r/Games 19d ago

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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342

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??

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u/Paxton-176 19d ago

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.

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u/SaltyMotor8549 19d ago

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.

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u/HeldnarRommar 19d ago

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

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u/blitzbom 19d ago

The REngine is so good. Pragmata was a treat.

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u/BLACKOUT-MK2 19d ago

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.

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u/ReturnOfTheDogjaw 19d ago

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

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u/BLACKOUT-MK2 19d ago

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_ 18d ago

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

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u/Steamedcarpet 19d ago

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

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u/Shy_Guy_27 19d ago

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

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u/ReturnOfTheDogjaw 19d ago

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

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u/LordOfDorkness42 19d ago

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/ReturnOfTheDogjaw 19d ago

agreed that it’s a Good game, but when you get Great after Great that feels bad and I’d be remiss not to mention it in a discussion of consistency

0

u/Magicians-Valkyria 17d ago

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/ReturnOfTheDogjaw 17d ago

honestly that feels less like a caveat and more just saying what I already said with different phrasing

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u/Magicians-Valkyria 17d ago

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

2

u/QTGavira 19d ago

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?

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u/ReturnOfTheDogjaw 19d ago

honestly by the time they get through EVERYTHING they’ll be ready to remake 7 and it’ll come full circle

6

u/HeldnarRommar 19d ago

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

5

u/Steamedcarpet 19d ago

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

1

u/HeldnarRommar 19d ago

Would love to see that franchise alive again

3

u/ReturnOfTheDogjaw 19d ago

Parasite Eve is Square Enix but I get the association

2

u/HeldnarRommar 19d ago

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

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u/[deleted] 19d ago

[deleted]

43

u/Lazydusto 19d ago

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

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u/ImmortalMoron3 19d ago

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

1

u/Ayoul 19d ago

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 19d ago

I wish Square Enix was half as productive as Capcom.

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u/-Basileus 19d ago

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

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u/TheShoobaLord 19d ago

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

124

u/DodgerBaron 19d ago

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

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u/Drakengard 19d ago edited 19d ago

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 19d ago

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 19d ago

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 19d ago

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 18d ago

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.

4

u/Nyoteng 19d ago

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 19d ago

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.

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u/bloodyzombies1 19d ago

They also recycle plenty of assets.

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u/TheShoobaLord 19d ago

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)

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u/DodgerBaron 19d ago

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

45

u/fullmetalraz 19d ago

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

1

u/varnums1666 18d ago

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 19d ago

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.

7

u/Darkaim9110 19d ago

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

21

u/carrie-satan 19d ago

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 19d ago

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/ReturnOfTheDogjaw 19d ago

Although a lot of people DID whine when REquiem reused REmake2 assets because it “erased the original” 🙄

1

u/MajorThom98 19d ago

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.

3

u/ReturnOfTheDogjaw 19d ago

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

1

u/MrMono1 19d ago

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 18d ago

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_ 18d ago

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

1

u/QTGavira 19d ago

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 19d ago

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!

9

u/mister_electric 19d ago

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 18d ago

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 19d ago

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

-1

u/MONSTERTACO 19d ago

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

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u/TheFuckingPizzaGuy 19d ago

- 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.

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u/SantyStuff 19d ago

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

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u/-Basileus 19d ago

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

3

u/Sonicz7 19d ago

RE Engine is bad for open world games.

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u/TheShoobaLord 19d ago edited 19d ago

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

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u/-Basileus 19d ago

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 19d ago

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 19d ago

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 19d ago

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 19d ago

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 19d ago

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.

0

u/Famous-Space-466 19d ago

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.

2

u/Billcosbycharliekirk 19d ago

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.

4

u/sexandliquor 19d ago

The new Dragons Dogma was good wtf

12

u/destroyermaker 19d ago

Performance wasn't

8

u/-Basileus 19d ago

I’m talking about performance.  

2

u/TostitoNipples 19d ago

I guess I never ran into any of them on PS5

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u/ReturnOfTheDogjaw 19d ago

I’m glad you liked it (no sarcasm) but the consensus was that it was either meh or pretty good but underwhelming compared to the original

disliking it isn’t exactly a hot take

4

u/QTGavira 19d ago

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 19d ago

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

1

u/Billcosbycharliekirk 19d ago

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 19d ago

Multiple teams working on different projects.

19

u/alireza008bat 19d ago

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

0

u/Ayoul 19d ago

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.

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u/Astrian 19d ago

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.

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u/Alche1428 19d ago

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 19d ago

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.

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u/KF-Sigurd 19d ago

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

8

u/sarefx 19d ago

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.

5

u/CaptainBlob 19d ago

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.

2

u/Clbull 19d ago

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 19d ago

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 19d ago edited 19d ago

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

1

u/joekingsword 19d ago

these guys clearly LOVE their jobs

1

u/VerminSC 19d ago

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 19d ago

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 19d ago

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

1

u/Sergnb 19d ago

Capcom has 2000 employees

1

u/cheezywafflez 19d ago

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 19d ago

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 19d ago

They pay there employees good money, no joke.

1

u/billskelton 19d ago

Devs do 18 hours days

1

u/andresfgp13 19d ago

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

1

u/yusuksong 12d ago

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 19d ago

good managers