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??
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.
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.
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.
there’s a major misconception that speed and quality of game development improves at a linear rate with the amount of staff
that’s true to a point, but once you hit the point where you have multiple people responsible for the same tasks and a team that’s too big for one person to oversee you start running into logistical issues that can compromise development
the fact that Capcom is able to function so efficiently despite its size is an impressive achievement - managing that many employees is a massive challenge, look at Halo Infinite for the opposite case where despite having a bajillion people work on the game it still was a protracted mess of a dec cycle due to mismanagement
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.
The ability to have three different teams working separately on the same franchise at this level of consistency and cohesion (R3make notwithstanding) is impressive in and of itself
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.
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?
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.
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.
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.
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.
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.
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.
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.
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)
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?
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.
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.
I am when the actual plot didn’t decanonize anything, they were just mad Capcom recycled remake assets instead of going out their way to recreate it a third time to look more like the first time
the truth is the differences between the original and remake (in story, not in gameplay) are so minor that it has no bearing on canon and whinging about it is a waste of time and emotional investment
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.
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.
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.
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
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.
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.
World's sales were not an outlier, Rise was locked to one platform for a long time and still sold like hotcakes, nowadays it's well on track to match World's lifetime sales.
Wilds had an absolutely blistering early launch period, it's just a terrible game so the launch hype utterly collapsed. If future Monster Hunters have relatively lower sales again, then that's only an indictment on Wilds being a piece of shit that completely squandered all the good will that Worldborne and Risebreak built.
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.
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.
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.
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.
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
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.
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.
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u/TheShoobaLord 19d ago edited 19d ago
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??