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Forum nameHigh-Tech
Topic subjectRE: SFV sold at least 1.4 million (swipe)
Topic URLhttp://board.okayplayer.com/okp.php?az=show_topic&forum=11&topic_id=298857&mesg_id=299765
299765, RE: SFV sold at least 1.4 million (swipe)
Posted by jimaveli, Thu May-26-16 12:10 PM
Right. The innanet complaining is all the rage, but the game has sold pretty well...especially considering this is a niche market AND a game that is somewhat obviously meant mostly for the 'hardcore' group.

Sure, it can be played at low and mid-levels but there's clearly some unlocking to do.

I had a helluva time watching someone with over 10k points playing Laura. It was borderline touch of death status depending on what Bonita hit. And the was the cat used the electricity was niiiice.

It makes me wanna chase down a good Big Bird player to see just how far away I am (I know it is quite far).

If Capcom could just get their communication together, folks would view the game in a different way.

>Which is short of the 2 million projection Capcom made for
>the fiscal year, but it's not a disaster by any stretch.
>
>These numbers don't count any boost the game might have got
>from the Alex and Guile updates. The game has legs, y'all.
>
>http://www.eurogamer.net/articles/2016-05-09-street-fighter-5s-sold-1-4m-copies
>
>Street Fighter 5's sold 1.4m copies
>
>"Steady sales," Capcom says.
>
>Street Fighter 5 has sold 1.4m copies, Capcom has announced.
>
>That's across PlayStation 4, PC and includes download copies.
>Those sales were from release in February up to 31st March.
>
>Capcom had hoped to sell 2m copies of the fighting game by the
>end of its financial year. Despite the 600,000 unit shortfall,
>Capcom said Street Fighter 5 "maintained steady sales mainly
>overseas".
>
>Street Fighter 5 got off to a troubled launch, and was roundly
>criticised for a lack of features for single-player fans. The
>game came out without an arcade mode, for example. But online
>was a mess, too. Shockingly, there was no punishment for rage
>quitters. I touched on many of the game's issues in our Street
>Fighter 5 review.
>
>But the core gameplay was highly praised, and Capcom has
>slowly improved matters since launch. Online play now works
>well and there is now a punishment for rage quitters. A big
>update planned for June is set to add a cinematic story, and
>more DLC characters are in the works.
>
>Street Fighter producer Yoshinori Ono has admitted Street
>Fighter 5 failed to satisfy those who enjoy the single-player
>aspect of fighting games.
>
>"I think it's safe to say that we underestimated the
>popularity of some of the single-player features," Ono said
>last month.
>
>Ono said the Capcom Pro Tour had a hand in Street Fighter 5's
>February release - but he stopped short of blaming the game's
>launch state entirely on the ongoing, high-profile
>tournament.
>
>"The Capcom Pro Tour wasn't the only reason for why the game
>was released when it was," he said.
>
>"We understand that if we had more features ready at launch,
>it probably would've been better received by some of our more
>casual fans who tend to enjoy Street Fighter more via
>single-player content, as opposed to competitive play."
>
>For comparison, Street Fighter 4 has sold 3.4m units since its
>launch in February 2009, but that's on more platforms than
>Street Fighter 5 and over the course of seven years.