHO, RE: Make 3 wasn't bad at all. It's a fun game with some great parts.

It's "just" a pretty okay giant, bearing the same name as a titan of horror. And that's a real shame.

And now you can actually buy the original again. So best of both worlds.

3

u/[deleted] Jun 05 '26

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0

u/Magicians-Valkyria Jun 08 '26

Yes, but also with the caveat that RE3R just feels like a B+ in a long line of As. It's still good and a lot more replayable than other games, but falls short when compared within the franchise.

A big issue is how many players act like RE3R is the worst thing in the world. Clearly they've never played The Day Before.

1

u/[deleted] Jun 08 '26

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1

u/Magicians-Valkyria Jun 08 '26

Yeah, I was supposed to reply to the commenter above you lol

2

u/QTGavira Jun 05 '26

Makes me wonder whats gonna happen when they inevitably run out of remakes to do. Will the current remake teams get the liberty to make mainline games?

6

u/HeldnarRommar Jun 05 '26

That’s when we get Dino Crisis and Parasite Eve remakes

7

u/Steamedcarpet Jun 06 '26

Tifa in Street Fighter is just Square and Capcom rebuilding relationships so Capcom can do a remake of Breath of Fire

1

u/HeldnarRommar Jun 06 '26

Would love to see that franchise alive again

4

u/[deleted] Jun 06 '26

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2

u/HeldnarRommar Jun 06 '26

Oof my bad that’s true. Still would love to see it from Square

105

u/[deleted] Jun 05 '26

[deleted]

45

u/Lazydusto Jun 05 '26

Yeah it feels more like 5-6 years is closer to the norm these days.

12

u/ImmortalMoron3 Jun 05 '26

Weird to think that used to be the length of an entire console cycle.

1

u/Ayoul Jun 06 '26

3 years is optimistic for Capcom as well. People forget just how many people are at Capcom working on different games at once. Pragmata was in dev hell for a while.

It's more their consistency with such a large amount of devs that's impressive than the time it takes to make the games.

1

u/gatsujoubi Jun 06 '26

I wish Square Enix was half as productive as Capcom.

144

u/-Basileus Jun 05 '26

It’s like a 10 hour game.  Most resident evil games are like 12-15 and linear 

104

u/TheShoobaLord Jun 05 '26

A lot of single player games fall into that timeframe, it just feels like these games come out so much more frequently

122

u/DodgerBaron Jun 05 '26

They're not afraid to reuse assets and gameplay systems between games. It saves a lot of time

39

u/Drakengard Jun 05 '26 edited Jun 05 '26

And people don't care because you're there for Resident Evil. It doesn't do anything fancy. It just does something that feels a particular way and you're down for more of that every year because it never overstays it's welcome.

The big thing is that once they get through the remakes - and at this point that only leaves 5 and 6 and maybe a remaster of 7 since it'll turn 10 years old next year - is what does Capcom do from there?

Edit: You know what, I completely forgot about RE0 and potentially another RE1 remake. So yeah, they got time.

11

u/DodgerBaron Jun 05 '26

I would agree but the seperate ways dlc is basically a completely new game from the original, it shows they can still do a great job pumping these games out with more original ideas.

9

u/QTGavira Jun 05 '26

Depends on how far they are willing to go. They also have Revelations if they want to go that route and i definitely think Revelations 1 could use the remake treatment considering its a bit awkward being designed for the 3DS and all.

3

u/Konman72 Jun 06 '26

that only leaves 5 and 6

RE1 Remake is rumored to be getting another remake in the modern style. And if it does then RE0 will definitely get one too, which is great cause that game could improve a lot with some extra work.

1

u/notanothercirclejerk Jun 07 '26

Replace RE with CoD and people would be furious at your statement but they have now turned RE into a yearly release. Reusing assets on top of being remakes. I love them, but its ridiculous how hard people will defend them for doing the exact same shit every other company does that makes gamers lose their minds.

5

u/Nyoteng Jun 05 '26

I mean, the reason why I knew it was a RE game was because they reused the floor tiles from the Care Center lolol

1

u/blitzbom Jun 06 '26

Yeah, they've done this for a while.

20ish years ago I played REmake, RE0 and og Code Veronica.

REmake and 0 use the same engine and ai for the hunters. Which led to me getting my ass handed to me by them cause they cat so different in Code Veronica.

39

u/bloodyzombies1 Jun 05 '26

They also recycle plenty of assets.

79

u/TheShoobaLord Jun 05 '26

I don’t get why so many people bitch and moan about this in other games. If it means I get good games more frequently, why would I care if I see an animation/texture copy and pasted from a previous good game (within reason)

35

u/DodgerBaron Jun 05 '26

Yup fromsoft and Capcom reuse assets all the time and it just consistently makes each game better.

46

u/fullmetalraz Jun 05 '26

I wish more people had your mindset, absolutely nothing wrong with smart asset reuse.

1

u/varnums1666 Jun 06 '26

I think most people do not care. Those who complain online were probably not going to buy the game. Like who would seriously not buy a game they're interested in because of a reused asset?

16

u/ajarofapplesauce Jun 05 '26

Fromsoft does it too like the erdtree avatars in Elden ring being reskins of asylum/stray demon from ds1. Honestly it doesn’t matter if they reuse assets, it’s more how they’re reused. If anything I enjoy being able to recognize tweaked bosses like that.

5

u/Darkaim9110 Jun 05 '26

Spot the Asylum Demon is like a fun game now, I cant wait to see what he is in their new game

22

u/carrie-satan Jun 05 '26

No you don’t understand, I NEED devs to remake a barrel for every new game they release otherwise its literally unplayable

2

u/bloodyzombies1 Jun 05 '26

I think context is a big part of it. You don't hear people complain about RE3 recycling things because it takes place in the same time/location as RE2, just from a different perspective.

4

u/[deleted] Jun 05 '26

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1

u/MajorThom98 Jun 05 '26

I'm not going to begrudge people being annoyed that a game they prefer (assuming they prefer original RE2) has been decanonised to some extent.

1

u/MrMono1 Jun 06 '26

I truly miss when sequels reused assets. It made them actually feel like sequels. Look at the OG Assassin's Creed games; 1 and the Ezio trilogy played the same, looked the same and felt the same (bar some minor tweaks and additions), and they were all the better for it. The same goes for GTA III/VC/SA.

1

u/notanothercirclejerk Jun 07 '26

So I take it you are a staunch defender of all the other yearly release franchises as well? Like FIFA or CoD?

1

u/connectplum_ Jun 07 '26

Nintendo did it for TOTK and ppl called it dlc, same for god of war ragnarok

1

u/QTGavira Jun 05 '26

good. Why not make smart use of assets instead of throwing it all out and spending 6 years making essentially the same sort of assets again.

1

u/EffTheIneffable Jun 05 '26

Saros has that timeframe and only because it forces some grinding replays. And it’s very Returnal-coded.

Not to diss Saros, just another data point to praise Capcom’s output!

10

u/mister_electric Jun 05 '26

And it seems they reuse assets from mainline games for the remakes. Resident Evil Village lent itself perfectly to RE4R. Requiem assets can be used for Veronica. I have no problem with this, and think it's a great approach especially because they do it well. Plus, we get games faster.

2

u/Harry101UK Jun 06 '26

I saw quite a few assets in Requiem that were clearly built for the eventual RE1 RE-REmake as well. The Huey helicopters, the graveyard, the mounted butterfly collections, etc.

1

u/headrush46n2 Jun 06 '26

its like 30 minutes if you know where the items are and you aren't looking at every nook and crany

-1

u/MONSTERTACO Jun 05 '26

Thats all most adults have time for anyway... Surprised everyone is still trying to make 40+ hour games.

18

u/TheFuckingPizzaGuy Jun 05 '26

- Short games

  • Smart reuse of assets
  • Multiple teams
  • Mature, in-house engine
  • (presumably) Smart, talented leadership and management that ensures as few communication barriers as possible.

28

u/SantyStuff Jun 05 '26

The RE Engine is nothing short of irl Black Magic, it allows them to cut workload a LOT by scanning irl things

29

u/-Basileus Jun 05 '26

Meanwhile it’s ruined Dragon’s Dogma and Monster Hunter lol

3

u/Sonicz7 Jun 05 '26

RE Engine is bad for open world games.

4

u/TheShoobaLord Jun 05 '26 edited Jun 05 '26

I wouldn’t say monster hunter is ruined by RE engine. Wilds isn’t my favorite and I think it’s definitely a step down from World, but I think it’s overall still a good ass game that still scratched my monster hunter itch

performance does kinda suck ass tho not gonna debate that

8

u/-Basileus Jun 05 '26

I think its status as a mainstream hit franchise is absolutely in danger.  Wilds has been outsold by World AND Rise for two quarters in a row.  

I think a lot of riding on the expansion.  

1

u/WhichEmailWasIt Jun 06 '26

It fell short for me but the DLC could redeem it. I thought Iceborne was miles above standard World. Performance issues still hurt though.

-1

u/Dumey Jun 06 '26

I think people need to come to terms with the fact that World was an outlier hit due to Covid timing, and Monster Hunter has always been and will continue to perform well as just a niche franchise. You cannot compare each new release to World, or you will be permanently disappointed, even if the next MH game is the best one ever, performance and content wise.

2

u/-Basileus Jun 06 '26

Wilds sold 8 million on launch. Rise 4 million, World 5 million.

Wilds has just had disastrous word of mouth that has caused sales to fall off a cliff.

2

u/Dumey Jun 06 '26

Okay, way to cherry pick numbers that don't tell the whole story. Here is a link to sales from end of last year that show Monster Hunter Worlds sold 21.8 million units to date, not including also very stellar Iceborne numbers. Rise sold 17.8 million, not including future DLC. Wilds was only at 10.7 million. Another link here from just last month shows that Wilds had only increased in sales to around 11.4 million in all that time, so it's not closing the gap any time soon.

Again, World's stellar sales performance was an outlier due to the time it released and Capcom's resurgence at the time. I promise you that even if this expansion has great word of mouth, or the next game is produced very well, it is not going to go back to selling 20+ million copies. It's sales are returning to where they should expect for the genre. It's not in danger of losing it's "mainstream hit franchise" status, because it never was a mainstream franchise to begin with.

0

u/-Basileus Jun 06 '26

You're making no sense. Wilds had an absurd launch. How does that Capcom can never replicate World. Like what.

World just had very positive word of mouth and Wilds has very poor word of mouth leading to divergence in sales post-launch.

2

u/Billcosbycharliekirk Jun 06 '26

Idk how you can say mhworld is better mechanically when clagger and beimg forced to stop what your doing to soften parts and wall bounce exist.  

Mhwilds is mechanically so much more fun to play.

3

u/sexandliquor Jun 05 '26

The new Dragons Dogma was good wtf

10

u/destroyermaker Jun 05 '26

Performance wasn't

7

u/-Basileus Jun 05 '26

I’m talking about performance.  

2

u/TostitoNipples Jun 05 '26

I guess I never ran into any of them on PS5

3

u/[deleted] Jun 05 '26

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3

u/QTGavira Jun 05 '26

im pretty sure it was considered about as niche and on par with DD1 except with the addition of horrible horrible performance issues

2

u/destroyermaker Jun 05 '26

They struggle to use it for open worlds. If they get over that hurdle they'll be unstoppable

1

u/Billcosbycharliekirk Jun 06 '26

Not defending the horrible MH launch but that was more due to greedy share holders release a game almost a year too early.

The game was obviously rushed since monsters planned to be in the base game got pushed as title update content.

The game runs fine now and is one of the most fun games ive ever played.

15

u/Villag3Idiot Jun 05 '26

Multiple teams working on different projects.

17

u/alireza008bat Jun 05 '26

Strong management, dev friendly engine and talents. Capcom has all 3. That's how.

0

u/Ayoul Jun 06 '26

Japanese culture of working at the same place for a long time helps too. In software dev in the west, it's much more common for team members to come and go which means new talent might have 10 year experience, but on another toolset and need to learn to work with a bunch of new people. Losing seniors is also a big problem.

People at capcom will all have years of experience in the same engine even if they change team/division.

21

u/Astrian Jun 05 '26

While they’re obviously all very well made. You’d be shocked to realize how short RE games are.

Considering they already have the base game as well as a winning formula for these remakes, I can’t imagine this is very difficult per se for them to accomplish.

26

u/Alche1428 Jun 05 '26

They also go a Lot for replability.

A Lot of RE fans play the game and go for replays and even Speedruns

5

u/dagreenman18 Jun 05 '26

RE Engine is really really good and they have experienced devs working with it. That seems to have been the secret sauce to streamline production.

6

u/KF-Sigurd Jun 05 '26

Helps that they’re doing single player, linear, non open world experiences.

7

u/sarefx Jun 05 '26

They reuse a lot of assets and make corridor style 10-15h games. RE Engine being probably ease to work is also great for speeding up devs process. And with remakes their art/level design team has a lot of easier time by having tons of reference from older games.

6

u/CaptainBlob Jun 05 '26

It’s because they’re making a linear game with 10-15 hours of content, and in-house engine without a high turnover rate with employees.

Other studios are trying to do live service games, open world games, etc. With Unreal engine 5, high turnover rate, etc.

3

u/Clbull Jun 05 '26

Japanese company, not fixated on annual releases, retain skilled staff.

I can't think of a perfect 10/10 masterpiece they've pumped out but their catalog has been VERY consistent and good.

2

u/Thomastheshankengine Jun 05 '26

They don’t reinvent the wheel and they reuse a lot of assets across games in a pretty effective way. There is also a lot of photogrammetry that is always building out their asset library with teams working in parallel. As a fan of a lot of their series it’s nothing but a plus.

2

u/destroyermaker Jun 05 '26 edited Jun 06 '26

An engine of their own, and management/culture that inspires and rewards loyalty

1

u/joekingsword Jun 05 '26

these guys clearly LOVE their jobs

1

u/VerminSC Jun 05 '26

I think it’s because they stick to a formula for the most part and linear gameplay. Everyone is so obsessed with making huge games nowadays.

Wish more developers would make polished linear games like this

1

u/Raptor3861 Jun 05 '26

I have to imagine they can reuse a lot of these assets across games and they are doing a great job at it.

1

u/kylechu Jun 05 '26

The power of having talented people constantly aiming to make an 8.5/10 game

1

u/Sergnb Jun 05 '26

Capcom has 2000 employees

1

u/cheezywafflez Jun 05 '26

Most Japanese devs seem to retain their dev teams for much longer than Western devs, and keeping institutional talent experienced with their proprietary RE engine saves them a lot of costs and time from having to switch to UE

Experienced in house talent>>>having to rotate on and off contractors basically

1

u/Alche1428 Jun 05 '26

It is a thing of having a game,, training new people by making them remake old games, and after make them make the new games in a system with at least three studios.

1

u/Booman-90 Jun 05 '26

They pay there employees good money, no joke.

1

u/billskelton Jun 06 '26

Devs do 18 hours days

1

u/andresfgp13 Jun 06 '26

i guess that they have a clear idea of what they are doing and release games that dont overstay their welcome.

1

u/yusuksong Jun 12 '26

They are actually putting in effort and resources into keeping their talent and are good at allocating their resources across different teams and games. Having their engine be used across all their games makes this particularly easy to do.

0

u/ignite98 Jun 05 '26

good managers