Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2019

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Capcom Co., Ltd. (Tokyo Stock Exchange, First Section, 9697) Overview of Strategies and Plans Fiscal Year ending March 31, 2019 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. Growth Strategies 3 2. Forecasts for FY3/19 8 3. Business Segments Highlights 10 4. Additional Information (1) 24 About Capcom 5. Additional Information (2) 28 Summary of Major Financial Information 2

1. Growth Strategies 3

1-1. Market Overview Global game market continuing to expand In addition to mobile driving growth, each market expected to expand Video Game Market (hundreds of millions USD) 1,800 1,600 1,400 1,374 1,492 1,589 1,674 1,734 Market set to break $170 billion 1,200 1,000 800 600 400 1,007 858 485 390 251 310 1,222 594 384 689 409 837 769 428 442 885 920 452 458 Mobile content PC online Console E: Estimate *Source : Data prepared from International Development Group 200 217 212 244 276 295 310 337 356 0 2015 2016 2017 2018E 2019E 2020E 2021E 2022E 4 (CY)

1-2. Medium-Term Goals Going Forward Medium-term Management Objective Aim for annual increase of operating income, driven by stable earnings (hundreds of millions of JPY) 200 175 160 170 150 143 136 125 100 123 102 103 106 120 75 50 56 25 0 2010/3 2011/3 2012/3 2013/3 2014/3 2015/3 2016/3 2017/3 2018/3 2019/3 (Plan) 5

1-2. Medium-Term Goals Going Forward Annual Operating Income Growth for the Medium-Term Currently working to establish a stable growth foundation and a system for additional growth Aiming to further our home video game business overseas and expand our customer base Profit Medium-term Long-term Mobile & esports Explore all options in mobile (internal development, alliances) Ramp up esports business development Mobile & esports Future growth options New Consumer titles Growth driver Consumer Business Bolster lineup, drive growth through global expansion Catalog Consumer titles Base profit from recurring revenue Amusement Equipments & Arcade Operations Maintain profit despite worsening market conditions Amusement related Stable earnings 6

1-3. Growth Strategies Strategy for stable growth Consumer Business: Expand lineup of new titles and build up back-catalog New titles: Regularly release titles for major IP while also utilizing dormant IP and remakes Catalog titles: Extend sales life of catalog titles, such as with sales of Monster Hunter: World and with rereleases for current-generation hardware Strengthen digital downloads for both new and past titles Mobile Business: Develop titles both internally and through alliances Explore new developments, continue forging alliances in Japan and around the world Other Businesses: Strengthen esports business Having established a dedicated esports division, grow business by holding events in Japan PS Business: Build development structure to handle new regulations 7

2. Forecasts for FY3/19 8

2. Forecasts for FY3/19 Aim for six consecutive years of increased operating income driven by growth in the Digital Contents business (in millions of JPY) 2018/3 2019/3 Plan Difference Net sales 94,515 96,000 1,485 Operating income 16,037 17,000 963 Operating margin 17.0% 17.7% - Ordinary income 15,254 16,500 1,246 Net income attributable to owners of the parent 10,937 12,000 1,063 Increase sales and profit year-over-year through stable growth in the Consumer business and improvements to the Amusement Equipments business Earnings per share forecast: 109.60 Dividend forecast: interim dividend of 15 and year-end dividend of 15 resulting in a 30 dividend for the fiscal year (payout ratio: 27.4%) *A 2-for-1 stock split of common stock was executed, effective April 1, 2018 9

3. Business Segments Highlights 10

3-1. Digital Contents 11

3-1. Digital Contents Strategic Objectives and Plan (1) Promote global expansion of major titles Plan to launch mobile titles developed through alliances Consumer Strategies Promote global expansion of major brands Monster Hunter: World broke 8 million units* shipped; aim to grow global unit sales with continued promotion, and with PC version *As of April 16, 2018 As with Title Update One (March 22) and Title Update Two (April 19), will release multiple updates to maintain players interest and catalog sales Planning to release 2 major titles Grow earnings with digital downloads of new and catalog titles Digital revenue forecast: 46.3% of Consumer net sales Mobile Strategies Launch Dai Gyakuten Saiban 2 for Android/iOS in April Expand alliances both in Japan and overseas leveraging our IP 12

2017/3 2018/3 2019/3 Plan Difference Titles (SKU) 42 50 53 3 Package 3-1. Digital Contents Strategic Objectives and Plan (2) Focus on catalog sales of major titles Unit sales overall on par with previous fiscal year FY3/19 Unit Sales Plan for the Consumer business Japan 3,500 3,400 2,000-1,400 North America 4,300 4,300 5,300 1,000 Europe 2,200 2,900 3,250 350 Asia 400 900 750-150 Package Total 10,400 11,500 11,300-200 Digital download contents Full-game download 9,000 12,900 13,700 800 Total (in thousands) 19,400 24,400 25,000 600 13

Consumer NEW major titles 3-1. Digital Contents Strategic Objectives and Plan (3) Promote catalog sales of Monster Hunter: World Unit sales of catalog titles expected to grow significantly Breakdown of FY3/19 New and Catalog Consumer Unit Sales and Major Titles 2016/3 2017/3 2018/3 2019/3 Plan Monster Hunter X (Cross) Street Fighter V Resident Evil 0 HD Remaster Resident Evil 7 Monster Hunter XX (Double Cross) Resident Evil 5 (Re-release) Resident Evil 4 (Re-release) Monster Hunter: World Marvel vs. Capcom: Infinite Resident Evil: Revelations 1& 2 (Re-releases) (thousands of units) Major Title 1 Major Title 2 others New Unit Sales CATALOG major titles Resident Evil: Revelations 2 Monster Hunter 4G 8,000 10,600 13,400 7,400 Monster Hunter X (Cross) Resident Evil 6 (Re-release) Resident Evil 7 Monster Hunter XX (Double Cross) Monster Hunter: World others Catalog Unit Sales Titles (SKU) Total 7,000 8,800 11,000 17,600 45 42 50 53 15,000 19,400 24,400 25,000 *Titles released within a given fiscal year calculated as new titles; titles released prior to a given fiscal year calculated as catalog titles. 14

3-1. Digital Contents Strategic Objectives and Plan (4) Expect increased sales and profit driven primarily by stable growth of Consumer business Digital Contents Plan (hundreds of millions of JPY) Net sales Operating income Operating margin Breakdown of Net Sales Package Digital download contents Consumer total 2017/3 2018/3 2019/3 Plan Difference 587 741 755 14 110 191 200 9 18.9% 25.8% 26.5% - 337 383 360-23 155 269 310 41 492 652 670 18 Mobile Contents PC Other 38 41 55 14 57 48 30-18 15

3-2. Arcade Operations 16

3-2. Arcade Operations Market Overview Overall market recovering in size despite continued trend of less facilities Amusement Arcade Market (hundreds of millions of JPY) 5,500 Market size recovering Number of Amusement Arcades by number of machines (facilities) 20,000 Number of arcades slowly decreasing 5,000 4,500 4,000 4,875 4,700 4,564 4,222 4,338 4,620 18,000 16,000 14,000 12,000 10,000 8,000 9,316 arcades 51.4% 7,080 arcades 50.0% over 101machines 51~100 machines under 50 machines 3,500 6,000 4,000 2,000 8,798 arcades 48.6% 7,074 arcades 50.0% 3,000 2011 2012 2013 2014 2015 2016 *Source: Amusement Industry Survey (FY) 0 2011 2012 2013 2014 2015 2016 *Source: Amusement Industry Survey (FY) 17

3-2. Arcade Operations Strategic Objectives and Plan Same store sales set to improve with market recovery Pursue business expansion through new store openings Arcade Operations Strategy Develop new formats and promote tie-ups with other businesses Projected same store sales: +2% Plan to open 4 new stores and close no stores, for a total of 40 stores Build out market foundation through running Capcom Esports Club Promote business synergies with Consumer game demos and other game community events Arcade Operations Plan (hundreds of millions of JPY) 2017/3 2018/3 2019/3 Plan Difference Net sales Operating income Operating margin Same store sales 95 102 110 8 7 8 10 2 7.9% 8.6% 9.1% - 2% 2% 2% - 18 Plaza Capcom Hiroshima

3-3. Amusement Equipments 19

3-3. Amusement Equipments Market Overview Pachislo market on downward trend following 2014 regulation changes for model certification Pachinko & Pachislo Machines Market Arcade 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 12,017 3,750 8,267 12,030 4,300 7,730 11,345 4,774 The pachinko and pachislo markets shrank 10,798 4,274 6,571 6,524 9,827 3,697 6,130 8,821 3,576 5,245 FY2011 FY2012 FY2013 FY2014 FY2015 FY2016 (FY) Pachislo Pachinko (hundreds of millions of JPY) 2,200 2,000 1,800 1,600 1,400 1,200 1,000 800 600 400 200 0 1,738 1,675 The arcade machine market remained flat 1,635 1,511 1,461 1,490 2011 2012 2013 2014 2015 2016 (FY) *Source: Manufacturer sales base complied by Capcom using Pachinko Maker Trends (2016, 2017); Yano Research Institute Ltd. 20 *Source: Amusement Industry Survey

3-3. Amusement Equipments Strategic Objectives and Plan Concentrate on sales along with PS market environment Decrease of costs associated with Arcade Games Sales Pachinko & Pachislo Strategy Regularly release models that utilize popular franchises Capcom Pachislo Machine Unit Sales Plan: five models; 24,000 units Scheduled releases: Okami ~Kaidouhen~ June 2018 Arcade Games Sales Strategy Continue to sell existing products Amusement Equipments Plan (hundreds of millions of JPY) 2017/3 2018/3 2019/3 Plan Difference Net sales 168 78 70-8 Operating income 51-7 10 17 Pachislo Machine Okami ~Kaidouhen~ Operating margin 30.3% - 14.3% - *Ratio of Pachinko & Pachislo to Arcade Games Sales approx. 9:1 21

3-4. Other Businesses 22

Esports Strategy 3-4. Other Business Strategic Objectives and Plan Work to grow esports Promote our Single Content Multiple Usage Strategy Create business opportunities within esports Established dedicated business division (esports Group) Hold the CAPCOM Pro Tour Japan Premier Tournament, award points to high ranking players for the CAPCOM CUP 2018 world championship to energize the Japanese market Character Contents Strategy Increase awareness of major brands with collaborations, TV and movies Animated TV show Gyakuten Saiban: Sono Shinjitsu, Igiari! Season 2 begins airing fall 2018 Monster Hunter: The Real running at Universal Cool Japan 2018 Other Businesses Plan Net sales Operating income Operating margin 2017/3 2018/3 2019/3 Plan Difference 20 23 25 2 9 11-4 -15 46.5% 48.2% - - 23 (hundreds of millions of JPY)

4. Additional Information (1) About Capcom 24

4-1. 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, books Movies, animation and plays based on games Mature Businesses 25% of Net Sales Growth Businesses 75% 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, manufacture and sell machines utilizing popular IP Develop machines for other companies Arcade Games Sales Arcade Operations Develop arcade games with Capcom IP Launch Capcom products Operational data feedback Content Portfolio PC Other Design, develop and run PC online games Mobile Contents Design, develop and run smartphone games synergy 25

4-2. 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: World (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 Universal Studios Japan 26

A strong lineup of titles 4-3. 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: 83 million units Monster Hunter series: 48 million units Street Fighter series: 40 million units Devil May Cry series: 16 million units Dead Rising series: 12 million units Dragon s Dogma series: 4 million units A world-leader in game development and technology (as of March 31, 2018) 1. We regularly produce hit games of world-class quality, made possible by our development capabilities 2. In order to achieve world-beating technological strength, we have built an efficient development environment, complete with a cutting-edge R&D building and top-of-the-line development tools 27

5. Additional Information (2) Summary of Major Financial Information 28

Summary of Major Financial Information (1) Profit and Loss Statement (millions of JPY) 2016/3 2017/3 2018/3 % 2019/3 Plan % Net sales 77,021 87,170 94,515 108.4% 96,000 101.6% Gross profit 29,846 30,731 34,619 112.7% 38,000 109.8% % margin 38.8% 35.3% 36.6% - 39.6% - Sales and G&A expenses 17,816 17,080 18,582 108.8% 21,000 113.0% Operating income 12,029 13,650 16,037 117.5% 17,000 106.0% % margin 15.6% 15.7% 17.0% - 17.7% - Ordinary income 11,348 12,589 15,254 121.2% 16,500 108.2% % margin 14.7% 14.4% 16.1% - 17.2% - Net income attributable to owners of the parent 7,745 8,879 10,937 123.2% 12,000 109.7% % margin 10.1% 10.2% 11.6% - 12.5% - Sales by Business Segments Digital Contents Arcade Operations Amusement Equipments Others (millions of JPY) 2016/3 2017/3 2018/3 % 2019/3 Plan % Net sales 52,577 58,704 74,141 126.3% 75,500 101.8% Operating income 12,167 11,096 19,103 172.2% 20,000 104.7% Operating margin 23.1% 18.9% 25.8% - 26.5% - Net sales 9,056 9,525 10,231 107.4% 11,000 107.5% Operating income 699 752 879 117.0% 1,000 113.8% Operating margin 7.7% 7.9% 8.6% - 9.1% - Net sales 13,343 16,856 7,803 46.3% 7,000 89.7% Operating income 2,812 5,106-764 - 1,000 - Operating margin 21.1% 30.3% - - 14.3% - Net sales 2,043 2,083 2,338 112.2% 2,500 106.9% Operating income 511 969 1,126 116.2% -400 - Operating margin 25.0% 46.5% 48.2% - - - Sales by Geographic Area Japan North America Europe Others 29 (millions of JPY) 2016/3 2017/3 2018/3 % 2019/3 Plan % 57,737 55,804 52,253 93.6% 50,000 95.7% 12,384 20,018 24,154 120.7% 27,500 113.9% 5,221 9,007 12,035 133.6% 14,000 116.3% 1,681 2,340 6,072 259.5% 4,500 74.1%

Summary of Major Financial Information (2) Promotional Expense Capcom Japan Consolidated Number of Stores Consolidated (millions of JPY) 2016/3 2017/3 2018/3 % 2019/3 Plan % 1,930 1,886 1,895 100.5% 2,000 105.5% 3,832 4,764 5,579 117.1% 6,000 107.5% (facilities) 2016/3 2017/3 2018/3 Difference 2019/3 Plan Difference 34 36 36-40 4 Capital Expenditure Capcom Japan Consolidated (millions of JPY) 2016/3 2017/3 2018/3 % 2019/3 Plan % 1,949 2,117 1,892 89.4% 3,500 185.0% 5,937 2,622 2,918 111.3% 4,500 154.2% Depreciation Capcom Japan Consolidated (millions of JPY) 2016/3 2017/3 2018/3 % 2019/3 Plan % 4,929 5,211 3,786 72.7% 3,000 79.2% 5,712 5,980 4,706 78.7% 4,000 85.0% Number of Employees Consolidated Consolidated Developers (Persons) 2016/3 2017/3 2018/3 % 2019/3 Plan % 2,839 2,811 2,952 105.0% 3,100 105.0% 2,052 1,994 2,141 107.4% 2,250 105.1% R&D Investment Cost R&D Investment Cost Technical R&D Cost (millions of JPY) 2016/3 2017/3 2018/3 % 2019/3 Plan % 27,255 27,720 29,077 104.9% 30,000 103.2% 1,073 695 1,189 171.1% 1,000 84.1% Foreign Exchange Rate (end of March) USD/ Euro/ 2016/3 2017/3 2018/3 % 2019/3 Plan % 112 112 106 94.6% 110 103.8% 127 119 130 109.2% 125 96.2% 30 (JPY)

Summary of Major Financial Information (3) Sales Units Shipped <platform> (thousand units) 2016/3 2017/3 2018/3 Difference 2019/3 Plan Difference Playstation 3 Titles (SKU) 19 16 14-2 - - Playstation 4 Sub Total 3,500 4,700 8,250 175.5% - - PSP Titles (SKU) 8 5 1-4 - - PS Vita Sub Total 300 150 0 0.0% - - Wii/Wii U Titles (SKU) - - 7 7 - - Nintendo Switch Sub Total 100 0 1,100 - - - Nintendo DS Titles (SKU) 7 5 8 3 - - Nintendo 3DS Sub Total 4,100 3,200 450 14.1% - - Xbox 360 Titles (SKU) 6 9 9 0 - - Xbox One Sub Total 650 2,100 1,350 64.3% - - PC & Others Titles (SKU) 4 6 2-4 - - Sub Total 250 250 350 140.0% - - Package total Full-game download Total Titles (SKU) 44 41 41 0 42 1 Sub Total 8,900 10,400 11,500 110.6% 11,300 98.3% Titles (SKU) 1 1 9 8 11 2 Sub Total 6,100 9,000 12,900 143.3% 13,700 106.2% Titles (SKU) 45 42 50 8 53 3 Sub Total 15,000 19,400 24,400 125.8% 25,000 102.5% *Full-game download are digital download-only titles Sales Units Shipped <distribution/catalog> (thousand units) 2016/3 2017/3 2018/3 Difference 2019/3 Plan Difference Distribution titles 750 600 300 50.0% 800 266.7% Catalog titles 7,000 8,800 11,000 125.0% 17,600 160.0% Sales Units Shipped <geographic> (thousand units) 2016/3 2017/3 2018/3 Difference 2019/3 Plan Difference Japan 4,700 3,500 3,400 97.1% 2,000 58.8% North America 2,600 4,300 4,300 100.0% 5,300 123.3% Europe 1,200 2,200 2,900 131.8% 3,250 112.1% Asia 400 400 900 225.0% 750 83.3% Full-game download (global) 6,100 9,000 12,900 143.3% 13,700 106.2% Total 15,000 19,400 24,400 125.8% 25,000 102.5% 31