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Mega Man X Legacy Collection Sales

The topic of sales numbers has get prevalent in gaming discourse. What used to exist a worry reserved for shareholders has bled into fan circles likewise. These enthusiasts expect to numbers to see if their support has paid off. To testify to publishers that there'southward not simply an audience for their games, but a desire for more.

Sometimes a game fails to hitting a sales milestone and the company simply doesn't report on information technology. That might be the case with Mega Man Zero/ZX Legacy Collection, for example. Information on how that championship performed wasn't publicly released. Merely for situations just like that, we can look to fan-based data groups for help.

In contempo years, fans took it upon themselves to create sales databases. And while some are infamously-inaccurate and unreliable like VGChartz, others strive for accuracy by gathering legitimate data from the networking services of the major gaming storefronts. Using this available data, I decided to comport my ain enquiry to see how recent Mega Man games performed confronting Capcom's own data.

DISCLAIMER: The post-obit is a speculative piece that includes data not verified by Capcom unless otherwise stated.


We'll exist looking at the about recently-available Mega Homo titles from the eighth generation of consoles. They are Mega Man Legacy Collection, Mega Man Legacy Drove 2, Mega Man 11, Mega Man X Legacy Collection, Mega Homo Ten Legacy Collection 2 and Mega Man Zip/ZX Legacy Collection. Oh, and Mighty No. 9 , too.

The data for PS4 and Xbox comes from Gamstat.com (which has ceased updates as Nov. 2020 due to the onset of ninth generation hardware). It'southward important to note that Gamestat data is player-based which doesn't necessarily correlate with sales. Just we're still taking that into account for research.

Data from PC/Steam has been taken from PlayTracker.net. SteamSpy used to be the dominant database site for Steam games, but after the change on Valve'due south default privacy policy, information has go a lot more inaccurate (and just outdated in some cases). They also claim to track data from PSN and Xbox merely it's locked behind a paywall. I wasn't able to verify that data at this time.

The Nintendo data is complete speculation based on very basic mathematics: the sum of all the versions' information minus the official sales number from Capcom.

I'm not deliberate being biased hither, but it's easy to assume that -- based on the trends yous're about to see -- the Switch versions volition exist the dominant platform for these games. This goes mitt-in-paw with the strong clan between the brand and Nintendo from general consumers. In the same way, it'due south is rubber to assume the Xbox version is the lowest-selling.

Without farther ado, these are the results:

First off, I will point at Mega Man 11 and the Nada/ZX Legacy Drove as the most "prophylactic" stipulations. There'due south goose egg inherently contradictory with official information.

Now, the offset issue we can run across is that Mega Man Legacy Collection on Steam already surpassed Capcom's own, official data as contempo as December. 2020, which could suggest that they aren't taking Steam into account. But even if they did, the numbers however wouldn't line up as the PS4 and Xbox numbers, alone, friction match the total sales with no room for the Switch version (or 3DS, for that matter).  It's also entirely possible that Capcom end keeping runway after a certain point in a title's lifespan. In one case information technology's become a "back-catalogue title", possibly.

Mega Human being Legacy Collection 2'due south numbers haven't been reported explicitly. However, in 2019, information technology was stated by serial producer Kazu Tsuchiya that MMLC1 and MMLC2 sold 2 1000000 units combined . We can assume, therefore, that MMLC2 sits at around 800k. This, besides, is disallowment the fasten caused by MMLC2 addition to Xbox Game Laissez passer.

Mega Man X Legacy Collection 1+ ii were reported to have sold ane.4 million units combined... BUT this information is from 2019, and so we can wait some growth from it. However, while the pattern suggests that 10 Legacy Collection 1 sold the well-nigh of the two, it's not ranked on Capcom'south Platinum titles. Despite my calculations, it's very possible that XLC1 hasn't *quite* hit that 1 million mark on it'south own just however. Information technology may  be sitting at 900k, give or take.

"Why is Mighty No. ix on the chart?", yous ask? Because it provides a bit of perspective that sales numbers aren't always the cease-all, be-all that they're oftentimes fabricated out to be. For Mega Homo Nada/ZX Legacy Collection, this is of import.

Mighty No. nine'southward notorious bargain-bin status has it going on auction for as low as 80% on Steam. In fact, if you lot add together the people who played for free when information technology became part of PS+, that number goes every bit loftier equally 1.3 million units. It'south sold about as well equally Mega Man eleven... withal Mega Human 11 is considered the success story. Why?

Look at it this way. No one from Deep Silver or Comcept (Level-five Comcept?) celebrated Whatsoever milestones or immediately appear a Mighty No. 9 sequel. The game may have sold a lot of units, but that doesn't hateful it was profitable. When you lot take into consideration how much money had to be spent onmultiple versions (two of which failed to materialize), multiple SKUs, marketing campaigns and even other ill-fated projects, information technology's no wonder why the Mighty No. 9 brand -- at the time of this writing -- is effectively dead.

That'due south the departure, folks. Profitability. When games are green-lit and motion into production, they're given a upkeep based on project sales. Projected sales are expectations set by the performance of past titles and a summation of general brand interest (acquirement accumulated from goods and merchandise, for example). Mega Man 11 and the many Legacy Collections succeeded because they're in-line with the realistic, reasonable expectations Capcom laid out pre-production. And they were assisting.

Zip/ZX Legacy Collection may have sold far less than its counterparts, yes, but that doesn't outright spell doom and gloom...

Yous have to remember, the private titles in both the Zero and (especially) the ZX serial never moved more than than 200,000 units on their own. Cipher and ZX have always been pretty niche, due in large function to the perception that they're "very hard" games. When putting this collection together, Capcom had to consider that. There was merely no manner ZZXLC would have the aforementioned kind of attain and impact as MMLC1+2 or XLC1+2. And then while ZZXLC's numbers may look disappointing to us, at that place's a very skilful chance that it was profitable. And that's enough.

Make no error: the moving-picture show existence painted here is practiced. Very good. Information technology's blazed a path ahead for, what could be, an ambitious hereafter for the franchise.

While we cannot directly link you or get into great detail at this fourth dimension, the Capcom alienation in November did cue us in on the next "major" Mega Human being game set up for 2022. We're going to refer to it as " 対戦" or "Taisen" here. Once more, tin't get into specifics, but because of how well recent Mega Human games sold, " Taisen" non only has a larger-than-usual upkeep for a Mega Man game (it's reportedly the size of Monster Hunter Stories 2), just a projected sales target well above even the best selling Mega Man game in the franchise's 30-year-plus history: Mega Man 2.

This isn't speculation or exaggeration. Information technology's all all there in the alienation.

Whatever "Taisen " turns out to exist, it is an unquestionable attestation to how well the brand has recovered in the last v years. If this were 2010, there would be no style a Mega Man game with that kind of "Zenny" behind information technology would get the green lite.

Yes; we're in a drought at the moment. But you know what? Information technology's all good. For the first time in a long fourth dimension, we tin breathe easy knowing that this quiet period wasn't brought on by poor auction figures or cardinal staffers leaving the company. This time is being spent developing something unlike. Something that's taking a lot of fourth dimension and, well, a lotta Zenny.

Nosotros're in the waiting game once more, yes. But it's dissimilar. There'southward no uncertainty this fourth dimension. There's assurance that things are fine - the franchise is in good wellness - and something absurd or perhaps a footling weird awaits us in the new year's day.

Mega Man is hither to stay.

Source: https://www.rockman-corner.com/2021/05/an-analysis-of-game-sales-from-mega-man.html

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