 Capcom discovered a few business principles through their experience with development and release of the five . The first was to focus on multi @-@ platform releases . Second , Capcom needed to streamline development . Prior to the five , the company had announced expected losses of US $ 103 million for fiscal year 2002 , largely due to poor sales and extended development times , and ultimately posted over US $ 163 million in losses . Resident Evil 4 was a case in point , beginning development in 1999 and going through four discarded versions by the time of its 2005 release . The third lesson was to focus on old franchises rather than create new ones ; Resident Evil 4 was the only unmitigated commercial success of the five and also the only game based on an existing property . To wit , Viewtiful Joe 2 started development shortly after the release of Viewtiful Joe and was completed just a year later . However , the brisk schedule meant that the team was not given time to implement all the features they had wanted , including a cooperative gameplay mode . Viewtiful Joe 2 debuted on both GameCube and PlayStation 2 to reach a wider audience and maximize profitability . 
