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Resident Evil film coincides with wider play and discount-led sales gains

Alinea Analytics estimates the movie added a smaller lift after Capcom’s price cuts, with the clearest gains concentrated in cheap PS5 copies of older games.

Rhys ElliottRE
GamesRadar+GA
3 Sources, 15d ago, first seen 15d ago

TLDR

Alinea Analytics estimates daily play rose across the Resident Evil games it tracks after the September 18 film release, but says Capcom’s September 10 discounts did most of the work on sales. Its comparison of a discount-only window with a discount-plus-movie window attributes another 50–65% lift in PS5 copies of the Resident Evil 2 and 4 remakes to the film, versus 11–14% on Steam. Those copies sold for roughly $8–$13, while near-full-price Requiem showed little benefit. The figures are proprietary estimates, not Capcom-reported sales.

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3 Sources, first seen 15d ago

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Combined views

33.2K

3 Sources, first seen 15d ago

621 likes12 comments53 saves53 reposts
Alinea Analytics tables compare estimated Resident Evil game prices, copies and revenue before and after discounts and the film release.
Image: Alinea Analytics / Rhys Elliott

The new Resident Evil film coincided with more people playing the games, but the clearest sales effect came from discounts that began before the movie opened. That is the distinction in a new analysis from Alinea Analytics, which uses estimated player, unit and revenue data rather than figures reported by Capcom.

Featured Source
RERhys Elliott@superhys7:15 AM · Sep 25, 2026

How has Cregger’s Resident Evil movie impacted game sales? (@alineaanalytics estimates) In the week after the movie’s release (Sep 18 onward), DAUs increased across every Resident Evil game we track. For example: But with transmedia stuff, game discounts always land at the…

Alinea estimates daily active users rose after the film’s September 18 release across every Resident Evil title it tracks. The Resident Evil 2 remake increased from about 78,000 to 116,000 daily players, while Resident Evil 4 rose from roughly 199,000 to 247,000. The Resident Evil 3 remake moved from about 28,000 to 35,000, and Resident Evil Requiem from approximately 118,000 to 143,000.

Those engagement figures include people returning to games they already own. They do not, by themselves, show that the movie created new sales.

The discounts arrived eight days before the film

Capcom cut prices on September 10, giving Alinea a discount-only period before the film opened. The firm compares September 10–17 with September 19–24, when both the discounts and movie were active, and says it also accounts for how earlier sales affected demand.

The price cuts were already powerful. On PS5, Alinea estimates daily copies of the Resident Evil 2 and Resident Evil 4 remakes each rose about 1.9 times before the film, as prices fell from $39.99 to $7.99 and $9.99, respectively. Requiem copies rose about 1.8 times when its price dropped from $69.99 to $48.99.

After attempting to remove that discount effect, Alinea attributes another 50–65% increase in PS5 copies of the two older remakes to the movie. Its modeled Steam effect is much smaller at 11–14%. GamesRadar’s report gives the PS5 breakouts as 64% for Resident Evil 2 and 54% for Resident Evil 4, both drawn from Alinea’s analysis.

More copies did not mean a full-price surge

Alinea estimates the additional Resident Evil 2 copies sold for about $8–$9 and Resident Evil 4 for roughly $10–$13. PS5 revenue rose an estimated 80% and 84%, respectively, but from that heavily discounted base.

The newer, more expensive game moved differently. Alinea estimates Requiem PS5 revenue fell 4%, from about $284,000 to $271,000 per day, during the comparison. Steam revenue rose 14% after its price returned to $70.

The analysis therefore treats the movie as a stronger prompt to revisit the series than as a driver of full-price purchases. Its method offers a useful way to separate two overlapping events, but the result remains a model built from proprietary estimates rather than audited publisher sales.

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Related

Zach Cregger’s Resident Evil movie reportedly boosted PS5 sales of two remakes by over 50%

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Alinea Analytics graphic shows Resident Evil Requiem's estimated $500 million revenue and player share by platform.
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3 Sources

Rhys Elliott@superhysHow has Cregger’s Resident Evil movie impacted game sales? (@alineaanalytics estimates) In the week after the movie’s release (Sep 18 onward), DAUs increased across every Resident Evil game we track. For example: But with transmedia stuff, game discounts always land at the same time as the movie or show, including The Last of Us, Fallout, and Spider-Man. When copies spike, this makes it bloody tough to figure out whether people bought because of the transmedia or the price. It’s mostly the latter, but everyone credits the shiny new movie. Resident Evil gives us a fun case, though. Capcom started knifing its game prices on Sep 10, eight days before the film hit cinemas. This gives us a “discount, no movie” window (Sep 10 to 17) and a “discount plus movie” window (Sep 19 to 24) at the same price. Almost all the copy movement was on PlayStation. RE2 nearly doubled on PS5 while doing just +16% on Steam, and RE4 jumped +77% on PS5 versus a flat 0% on Steam. Those healthy-looking Steam revenue lines are interesting too, as Steam flipped its prices back to full on Sep 21, booking more dollars on fewer copies. Before the film was in cinemas, the discount alone was doing the lifting. On PS5, dropping the price roughly doubled daily copies (RE2 about 1.9x from $39.99 to $7.99, RE4 about 1.9x from $39.99 to $9.99, Requiem about 1.8x from $69.99 to $48.99). That is the big lever, and Capcom pulled it first. RE2 and RE4 picked up another 50-65% in PS5 copies even after you strip the discount out, which makes sense: they have a mix of nostalgia, quality, and the exact Raccoon City setting the film runs around in. On Steam, the same movie effect is a much milder +11% to +14%. But every one of those movie-driven copies sold for pocket change. RE2 shifted at about $8 to $9, RE4 at roughly $10 to $13. So yes, RE2‘s PS5 revenue jumped 80% and RE4‘s 84%, but off a firesale base. I’ll be candid (crazy, I know!): this is slightly-boosted bargain-bin volume, not a demand surge at full price. The movie nudged a chunk of folks toward games that were already 75-80% off. Engagement across the catalogue jumped (people reinstalling and replaying games they already own), while new sales barely moved once we account for discounts. So Cregger’s movie reactivated the existing fanbase more than acquiring a new one. I reckon there’s a few reasons for this: - In Cregger’s movie, there’s no character or story to chase back into a game, despite the movie having plenty of easter eggs for fans. Cregger deliberately crafted an original story around a new lead (to great effect), so there’s nowhere obvious for a curious newcomer to land. - The film audience already is the games audience. I spent about a year in cross-entertainment consumer insights before crawling back to games, and I remember the horror-film crowd and the horror-game crowd being about as overlapping as two circles get. So the film mostly preached to the converted. - Cregger is hot right now. After proving himself with Barbarian and last year’s Weapons ($270M worldwide), Cregger is a draw in his own right. So the movie helps Resi keep culturally warm heading into whatever’s next: next year’s Resident Evil Veronica, the remake of 2000’s Code: Veronica and the first full-blown Resi remake since RE4 in 2023. It’s already sitting on almost 2M wishlists on Steam alone. The synergy potential is juicy, too.. Veronica stars Claire Redfield, a face casual fans will recognise. And if it follows the original timeline, Veronica takes place three months after the Raccoon City incident, the event the film is built around. So there’s a narrative bridge between the movie and the next game, which is more than this reboot offered any existing title. Get the streaming release timed around Veronica‘s launch, put a recognisable character at the centre of both, and Capcom (and Sony) might finally build the on-ramp this transmedia experience – and every bloody other one – was missing. It’ll happen eventually, surely. More on Substack15d
GamesRadar+@GamesRadarResident Evil 2 remake sales nearly double on PS5 after Zach Cregger movie, says analyst https://www.gamesradar.com/games/resident-evil/resident-evil-2-remake-sales-nearly-double-on-ps5-after-capcom-discount-coincides-with-zach-creggers-biggest-opening-in-the-24-year-history-of-resident-evil-movies-says-analyst/14d
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    Resident Evil (2026)Zach CreggerCapcom

    3 Sources

    Rhys Elliott@superhysHow has Cregger’s Resident Evil movie impacted game sales? (@alineaanalytics estimates) In the week after the movie’s release (Sep 18 onward), DAUs increased across every Resident Evil game we track. For example: But with transmedia stuff, game discounts always land at the same time as the movie or show, including The Last of Us, Fallout, and Spider-Man. When copies spike, this makes it bloody tough to figure out whether people bought because of the transmedia or the price. It’s mostly the latter, but everyone credits the shiny new movie. Resident Evil gives us a fun case, though. Capcom started knifing its game prices on Sep 10, eight days before the film hit cinemas. This gives us a “discount, no movie” window (Sep 10 to 17) and a “discount plus movie” window (Sep 19 to 24) at the same price. Almost all the copy movement was on PlayStation. RE2 nearly doubled on PS5 while doing just +16% on Steam, and RE4 jumped +77% on PS5 versus a flat 0% on Steam. Those healthy-looking Steam revenue lines are interesting too, as Steam flipped its prices back to full on Sep 21, booking more dollars on fewer copies. Before the film was in cinemas, the discount alone was doing the lifting. On PS5, dropping the price roughly doubled daily copies (RE2 about 1.9x from $39.99 to $7.99, RE4 about 1.9x from $39.99 to $9.99, Requiem about 1.8x from $69.99 to $48.99). That is the big lever, and Capcom pulled it first. RE2 and RE4 picked up another 50-65% in PS5 copies even after you strip the discount out, which makes sense: they have a mix of nostalgia, quality, and the exact Raccoon City setting the film runs around in. On Steam, the same movie effect is a much milder +11% to +14%. But every one of those movie-driven copies sold for pocket change. RE2 shifted at about $8 to $9, RE4 at roughly $10 to $13. So yes, RE2‘s PS5 revenue jumped 80% and RE4‘s 84%, but off a firesale base. I’ll be candid (crazy, I know!): this is slightly-boosted bargain-bin volume, not a demand surge at full price. The movie nudged a chunk of folks toward games that were already 75-80% off. Engagement across the catalogue jumped (people reinstalling and replaying games they already own), while new sales barely moved once we account for discounts. So Cregger’s movie reactivated the existing fanbase more than acquiring a new one. I reckon there’s a few reasons for this: - In Cregger’s movie, there’s no character or story to chase back into a game, despite the movie having plenty of easter eggs for fans. Cregger deliberately crafted an original story around a new lead (to great effect), so there’s nowhere obvious for a curious newcomer to land. - The film audience already is the games audience. I spent about a year in cross-entertainment consumer insights before crawling back to games, and I remember the horror-film crowd and the horror-game crowd being about as overlapping as two circles get. So the film mostly preached to the converted. - Cregger is hot right now. After proving himself with Barbarian and last year’s Weapons ($270M worldwide), Cregger is a draw in his own right. So the movie helps Resi keep culturally warm heading into whatever’s next: next year’s Resident Evil Veronica, the remake of 2000’s Code: Veronica and the first full-blown Resi remake since RE4 in 2023. It’s already sitting on almost 2M wishlists on Steam alone. The synergy potential is juicy, too.. Veronica stars Claire Redfield, a face casual fans will recognise. And if it follows the original timeline, Veronica takes place three months after the Raccoon City incident, the event the film is built around. So there’s a narrative bridge between the movie and the next game, which is more than this reboot offered any existing title. Get the streaming release timed around Veronica‘s launch, put a recognisable character at the centre of both, and Capcom (and Sony) might finally build the on-ramp this transmedia experience – and every bloody other one – was missing. It’ll happen eventually, surely. More on Substack15d
    GamesRadar+@GamesRadarResident Evil 2 remake sales nearly double on PS5 after Zach Cregger movie, says analyst https://www.gamesradar.com/games/resident-evil/resident-evil-2-remake-sales-nearly-double-on-ps5-after-capcom-discount-coincides-with-zach-creggers-biggest-opening-in-the-24-year-history-of-resident-evil-movies-says-analyst/14d
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