Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2017

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Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2017 0 0

Forward-looking Statements Strategies, plans, outlooks and other statements that are not historical facts are based on assumptions that use information currently available and reasonable judgments. Actual performance may be significantly different from these statements for a number of reasons. In the entertainment industry, which includes Capcom, performance may be highly volatile because of diverging user needs and other changes in market conditions. Factors that can affect Capcom s performance include: (1) the number of hit titles and sales volume in the Home Video Game Business, which accounts for the majority of sales; (2) progress in developing home video games; (3) consumer demand for home video game consoles; (4) sales outside Japan; (5) changes in stock prices and exchange rates; (6) alliances with other companies concerning product development, sales and other operations; and (7) changes in market conditions. Please note that this is not a complete list of factors that can influence Capcom s operating results. 1

Contents page 1. Our Medium-Term Goals 3 2. Growth Strategies 5 3. Forecasts for FY3/17 8 4. Business Segments Highlights 10 5. Additional Information (1) 26 About Capcom 6. Additional Information (2) 30 Summary of Major Financial Information 2

1. Medium-Term Goals 3

1. Medium-Term Goals Cumulative Targets for the 5 years starting FY3/14 1. Cumulative operating income: 70 billion yen 2. Operating margin of 20% in the fiscal year ending March 2018 4

2. Growth Strategies 5

2-1. Market Overview The game market is expanding worldwide Mobile market expected to continue rapid growth Home Video Games, PC Online and Mobile Contents Market Growth (in hundreds of millions USD) 1,200 1,000 858 942 1,006 1,032 Market set to break $100 billion 800 600 400 507 533 672 688 457 390 147 225 288 247 251 265 276 278 Mobile content PC online Console online Package soft 200 0 E: Estimate *Source : Data prepared from International Development Group 74 87 93 106 116 119 163 129 124 114 107 102 2013 2014 2015 2016E 2017E 2018E 6 (CY)

2-2. Growth Strategies Overview Strategy 1: Fortify the Consumer business Steadily release major franchises Strengthen downloads (full-game, additional contents, catalog titles) Pursue new technologies and businesses Strategy 2: Overhaul the Online business Strengthen development structure via newly established Mobile Business Division Promote business alliances in Asia 7

3. Forecasts for FY3/17 8

3. Forecasts for FY3/17 Bring R&D structural reforms to fruition Increase revenue and profits via an expanded title lineup (in millions of JPY) 2016/3 2017/3 Plan Difference Net sales 77,021 85,000 7,979 Operating income 12,029 13,600 1,571 Operating margin 15.6% 16.0% - Ordinary income 11,348 13,300 1,952 Net income attributable to owners of the parent 7,745 9,000 1,255 Increase sales and profits over the previous year with major releases, primarily in the Digital Contents business Earnings per share forecast: 160.06 Dividend forecast: interim dividend of 15 and year-end dividend of 25 resulting in a 40 dividend for the fiscal year 9

4. Business Segments Highlights 10

4-1. Digital Contents 11

4-1. Digital Contents Strategic Objectives and Plan (1) Aim for continuous growth via dual initiative: Global launch of major new titles & Utilization of existing IP Consumer Strategies Expand lineup of new titles world-wide Release new titles in popular series domestically, e.g. Monster Hunter Stories Successively launch major titles in overseas markets Capitalize on new technologies and businesses, e.g. VR (virtual reality) and esports Boost revenue with digital downloads (full game and additional content) Strengthen full-game and additional content offerings Extend product life cycles with regular updates, e.g. Street Fighter V Digital revenue forecast: 29% of Consumer revenue 12

4-1. Digital Contents Strategic Objectives and Plan (2) FY3/17 Sales Plan for Major Consumer Titles Title Monster Hunter Title MajorTitle 1 MajorTitle 2 Plan 2 million unit-range 4 million unit-range 2 million unit-range * Includes digital full game sales 13

4-1. Digital Contents Strategic Objectives and Plan (3) Focus on major releases and increase unit sales in both package and digital downloads FY3/17 Unit Sales Plan for the Consumer business (in thousands) Titles (SKU) Package 2015/3 2016/3 2017/3 Plan Difference 33 45 35-10 Japan 4,000 4,700 3,400-1,300 North America 2,400 2,600 3,500 900 Europe 1,300 1,200 1,600 400 Asia 300 400 500 100 Package Total 8,000 8,900 9,000 100 Digital download contents Full-game download 5,000 6,100 7,500 1,400 Total 13,000 15,000 16,500 1,500 14

4-1. Digital Contents Strategic Objectives and Plan (4) Leverage IP and focus on creating hits via comprehensive global development structure Mobile Contents Strategies Create hits in the domestic market Bolster development of new titles utilizing Capcom IP Plan: launch at least four titles, including Mega Man, Monster Hunter, and Sengoku BASARA Focus on further building up Monster Hunter Explore Expand Capcom-branded titles in Asia Bring successful domestic titles overseas via cooperative partnerships Monster Hunter Explore 15

4-1. Digital Contents Strategic Objectives and Plan (5) Maximize revenue opportunities via stable operation of major titles & overseas expansion PC Other Strategies Bolster domestic title lineup Stable operation of PC Online Monster Hunter Frontier G Promote Dragon s Dogma Online as our core domestic title Launch more titles in Asia Proactively cooperate on driving Monster Hunter Online up to the top rankings Promote alliances with local companies on other new titles 16

4-1. Digital Contents Strategic Objectives and Plan (6) Expect growth in revenue and profits from increase in title lineup of each business sub-segment Digital Contents Plan Net sales Operating income Operating margin Breakdown of Net Sales Package Digital download contents Consumer total (hundreds of millions of JPY) 2015/3 2016/3 2017/3 Plan Difference 453 525 590 65 102 121 143 22 22.5% 23.1% 24.2% - 262 312 330 18 90 109 140 31 352 421 470 49 Mobile Contents PC Other 41 33 40 7 60 71 80 9 17

4-2. Arcade Operations 18

4-2. Arcade Operations Market Overview Japan s arcade market is slowly shrinking; revenues, number of arcades also declining Amusement Arcade Market Number of Amusement Arcades by number of machines (in hundreds of millions of JPY) 5,500 Severe market conditions persist 25,000 (in facilities) Number of arcades also slowly decreasing 5,000 4,500 4,000 5,043 4,958 4,875 4,700 4,564 4,222 20,000 15,000 10,000 9,614 arcades 50.0% 7,688 arcades 49.3% over 101machines 51~100 machines under 50 machines 3,500 5,000 9,600 arcades 50.0% 7,923 arcades 50.7% 3,000 2009 2010 2011 2012 2013 2014 (FY) 0 2009 2010 2011 2012 2013 2014 (FY) *Source: Amusement Industry Survey Report 19 *Source: Amusement Industry Survey Report

4-2. Arcade Operations Strategic Objectives and Plan Aiming for recovery over last year through creating new revenue opportunities Arcade Operations Strategy Secure business opportunities and new store openings Create new revenue opportunities through multi-purpose facilities: e.g. eateries that utilize our characters, merchandise shops Plan for YoY ratio of existing facilities: 100% Plan for this fiscal year: open 3 new locations, close 0 locations, for a total of 37 locations Arcade Operations Plan (in hundreds of millions of JPY) 2015/3 2016/3 2017/3 Plan Difference Net sales Operating income 92 90 90 0 9 7 8 1 Operating margin 10.2% 7.7% 8.9% - Y/Y ratio of sales for existing arcades -10% -4% ±0% - KyaraCap Okazaki (Aeon Mall Okazaki) 20

4-3. Amusement Equipments 21

4-3. Amusement Equipments Market Overview The pachislo market temporarily contracted after being hit with operational regulation changes for model certification Pachinko & Pachislo Machines Market (hundreds of millions of JPY) 13,000 12,000 11,000 10,000 9,000 8,000 7,000 6,000 5,000 4,000 3,000 2,000 1,000 0 12,111 2,259 9,852 2,867 3,750 8,869 The pachinko machine market shrank 11,736 12,017 12,029 8,267 4,300 7,729 11,255 4,743 10,693 4,256 6,512 6,437 FY2009 FY2010 FY2011 FY2012 FY2013 FY2014 (FY) Pachislo Pachinko Arcade Machines Market (hundreds of millions of JPY) 2,200 2,000 1,800 1,600 1,400 1,200 1,000 800 600 400 200 0 1,566 1,616 In proportion to the facilities market, the machines market shrank YoY 1,738 1,675 1,635 1,511 2009 2010 2011 2012 2013 2014 (FY) *Source: Manufacturer sales base complied by Capcom using Pachinko Maker Trends (2013,2014); Yano Research Institute Ltd. 22 *Source: Amusement Industry Survey Report

4-3. Amusement Equipments Strategic Objectives and Plan Anticipate an increase in revenue and profits due to new product offerings that utilize popular IP from both businesses Pachinko & Pachislo Strategy Provide a steady supply of our cabinets that utilize popular franchises Capcom Pachislo Machine Unit Sales Plan: four models; 55,000 units Continue licensing out IP for use in other companies pachinko machines Arcade Games Sales Strategy Aggressively sell licensed cabinets that utilize popular IP Launch the medal game Mario Party Fushigi no Challenge World in summer 2016 Launch the arcade game Attack on Titan TEAM BATTLE in winter 2016 Amusement Equipments Plan (hundreds of millions of JPY) 2015/3 2016/3 2017/3 Plan Difference Net sales 75 133 150 17 Operating income 27 28 30 2 Operating margin 36.3% 21.1% 20.0% - *Ratio of Pachinko & Pachislo to Arcade Games sales approx. 9:1 23 Pachislo Machine Super Street Fighter IV

4-4. Other Businesses 24

4-4. Other Business Strategic Objectives and Plan Maximize revenue and increase awareness of major brands Character Contents Strategy via Single Content Multiple Use Strategy Increase awareness by coordinating TV shows with title releases Animated Gyakuten Saiban (Ace Attorney) TV show airing in Japan since April, 2016 Animated Monster Hunter Stories TV show scheduled to begin airing in Japan during 2016 Target non-gamers Universal Studios Japan (USJ) attractions Hollywood film Resident Evil: The Final Chapter scheduled for a December 2016 advanced release in Japan Other Businesses Plan (hundreds of millions of JPY) 2015/3 2016/3 2017/3 Plan Difference Net sales Operating income Operating margin 21 20 20 0 6 5 2-3 30.8% 25.0% 10.0% - 25 CAPCOM/Yomiuri TV, A-1 Pictures

5. Additional Information (1) About Capcom 26

5-1. Capcom s Businesses Capcom uses its game content as the basis for a broad range of business activities Capture core fans Increase brand value Publishing, Video and Character Merchandising business Character merchandising Movies, animation and plays based on games Mature Businesses 30% of Net Sales Growth Businesses 70% of Net Sales Consumer business Plan, develop and sell home video games Sell downloadable full-games and additional content Establish new brands by creating original titles Pachinko & Pachislo Develop machines for other companies Develop, manufacture and sell machines utilizing popular IP Arcade Games Sales Arcade Operations Develop arcade games with Capcom IP Launch Capcom products Operational data feedback Content Portfolio PC Other Operate PC online games Expand new content, via browser games etc. Mobile Contents Develop smartphone/cell phone games Multi-platform expansion to tablets, e-readers, etc. synergy 27

5-2. Example: Leveraging the Monster Hunter Brand Capcom uses its library of powerful, original game content in a wide array of businesses beyond home video games Expand into peripheral businesses Capture casual players Pachislo Machine Monster Hunter 4 Ultimate (home video game) Mobile game PC online game Appeal to core fans Develop/Release original game Expand/Rework the Monster Hunter Brand Increase brand awareness Collaborations with USJ, Shibu hot springs, etc. 28

A strong lineup of titles 5-3. Capcom s Competitive Edge Global popularity backed by many well-known home video games brands 1. In addition to numerous successful home video games, Capcom owns a wealth of superior, proprietary content: Resident Evil series: 68 million units Street Fighter series: 38 million units Monster Hunter series: 36 million units Devil May Cry series: 15 million units Dead Rising series: 8.6 million units Dragon s Dogma series: 2.8 million units A world-leader in game development and technology (as of March 31, 2016) 1. Rather than relying solely on our major franchises, we create original content regularly to establish new sources of growth 2. Basic research involving game development is another strength; we are now using a highly advanced software development tool that we created to facilitate producing games for multiple platforms 29

6. Additional Information (2) Summary of Major Financial Information 30

Summary of Major Financial Information (1) Profit and Loss Statement (millions of JPY) 2014/3 2015/3 2016/3 % 2017/3 Plan % Net sales 102,200 64,277 77,021 119.8% 85,000 110.4% Gross profit 29,949 25,898 29,846 115.2% 31,200 104.5% % of gross profit 29.3% 40.3% 38.8% - 36.7% - Sales and G&A expenses 19,749 15,403 17,816 115.7% 17,600 98.8% Operating income 10,299 10,582 12,029 113.7% 13,600 113.1% % of operating income 10.1% 16.5% 15.6% - 16.0% - Ordinary income 10,946 10,851 11,348 104.6% 13,300 117.2% % of ordinary income 10.7% 16.9% 14.7% - 15.6% - Net income attributable to owners of the parent 3,444 6,616 7,745 117.1% 9,000 116.2% % of net income 3.4% 10.3% 10.1% - 10.6% - Sales by Business Segments Digital Contents Arcade Operations Amusement Equipments Others (millions of JPY) 2014/3 2015/3 2016/3 % 2017/3 Plan % Net sales 65,824 45,351 52,577 115.9% 59,000 112.2% Operating income 4,489 10,208 12,167 119.2% 14,300 117.5% Operating margin 6.8% 22.5% 23.1% - 24.2% - Net sales 10,620 9,241 9,056 98.0% 9,000 99.4% Operating income 1,617 940 699 74.4% 800 114.4% Operating margin 15.2% 10.2% 7.7% - 8.9% - Net sales 23,160 7,540 13,343 177.0% 15,000 112.4% Operating income 7,131 2,736 2,812 102.8% 3,000 106.7% Operating margin 30.8% 36.3% 21.1% - 20.0% - Net sales 2,594 2,144 2,043 95.3% 2,000 97.9% Operating income 1,001 661 511 77.3% 200 39.1% Operating margin 38.6% 30.8% 25.0% - 10.0% - Sales by Geographic Area Japan North America Europe Others 31 (millions of JPY) 2014/3 2015/3 2016/3 % 2017/3 Plan % 86,532 50,877 57,737 113.5% 54,500 94.4% 10,179 8,678 12,384 142.7% 21,000 169.6% 4,320 3,413 5,221 153.0% 7,900 151.3% 1,167 1,308 1,681 128.5% 1,600 95.2%

Summary of Major Financial Information (2) Promotional Expense Capcom Japan Consolidated Number of Arcades Consolidated (millions of JPY) 2014/3 2015/3 2016/3 % 2017/3 Plan % 3,074 1,889 1,930 102.2% 2,400 124.4% 4,269 2,798 3,832 137.0% 6,000 156.6% (facilities) 2014/3 2015/3 2016/3 difference 2017/3 Plan difference 33 33 34 1 37 3 Capital Expenditure Capcom Japan Consolidated (millions of JPY) 2014/3 2015/3 2016/3 % 2017/3 Plan % 1,846 1,499 1,949 130.0% 3,200 164.2% 2,252 5,564 5,937 106.7% 4,500 75.8% Depreciation Capcom Japan Consolidated (millions of JPY) 2014/3 2015/3 2016/3 % 2017/3 Plan % 4,130 2,882 4,929 171.0% 5,300 107.5% 4,638 3,535 5,712 161.6% 6,000 105.0% Number of Employees Capcom Japan Consolidated (Persons) 2014/3 2015/3 2016/3 % 2017/3 Plan % 1,951 2,033 2,114 104.0% 2,250 106.4% 2,601 2,681 2,839 105.9% 3,000 105.7% R&D Investment Cost R&D Investment Cost Technical R&D Cost (millions of JPY) 2014/3 2015/3 2016/3 % 2017/3 Plan % 26,691 25,301 27,255 107.7% 30,000 110.1% 2,002 823 1,073 130.4% 1,500 139.8% Forign Exchange Rate (end of March) USD/ Euro/ 2014/3 2015/3 2016/3 % 2017/3 Plan % 102 120 112 93.3% 115 102.7% 141 130 127 97.7% 125 98.4% 32 (JPY)

Summary of Major Financial Information (3) Sales Units Shipped (platform) (thousand units) 2014/3 2015/3 2016/3 Difference 2017/3 Plan Difference Playstation 3 Titles(SKU) 17 13 19 6 - - Playstation 4 Sub Total 4,200 2,450 3,500 142.9% - - PSP Titles(SKU) 0 5 8 3 - - PS Vita Sub Total 200 250 300 120.0% - - Wii Titles(SKU) 2 0-0 - - Wii U Sub Total 350 150 100 66.7% - - Nintendo DS Titles(SKU) 4 5 7 2 - - Nintendo 3DS Sub Total 4,700 3,750 4,100 109.3% - - Xbox 360 Titles(SKU) 11 7 6-1 - - Xbox One Sub Total 2,950 1,200 650 54.2% - - PC & Others Titles(SKU) 5 3 4 1 - - Sub Total 300 200 250 125.0% - - Package total Full-game download Total Titles(SKU) 39 33 44 11 34-10 Sub Total 12,700 8,000 8,900 111.3% 9,000 101.1% Titles(SKU) 3.00-1 1 1 - Sub Total 4,800 5,000 6,100 122.0% 7,500 123.0% Titles(SKU) 42 33 45 12 35-10 Sub Total 17,500 13,000 15,000 115.4% 16,500 110.0% *Full-game download includes titles distributed only by download Sales Units Shipped (platform) (thousand units) 2014/3 2015/3 2016/3 Difference 2017/3 Plan Difference Distribution titles 1,400 750 750 100.0% 400 53.3% Old titles 5,700 6,000 7,000 116.7% 6,500 92.9% Sales Units Shipped (geographic) (thousand units) 2014/3 2015/3 2016/3 Difference 2017/3 Plan Difference Japan 6,700 4,000 4,700 117.5% 3,400 72.3% North America 3,800 2,400 2,600 108.3% 3,500 134.6% Europe 1,900 1,300 1,200 92.3% 1,600 133.3% Asia 300 300 400 133.3% 500 125.0% Full-game download (global) 4,800 5,000 6,100 122.0% 7,500 123.0% Total 17,500 13,000 15,000 115.4% 16,500 110.0% 33