Capcom sets schedule to release Resident Evil 9 and 10 with new remakes

Resident Evil Requiem - reprodução

Resident Evil Requiem - reprodução

Japanese producer Capcom has set an ambitious goal for the coming years, focusing entirely on the expansion of its biggest survival horror brand, Resident Evil. Behind-the-scenes information and industry movements indicate that the developer is preparing an uninterrupted sequence of new titles and recreations of hits that defined generations in video games. The company’s intention is to ensure the launch of at least one major game in the franchise per year until the end of this decade, aiming to increase the audience and establish its prominent position in the digital entertainment market.

This long-term planning encompasses everything from the long-awaited ninth numbered game to the tenth chapter of the main chronology. To handle this volume of work, the company allocated hundreds of professionals to its offices, ensuring that the works reach the public with maximum polish and within regular time windows. The production pace was structured precisely to prevent fans from going too long without news, a fundamental maneuver to sustain the strength of the name in a highly contested scenario.

The business model requires a profound reformulation of the company’s graphics technology, the RE Engine — which successfully debuted in Resident Evil 7 in 2017 and is now transitioning to the new version called REX Engine —, as well as a reorganization of the programming teams. The main goal is to increase the number of deliveries without losing the level of excellence demanded by the community. This engineering distributes the budget and workforce in a surgical manner, dividing the most complex steps between the central studios in Japan and support teams spread across the globe.

Simultaneous creation of projects accelerates the franchise’s release calendar

The development ecosystem was designed so that different productions reach physical and digital retail in sequence. The art and engineering departments operate at the same time in different areas of the company. This intelligent division of responsibilities means that one studio finalizes the last details of a game while another team begins pre-production on the next one, optimizing the calendar in a way that has never been seen before in the company’s history.

The board understood that the brand needs to balance new plots with updating classics from the past. The commercial approach seeks to captivate both older players, who discovered the universe in the 1990s, and young audiences who recently purchased consoles. This variety in the portfolio ensures the essential financial income to fund research and the creation of the next wave of technological innovations.

Classic titles from old console generations get complete recreations

The internal schedule foresees the updating of specific works that marked an era in older devices. Attention at the moment is focused on the adventure on the isolated island, famous as Resident Evil Code: Veronica (originally released on the Dreamcast in 2000), and the prologue Resident Evil 0 (born on the GameCube in 2002). These remakes are expected to be ready by mid-2027. The projects adopt cutting-edge visuals, rebuilding all environments and the protagonists’ models from scratch.

The corporation intends to deliver a completely reworked edition of the story that narrates the events before the disaster at the iconic mansion in the Arklay mountains. The gameplay will undergo a radical transformation, abandoning the fixed cameras to adopt the third-person over-the-shoulder view. The creators are merging current movement and item management mechanics, breaking down the technical barriers that existed in the hardware of that time.

Executives are also analyzing the chance of revisiting the brand’s very first game in a slightly more distant future, with estimates pointing to a window between 2030 and 2033. The idea of ​​the summit is to standardize the aesthetics, dubbing and commands of the debut chapter with the format consolidated by recent recreations, putting together a cohesive and easily accessible collection for new generations of consumers.

Ninth chapter of the series promises profound innovations in artificial intelligence

The next numbered entry in the franchise will bring severe changes to the way the user interacts with the virtual scenario. The creative team designs an artificial intelligence system for the monsters that will require dodging tactics and much more rigorous ammunition control. The story will take place in an unprecedented location, expanding the geographical borders of the universe and introducing biological dangers never seen before.

The big new feature in the combat system is the addition of a second aiming mechanic, designed to work on specific missions throughout the journey. Gameplay will deliver dynamic viewing angles during cut scenes, limiting the presence of machine-controlled partners. The game’s architecture was shaped to preserve the linearity of the product, providing larger areas to explore without breaking the fast pace of the main narrative.

The title breaks the tradition of strictly closed paths by adopting open world features. The design choice inserts long walks across extensive maps, increasing the tension of physical and mental survival. The scriptwriters managed to direct the plot in a way that even people with no prior knowledge of the brand’s mythology will be able to understand the events without difficulty.

To support these changes, the programming team applied state-of-the-art lighting and real-time physics systems. Rigorous quality testing shows a fluid frame rate even in open areas, supporting a large amount of on-screen elements and dynamic weather changes that directly affect gameplay.

The tenth main episode has already started its behind-the-scenes production phase

The scope of the tenth main game aims for a release in the year 2029, and practical work has already begun at the developer’s headquarters. The director responsible defined the tone of the story and the climate of the environment, taking on the mission of delivering a watershed for the series that has already been in existence for three decades. The current stage focuses on the creation of conceptual arts, three-dimensional modeling of monsters and validation of the game rules. The screenwriters rack their brains to unify the extensive timeline, tying up loose ends left by years of parallel plots.

The construction of this colossal work requires the hiring of foreign studios to capture movements and record voices. The producer set aside a portion of the budget to invest in equipment dedicated solely to this endeavor. The audio team travels to record the sound of real abandoned places, seeking to expand the player’s immersion. The final version will act as a technological milestone, extracting all the processing power of current generation consoles.

Graphics engine receives heavy updates to avoid performance bottlenecks

To make all these plans viable in the long term, the company conducts a constant modernization of its exclusive graphics engine. Used in the most recent successes, the development platform gains fundamental improvements to deal with the demands of modern machines, encompassing the following technological advances:

  • Advanced fluid simulation to generate more immersive and believable scenarios.
  • Volumetric fog systems that amplify the atmosphere of terror and tension.
  • Physics of scene destruction calculated in real time during firefights.

With these additions, the technical department works hard to compile new scenarios in a fraction of the time spent on older versions of the software. The ultimate goal is to overcome the limitations of the past, ensuring that the franchise continues to set the rules for the survival horror genre for years to come.

Luís Henrique Costa: Luís Henrique Costa é jornalista formado pela FMU, editor-chefe e fundador do Mix Vale, portal de notícias em atividade desde 2013. Responde pela direção editorial do veículo, que cobre Brasil e mundo em economia, benefícios sociais, esportes, tecnologia, ciência e entretenimento. Atua na área há mais de 15 anos e lidera uma equipe de cerca de 15 colaboradores.