Capcom getting Dragon’s Dogma sequel for Audiences

Capcom is devising a sequel to its 2012 high fantasy motion RPG Dragon’s Dogma, the company disclosed Thursday. There are few official details, but we know the title Dragon’s Dogma i2.

It will take advantage of Capcom’s RE Engine, employed for many of the studio’s contemporary games. Director Hideaki Itsuno announced the new play at the end of a video looking back on the creation of the original Dragon’s Dogma.

The Dragon’s Dogma 2 statement adds to what’s been a busy few weeks for Capcom, including discharging a lot of new info about next year’s Street Fighter 6 and announcing a zombie horde’s value of Resident Evil Village news. But if you missed Thursday’s reveal, you may not be the only one Capcom selected to debut the Dragon’s Dogma video when Square Enix premiered a Final Fantasy VII celebration video that was jam-packed with the news.

Capcom Co., Ltd. is a Japanese video game developer and publisher. It has created several multi-million-selling game franchises, with its most commercially prosperous being Resident Evil, Street Fighter, Devil May Cry, Dead Rising, Mega Man, Monster Hunter, Marvel vs. Capcom, and Ace Attorney. Founded in 1979, it has become an international enterprise with associates in Asia, Europe, and North America.

Capcom’s predecessor, I.R.M. Corporation, was launched on May 30, 1979, by Kenzo Tsujimoto, who was yet president of Irem Corporation when he found I.R.M. He worked concomitantly in both companies until quitting the former in 1983.

The original players that spawned Capcom’s Japan branch were I.R.M. and its associate Japan Capsule Computers Co., Ltd., both dedicated to manufacturing and distributing electronic game machines. The two companies changed to Sanbi Co., Ltd. in September 1981. On June 11, 1983, Tsujimoto founded Capcom Co., Ltd. to take over the internal sales department.

In January 1989, Capcom Co., Ltd. united with Sanbi Co., Ltd., resulting in the current Japan branch. Capcom is a snipped compound of “Capsule Computers,” a term minted by the company for the arcade machines it exclusively manufactured in its early years. It was designed to set itself apart from personal computers that were becoming widespread.

“Capsule” alludes to how Capcom compared its game software to “a capsule filled to the brim with gaming fun” and the company’s desire to protect its intellectual property with a hard outer shell, preventing illegal copies and inferior imitations.

Capcom’s first creation was the coin-operated arcade game Little League (1983). After that, it discharged its first real arcade video game, Vulgus (May 1984). Then, starting with the arcade hit 1942 (1984), they began designing games for the international market.

The successful 1985 arcade games Commando and Ghosts’ n Goblins have been credited as the products “that shot [Capcom] to 8-bit silicon stardom” in the mid-1980s. Finally, 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.

Beginning with a Nintendo Entertainment System port of 1942 (published in Dec. 1985), the company ventured into the home console video games market, which would eventually become its primary business. The Capcom U.S.A. division had a brief stint in the late 1980s as a video game publisher for Commodore 64 and I.B.M. P.C. D.O.S. computers.

However, the development of these arcade ports was handled by other companies. Capcom created 15 multi-million-selling home video game franchises, with the best-selling being Resident Evil (1996). Their highest-grossing is Street Fighter II’s fighting game (1991), mainly driven by its success in arcades.

Capcom has been mentioned as the last major publisher committed to 2D games, though it was not wholly 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. Also, the 2D animated cartoon-style graphics seen in games such as Darkstalkers: The Night Warriors and X-Men: Children of the Atom proved popular, leading Capcom to adopt them as a signature style and use them in more games.

In 1990, Capcom entered the bowling industry with Bowlingo. It was a coin-operated, electro-mechanical, fully automated mini ten-pin bowling installation. It was smaller than a standard bowling alley, conceived to be smaller and cheaper for amusement arcades. Bowlingo drew substantial earnings in North America upon release in 1990.

In 1994, Capcom adapted its Street Fighter series of fighting games into a film of the same name. While commercially successful, it was critically panned. 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.

Capcom partnered with Nyu Media in 2011 to publish and distribute the Japanese independent (d?jin soft) games that Nyu localized into English. In addition, the company works with the Polish localization company QLOC to port Capcom’s games to other platforms. It is notable examples are DmC: Devil May Cry’s P.C. version and its PlayStation 4 and Xbox One remasters, Dragon’s Dogma’s P.C. version, and Dead Rising’s version on PlayStation 4, Xbox One, and P.C.

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 already available within the game’s files, most notably in Street Fighter X Tekken. The company defended the practice.[21] It has also been criticized for other business decisions, such as not releasing certain games outside Japan (most notably the Sengoku Basara series). It is abruptly canceling anticipated projects (most notably Mega Man Legends 3) and shutting down Clover Studio.

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 obtained in 2002 regarding a play feature in video games.