Capcom Kneecaps Fan Remakes Of ‘Resident Evil’ Games The Company Isn’t Planning To Remake

from the evil-indeed dept

You might think that perusing Techdirt posts on the topic of fan-made video games using the IP of others would yield you only one kind of story in which threats and lawsuits abound. Fortunately, that’s something of a misconception. While there are indeed plenty of stories of that nature, there are also examples of studios and publishers that have figured out a way to embrace their biggest fans. Paradox built an affiliate program to allow its fans to create “official” games, such that there would be no threats of litigation for doing so. Sega has likewise been lenient with fan-games, even going so far as to poke fun at its competition for doing otherwise. Even Blizzard got into this act with at least one fan-made game.

The point is that there are ways to handle this that don’t involve being an IP bully or whipping the corporate attorneys into a frenzy. Or you can go the Capcom route and simply bully two fan projects into shutting down, even though there are no plans for a competing project.

The developers behind fan remakes of Resident Evil and Resident Evil Code: Veronica have announced that development on both projects has ceased after Capcom allegedly contacted them and asked the developers to cancel the project.

In a video announcing the Code: Veronica project’s cancellation, Briins Croft said that 90 percent of the Code: Veronica fan remake used existing assets from Capcom’s recent “Remake” games, such as 3D models, animations, and textures. The fans released an initial Code: Veronica demo back in June 2021, and planned to put out a much more substantial one in the beginning of 2023.

So, a couple of things of note here. First, yes, it is probably the reuse of Capcom assets in these fan-made games that really put these projects on Capcom’s radar. That’s different than simply remaking a game from scratch, to be sure. But, as I outlined in the opening, it certainly does not have to represent an insurmountable barrier. The company, which would own the copyright on those assets, could have worked something out with these fans.

Meanwhile, the release of these games was going to be free. This is purely a labor of love, in other words, rather than some attempt to make a bunch of money off the work of others. Of the two C&D notices sent to Croft, he reports that one of them carried a curious tone, but the other was quite hostile. Due to that, the whole thing is shutting down, despite having been announced and worked on beginning years ago. Notably, Capcom reps publicly confirmed that there are no plans for remaking these games within the company. Note as well that both games were originally released over two decades ago.

The fan developers believed that Capcom canceled their unofficial remakes for being too visible and official-looking. “[The Code: Veronica remake] was going to be free, so we weren’t doing anyone any harm,” Croft said in the cancellation announcement video. The publisher seemed to disagree. Capcom allegedly cited copyright factors and licensing agreements as reasons why the project couldn’t proceed.

“I was personally a bit surprised by Capcom’s decision. But hey, we were using [their] toys to create a free game, which was already creating a lot of visibility,” said Croft in the video. “So it’s okay. We can understand the cancellation.”

Nice of him to say, but this is still quite annoying. Fans worked for several years to make a re-make of two beloved games that wouldn’t compete with any currently available games from Capcom, but the company still decided to torpedo the project entirely instead of getting creative to let the fans have their day.

It could have been otherwise, but c’est la Capcom.

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Companies: capcom

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Comments on “Capcom Kneecaps Fan Remakes Of ‘Resident Evil’ Games The Company Isn’t Planning To Remake”

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20 Comments
Samuel Abram (profile) says:

Didn't see this coming. Like, at all.

Capcom would absolutely be among the last companies on any list of mine where I would expect them to have a strict view of their IP. Keep in mind, that when Capcom heard the album “Mega Ran” from a rapper named Random, they made him Capcom’s “official rapper”. They also tapped OC Remix to make a soundtrack for one of their games based on a fan remix they did. I have a picture of a representative of Capcom shaking hands (as a photo-op, I guess) with a member of The Protomen, a Tennesee-based Rock group who makes original rock operas based on the plots and characters of the Mega Man franchise. Hell, even the President of Capcom (of the time, I believe) went to a Video Games Live orchestral concert in NYC, and I was able to ask for (and receive) his autograph in Japanese.

While I fully believe Tim Geigner about this story, it would be as shocking, ironic, and out of character as if Mike Masnick were to advocate for infinite copyright terms. Yes, it’s that shocking!

This comment has been flagged by the community. Click here to show it.

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Candescence (profile) says:

Capcom and Sega are generally just fine with fan games, but there are occasions where they will clamp down on specific remake projects. Sega went and shut down the Streets of Rage Remake project (though not successfully, that one is still widely available and has been getting unofficial updates), for example, though in that case it’s believed that Sega did not want unsolicited competition for their eventual compilation re-release on Xbox Live.

In general those two companies are usually chill, but they can be weird on rare occasions.

Stephen T. Stone (profile) says:

Re:

I can understand why they were “weird” in those cases: People were trying to remake existing games rather than make fan games inspired by the old games. A Code: Veronica–inspired fan game would likely be okay with Capcom, but a flat-out remake⁠—especially if Capcom does ever plan on remaking the game⁠—was an obvious reason to Release The Hounds™. Another Metroid 2 Remake got the same treatment for the same reason.

This doesn’t excuse these actions. But it does raise a reasonable justification for them.

Anonymous Coward says:

The thing with using assets, tho’: i couldn’t know if it would have helped, but it seemed safer, at least in the past, to just provide instructions, scripts, orother tools that let people pull the assets from their own personal copies, rather than host the ripped content for download with the game’s original work portions.

Rekrul says:

Why does nobody ever learn this lesson???

Fan Developer: Hey everyone, we’re remaking a classic game that’s (naturally) still under copyright by a large company. Here are a bunch of pictures, videos and even a playable demo. Can you please spread this news far and wide so that word gets back to the company and they can come and shut us down? Thanks, much appreciated!

terop (profile) says:

It's always this same thing... shortcuts...

When game developers take shortcuts, it is always the same outcome. They step over some company’s feet and use their assets without permission and get their project shut down when the assets cause the product to become more successful than the developers deserved.

The real reason is that popularity of millions of units is actually dangerous. Large companies have layers and layers of protection from customer contacts between the mass of millions of customers and the developers that need to be able to decide almost invisible decisions without errors. Unprepared projects that get huge popularity are in huge trouble when they need to support the community that demands a service.

Community demands can become dangerous, similar kind of problems than what you see in world war II/brainwashing the customer service people if they need to support larger community than what is normal. It takes professional customer service person to know the tricks of how remove customer’s stupid ideas from their brain before next customer comes offering their opinion. Unprepared companies getting popularity without warning are always in trouble.

When your development team is doing copyright infringement and connecting established brands to the service offered, by creating false promise that there’s large organisation behind the product, customers might be doing larger support requests to the developers than what they can withstand. This is why copyright infringement is dangerous and has become illegal. Did you actually think that the infringing operations have been declared illegal without good reasons?

terop (profile) says:

Re: Re:

Yes, that’s why you don’t deserve to be more successful. $58 over ten years is what the market has decided you’re worth.

So becoming criminal is your solution of how to get further from the $58 trap? I always knew that piracy and dealing drugs is profitable business, but is those evil practices now necessary to get living for your family?

fairuse (profile) says:

I do not play games but I have tried to understand

  1. The crazy D&D situation filled my inbox. Watched videos about that.

2, the company that fired the community manager over tweet.

  1. Fan fiction stuff also slammed my inbox.

SEEMS THERE IS A PUSH TO (word)gate anything in game industry. I even watched Netflix Witched: Blood Origins. The terrible fan anything is safe from copyright holders. And the good movie people are drifting over to games.

This seems to be a “keep options open for Capcon.

Hard to parse game industry. so I relay on others to explain.

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